Quote:
Originally Posted by Rogean
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Are you saying NPC Spell casting reset their attack timer?
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It makes the intervals between rounds more erratic. Overall the number of rounds seems to stay the same, but isolated delays between rounds will be longer or shorter than average. Parsing NPCs that don't cast spells is more uniform/accurate. Parsing fully 75% slowed NPCs and dividing the delay by 4 gives very accurate results, so I always parse them slowed if they are slowable.
I have some more examples in this thread:
http://www.eqemulator.org/forums/showthread.php?t=38734
Basically a non-casting NPC will look like this
(2)4(1)4(2)4(1)4(2)5(2)3(2)4(1)4(1)4(2)4(1)4(2)4(2 )4(2)4(2)4(1)4(1)4(1)4(2)
and Aaryonar (a slowable AoEing dragon) looks like this
5(C3)7(C2)4(C2)5(C1)5(4)5(C3)6(3)5(C4)5(C4)5(C2)6( C2)5(C3)5(C4)6(C4)5(C4)5(3)
7 seconds one round, 4 the next. The average remains very close to 5.2 however. (5.209 in that log) I speculate that it might be some sort of code to prevent spell casts from eating into attack timers causing this somehow. It just causes a lot of 'double rounds' when parsing NPCs with fast attack delays, reducing accuracy.