Quote:
Originally Posted by DMN
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How do you know it depends on when you cast it or that it will take a lot effort if you don't even know what's causing it? Even if it did take a lot of effort, increasing the effectiveness of one of the strongest spells in the game by 25%i s hardly something to walk away from flippantly.
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This game works on a tick system. Normally, Torpor is supposed to heal 300 HP per 6 seconds for 4 ticks. This means you would get 300 HP at 6 seconds, 300 HP at 12 seconds, 300 HP at 18 seconds, and 300 HP at 24 seconds, for a total of 1200 HP.
My guess is the server just delivers the 300 HP on tick if Torpor is on your character as a buff. The 5th tick probably comes in to play when you cast Torpor right as the next server tick comes in. This means you will get 300 HP at 0 seconds. So you would get 300 HP at 0 seconds, 300 HP at 6 seconds, 300 HP at 12 seconds, 300 HP at 18 seconds, and 300 HP at 24 seconds for a total of 1500 HP.
Based on how Shamans work (they specifically use Regeneration as a mechanic), it would make sense that Torpor is more like a "super regeration" spell, as opposed to a DoT heal, like Celestial Healing. It wouldn't surprise me at all if Regrowth mechanically could also give you one extra tick. It just obviously doesn't really matter for regrowth, since 15 HP is a much smaller value than 300 HP. I assume Torpor is working as intended, if it is designed this way.
EDIT: Just confirmed it. You get 1500 HP back if Torpor lands right when the next server tick comes in.
Think about it this way: There are two kinds of buffs in EQ. Buffs that the server needs to keep track of on a per tick basis, (Such as DoTs), and buffs that the server does NOT need to keep track of on a per tick basis (such as Resist Cold). Any buff that needs to be checked by the server on a per tick will always be limited to the damage it can deal.
A perfect example is Splurt. You will never see Splurt ratchet up one additional tick of damage, even if you cast it right on the server tick. Resist Cold, however, would not need to be kept track of on a per tick basis. The server just needs to know when the buff needs to wear off. Torpor and Regeneration most likely work the same as a buff like Resist Cold. The server doesn't keep track of how many ticks the spell has ticked, it just keeps track of when Torpor needs to wear off.
This method of keeping track of buffs makes sense. It is way more expensive from a data perspective to keep track of every single buff on a per tick basis. They save that ONLY for spells that need it.