nilbogs post indeed supports the longer summon interval.
From what I was able to discern out of my own logs, the summon interval "discrepancy" that sometimes it's called as 10, 11 or 12 seconds can be explained by a combination of:
- timing of summon (I don't know EQEmu code, or EQlive, obviously - but I am pretty sure the availability of each mob's abilities is checked by a timer function that runs on intervals - so a 10 second refresh is actually the refresh plus a minor extra time until the timer function next checks that ability's availability - which can be anywhere between 0 and x seconds.)
- server/zone/client lag (may cause slight delays until the event gets logged on the client)
- rounding issues
A possible scenario is that client lag causes a delay in logging a 2nd summon, while on the 1st summon it was on-time - resulting in log entries with 12 seconds delay, while in another case (I found one in my logs) the timer function on the server was spot-on, and the client was reacting/logging fast, and the log entries are 10 seconds apart. That would indicate the actual summon interval was 10 seconds, while in almost all cases, the next summon was not processed until 1 second later.
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