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Old 06-13-2020, 10:24 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by DMN [You must be logged in to view images. Log in or Register.]
Torpor and every other spell ENDS when the final tick is reached. The ticks are based on the server ticks, so all buffs/debuffs can theoretically last 5.99999999999... + 6 multiplied by the amount of ticks allotted for the spell duration. The buff/debuff duration doesn't matter tho because we are talking about HoTs/DoTs and their effect on life totals and they only update HP totals on server ticks for hots/dots. When the spell has encountered as many server ticks as the spell is supposed to last for, the spell ends.


Good god.i explain all of this shit in my first post about this and here I am again. No matter how you slice it, you can't get a 5th tick on a spell that only is supposed to last 4.
Your problem is you do not understand programming, and you assume all spells are checked the same. Torpor is working as I described. It shows you are wrong in your assumptions. If all spells had a tick counter, Torpor would never be able to get a 5th tick. Evidence trumps your assumptions[You must be logged in to view images. Log in or Register.]

As for Sonofbaal's question, the trick to getting a 5th tick on Torpor is to cast Torpor right when you see the tick come in. Torpor cast time is 6 seconds, so it will land as the next tick hits.

To Sacer, I never said regeneration was useless. I still use fungi staff with Torpor. The question here is which ability is more useful with Torpor. The answer is Frontal Stun Immunity, due to additional regeneration losing a lot of utility with Torpor. 8 HP regen is 4 Torpors per hour. That really isnt a big gain. Getting stunned less has more utility, due to an increased chance for that spell to land, and the ability to change what you are doing when you would otherwise be stunned.
Last edited by DeathsSilkyMist; 06-13-2020 at 10:33 AM..