Quote:
Originally Posted by DMN
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It doesn't matter if it's considered a buff/debuff, the healing ticks should only be 4 at maximum. For instance, the fact you got hit by the speed debuff of torpor a couple of seconds before the tick shouldn't change the number of healing ticks, only the total time you are slowed/snared. So you may have been snared/slowed for 27 seconds, but you still only got healed for 4 ticks.
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I do programming for a living. This game was built in 1999. Keeping track of every single spell on a character on a per tick basis is a waste of your 56k modem's precious data.
There are two kinds of spells that can stick on a player:
1. Passive buffs
2. Spells that can be resisted.
For passive buffs, there is no need to check the buff on a per tick basis. The server just needs to know when the buff should wear off, and if the player has forcibly removed the buff.
For spells that can be resisted, the server must keep track of the spell on a per tick basis. This is because each tick could cause the spell to be resisted. These kinds of spells must be strictly monitored. This is why you cannot get an extra tick on a DoT, a root, a charm, etc.
For passive buffs, you COULD get an extra tick, because the server is just checking for when the spell wears off, not how many ticks the buff has lasted. Torpor is almost certainly classified as a passive buff with a short timer, rather than a DoT. It makes sense, since Torpor is like a super regeneration. The Regeneration line of spells probably works the same way. The server isn't checking the spell on a per tick basis. The server just checks if you have the buff, and gives you the extra HP.