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View Full Version : Game Mechanics: Casting spells and attack speed


Mouse
11-23-2011, 03:37 AM
Lets say your delay is 20, and you cast a spell that takes 3 seconds, as soon as you cast you will immediately swing because you missed your last attack.

This feature was not implemented til around velious, until that point your attack delay was set and only happened on the times of swings. if you casted and missed a swing you waited for the next swing, it did not immediately give you a swing after the cast.

Brinkman
11-23-2011, 03:06 PM
This is correct. They changed it basically so hybrids didnt miss out out their swings while casting. Its either velious or luclin. Ill research it. In classic they were supposed to miss their swing it was one of V.I.'s ways to balance hybrids.

Brinkman
11-23-2011, 03:14 PM
This is not entirely related, going to continue looking for the swinging immediatly after spell casting. All of these changes were made around the same time from what I recall.


Is hybrid casting working as it should prior to this patch?

------------------------------
February 21, 2001 3:00 am
------------------------------


*Hybrid Casting*

Hybrids that cast spells in combat were taking double penalties at
higher levels. The casting times of their spells went up, and the
amount of melee damage they do per second went up. This results is
having to take longer to cast spells, and losing more damage/second for
each second taken in casting. To help offset this, Rangers, Paladins
and Shadowknights casting non-beneficial spells that have casting times
greater than or equal to 3 seconds, now get a 3 % reduction in casting
time for each level over 50. 3% at 51, 6% at 52, etc., to 30% at 60.
Again, this applies only to non-beneficial spells.

Brinkman
11-23-2011, 03:19 PM
Ok I found it...


------------------------------
January 9, 2001 3:00 am
------------------------------

- Melee attack timers will no longer be reset when a SK, Paladin, or
Ranger cast a spell. Previously these classes had to wait a full attack
delay after casting before they would attack via melee again.

So basically the way it should be is: once a spell lands, weapon delay timer starts, then swing after proper delay is met.

They way it is currently working both here and on p99 is delay continues through casting so if your delay comes up before the spell is finished casting, you immediatly swing once the spell finishes, and this is incorrect until January of 2001. ( Velious )

Also please note that only the classes listed should be affected. Pure int/wis casters always got to swing right after a spell landed if their delay was up. Hybrids had the swing penalty in place for balance purposes.

Nice that its in patch notes, no arguing, no debating.

Mouse
11-25-2011, 03:34 AM
/patontheback

Uthgaard
11-25-2011, 04:12 PM
I'm pretty sure Kanras took out the innate spell haste.

Brinkman
11-28-2011, 05:02 AM
Bump, not sure how difficult of a change this would be, but it needs to be in.

On BOTH Servers. This is one of those things that produce more DPS overall than should be as well, which stacked with all the others ( some still unknown ) like this was till just now, that makes content trivial. The way this works is not balanced for 32k mobs.

Slave
11-28-2011, 03:01 PM
Holy shit, that is some great research power done for the forces of evil. :(

Brinkman
12-01-2011, 05:03 PM
.