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Development: Custom Code This is for code thatdoes not emulate live and wont be added to the official code.

 
 
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Old 02-10-2012, 10:24 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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Hmm.. I'm actually more confused by this.

Mob::DoCastSpell calls the function I modified to get the 'hasted' spell cast time. So this section of code is using the modified cast time value. But then it passes the original cast time to a struct which I assume is eventually going to the client... There is also a comment sayin gthe client does it's own cast time reduction calculation. But the client must be getting the output of GetActSpellCasttime at some point, otherwise I'd have cosmetic issues with ALL haste values rather than just those which reduce casting time by more than 50%.

When you say the client isn't bothered at all, have you been able to reduce the cast time of a spell by more than 50% without any cosmetic issues on the client? (i.e. Spell description shows accurate casting time, and timer starts at relevant %). It's really easy to test with a shaman and quick buff aa, as this provides 100% haste right off the bat (or a 50% reduction), so any focus on top of this will reduce casting time by more than 50% without the cap.
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