Feersum Endjinn
Knight
[VALIDATION NEEDED] Casting Recovery and/or Interrupt Recovery times are incorrect
Type: Bug/Code Discrepancy.
Basic Description: See title.
Way to experience: Pvp a lot on both OSI and Demise or carry out some of the tests Bile suggests below.
Detailed Description: Initial testing suggests Cast recovery on Demise can be both faster (at FCR6) or slower (at FCR3) than on OSI. Tests also suggest that Interrupt Recovery Times (after your spell has been interrupted by a real or NPC opponent or because you interrupted yourself in some way) are non-existent on Demise. Various tests proving this are shown by Bile below.
Links: None at this time.
Code: None
We are going to need a lot of testing to fix this. Bile has suggested a couple of intelligent testing methods which may allow us to get more precise information, but if anyone else comes up with other new testing methods - post them here!
So far the tests all refer to Magery spells. Any verifiable information concerning discrepancies between OSI and RunUO cast/recovery times for Chiv, Necro, Ninja, Bushido.SW etc are welcome.
Type: Bug/Code Discrepancy.
Basic Description: See title.
Way to experience: Pvp a lot on both OSI and Demise or carry out some of the tests Bile suggests below.
Detailed Description: Initial testing suggests Cast recovery on Demise can be both faster (at FCR6) or slower (at FCR3) than on OSI. Tests also suggest that Interrupt Recovery Times (after your spell has been interrupted by a real or NPC opponent or because you interrupted yourself in some way) are non-existent on Demise. Various tests proving this are shown by Bile below.
Links: None at this time.
Code: None
We are going to need a lot of testing to fix this. Bile has suggested a couple of intelligent testing methods which may allow us to get more precise information, but if anyone else comes up with other new testing methods - post them here!
So far the tests all refer to Magery spells. Any verifiable information concerning discrepancies between OSI and RunUO cast/recovery times for Chiv, Necro, Ninja, Bushido.SW etc are welcome.
Bile;684357 said:Probably completely useless and waste of my time, yall might get different results based on the difference of your ping to Demise and OSI Shards...
The problem resides in how Faster Cast Recovery is coded.
There is no way to pinpoint how to fix this (That I've Found) besides just observing how Spell Recovery works in its entirety and changing it to how it seems it works.
Now for those that cannot spot this with the naked eye there are a few ways to test and show that there is indeed a problem here.
Comparisons:
UOG: Demise / RunUO Releases - When the Faster Cast Recovery limit is reached, it removes the message "You have not finished recovering from casting a spell", it acts as if Casting Recovery itself is eliminated from Spell to Spell.
OSI - When the Faster Cast Recovery limit is reached, it removes the message "You have not finished recovering from casting a spell", it acts as if there is a delay from Spell to Spell.
Tests that show something is wrong with how RunUO compares to OSI.
Items Needed: 2 Faster Casting and 6 Faster Cast Recovery : 1 Faster Casting and 6 Faster Cast Recovery
Warning: These tests revolve around -
In the UO Display Option
Speech Remain on Screen - 100
Scale Speech Duration based on Length - Checked
Test One: Shows the difference of how many spells you can cast before they disappear without targeting with them and while targeting with them. Aswell as the outrageousness of how off Demise's compared to OSI.
Step 1 -
Equip the 2:6 set on both OSI and UOG Demise
Step 2 - Create a Macro through the In-Game Macro System on both OSI and Demise for the First Circle Spell - Heal.
The lines should read:
Cast Spell > Heal
Step 3 - (For those who don't know Spell Casting Lengths)
Create a Razor Macro for both the OSI Open Client and the Demise Open Client for the spell - Heal.
The lines should read:
CastSpell Heal
Wait for Target (Highlight this line, right click it and edit Wait Time to 1)
Target Self
Loop - Checked
Step 4 -
Hold Down the In-Game Macro for the Spell - Heal on both OSI and Demise (You are not targeting with them)
- Notice how many Heals come above your head before they start to disappear
-- Demise: 12 Showing
-- OSI: 8 Showing
Step 5 -
Run the Razor Macro
- Notice how many Heals come above your head before they start to disappear
-- Demise: 10 Showing
-- OSI: 5 Showing
Step 6-
Test this with everything, Lightning, Harm, Fireball, Cure, Greater Heal, Energy Bolt, and it all comes out to be significantly less when comparing RunUO to OSI.
Now for a test that involves two people.
Test Two: Shows that its impossible to Teleport faster than someone can run [mounted] while both going in a straight line.
Step 1 -
Create Razor Macro w/ Loop to Teleport > Wait for Target > Relative Location (11,0)
Should Read:
CastSpell Teleport
Wait for Target (Highlight this line, right click it and edit Wait Time to 1)
Target RelLoc (11,0)
Step 2 -
Find a nice straight line side by side, Skara Brae Farm Area or any clear road will do.
Step 3 -
Hit play on the Teleport Macro and have your buddy run [mounted] along side of you.
Demise: Teleporter gains a few tiles over the Runner every Teleport casted.
OSI: Teleporter loses a few tiles against the Runner every Teleport casted.
Test Three - Now onward to the 1:3 Casting Ratio. This will show.. well... That something happens on Demise when it reaches the 6 Faster Cast Recovery Limit, stated above, I think it just Eliminates the damn Recovery all together.
Step 1 -
Hold Down the In-Game Macro for the Spell - Heal on both OSI and Demise (You are not targeting with them)
- Notice how many Heals come above your head before they start to disappear
-- Demise: 2 Spells Showing
-- OSI: 3 Spells Showing
.... from my observation and well... playing so long.. The only possibility I see is that Demise is off from the get-go, but once its FCR is maxed it just does away with actual FCR...
Oh, something I noticed while testing...
Regarding Faster Casting and Animation:
[The Demise animation times are wrong]
OSI - Faster Casting effects the animation only of Circles 4 - 5: Reducing the spells to 1 Full Pump, disregarding the summon spells: Summ. Creature and Blade Spirit.
Tested with 0 Faster Casting
Circle 4 - Two Full Pumps
Circle 5 - Two Full Pumps
Circle 6 - Two Full Pumps
Tested with 2 Faster Casting
Circle 4 - One Full Pump
Circle 5 - One Full Pump
Circle 6 - Two Full Pumps
UOG: Demise - Faster Casting effects the animations only of Circles 5-6: Reducing the spells to 1 Full Pump, disregarding the summon spells: Summ. Creature and Blade Spirit.
Tested with 0 Faster Casting
Circle 4 - One Full Pump
Circle 5 - Two Full Pumps
Circle 6 - Two Full Pumps
Tested with 2 Faster Casting
Circle 4 - One Full Pump
Circle 5 - One Full Pump
Circle 6 - One Full Pump
Feersum Endjinn;684388 said:Ok.
It looks like you've hit on some good testing methods.
So... As I understand it (correct me if I'm wrong):
Your tests/experience demonstrate that chaining spells, or casting combos is completely different on RunUO shards because FCR delay is out of whack - being a 50% longer delay than OSI at FC1 FCR3 and a significantly shorter (50-100%) or non-existent delay at FC2 FCR6.
At 1/3 Casting you cast Heal spam slower than on OSI.
At 2/6 Casting you Heal spam faster than on OSI. (This is what allows you to teleport faster than running speed)
I guess using the same system to test with all FC/FCR combinations might shed more light on this.
A couple of questions:
- Did you mean "running" speed or "mounted running" speed?
- When you talk about the animations, are you saying that you can actually cast a single 4th Level or 6th Level spell (but not a 5th Level one) faster on Demise, or that the animations themselves are wrong? Ie - is there a problem with cast times and FC themselves, or is it limited to FCR?
- Have you ever played on any freeshard that had got it exactly right?
Thanks
FE
PS Wither got a recent fix - so I hope it is now like OSI.
prohunter33;684453 said:getting interrupted doesnt put u in a recovery delay like osi does. Taking away from timing and in extension player skill almost completely and making spamming the way to go on runuo servers.
Kiluad;684467 said:FRC can and should be 0 on some spells, at some point. I don't think the code is nessisarily wrong, it was one of the first things fixed if i remeber correctly, i also remeber having issues with how it was being coded, but i think i changed my tune after looking at it closer.
according to stratics FCR lowers cast recovery time by .25 seconds, which is the exact same speed OSI matched animal form recorvery time to on a fix during publish 39. animal form on osi now correctly has a delay of 1 second with 6 FCR, as opposed to 2.5 the actual delay of the spell.
Heal on OSI and Demise should have a recovery time of 0 with fcr 6. the problem shouldn't be in FCR, it's a simple concept with easy numbers. Cept for the interupt value which is probably wrong.
Feersum Endjinn;684578 said:
Prohunter, I'm not sure I follow this.
It sounds as if you aren't talking about normal FCR here (since FCR6 can give you a zero (or is it 0.25?) seconds recovery time.
Is this a "special" delay? Or is it just the full cast time of whichever spell got interrupted? So whether interrupted or not, you can never recast before a) the spell cast time is up and b) the casting recovery time is up.
So with FC0/FCR3 if your Heal is interrupted you can cast again after 0.5 seconds (spell delay at FC0) + 0.75 seconds (cast recovery delay at FCR3), but if your Earthquake is interrupted you can't cast again until 2.25 seconds + 0.75 seconds has gone by? (And with FC2/FCR5: 1.75+0.25 seconds for L8 spells?)
Thanks for the help
FE
PS Without getting into Chiv or Ninja etc spells - I always understood that Cast Recovery time for Mage spells was a fixed 1.5s - 0.25s per FCR point. After testing on a char with 0FCR though, I see this can not be true (on Demise anyway) as I can chain spells with less than a 1.5s delay (even with high ping)... How is FCR supposed to work?
Bile;684599 said:Yes, Prohunter is also correct about what he is saying, there is a short delay from being interrupted and following the interruption with a spell.
prohunter33;684616 said:id have to say its a special recovery that is only effected when u get interrupted including over casting since u are interrupting urself. This interrupt timer doesnt really appear to stack with the normal recovery from what i can tell. Meaning if u have 4fcr and u get interrupted the recovery time is still .5. So i would say it was a built in feature to stop 6 recovery casters from casting like runuo servers.
Feersum Endjinn;684644 said:
Ok. Thanks.
But how long a delay are we talking for something like Earthquake or Flamestrike when it is interrupted? Still 0.5s, or the full casting duration?
All this info is great to get a bug report started and know what we are actually trying to fix (and maybe suggest a few possible new testing methods).
FE
PS Though I have a feeling in the end it is going to take some pretty serious in-depth testing of every spell level with every FC and FCR combination...
prohunter33;684685 said:the delay is the same for all spells the only difference is in fcr. the longer one is the one applied making 4-6fcr the same when disrupted.
It takes a perfect timed harm in order interrupt a interrupt + gheal combo and u cant disrupt a interrupt archcure(considered level 3 on osi) combo with harm. This is why i would say its a .5 and not a .25
6fcr = .5
5fcr = .5
4fcr = .5
3fcr = .75
2fcr = 1
1fcr = 1.25
0fcr = 1.5