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Not sure how that plays out here. Trying to find in era talk of this. http://www.guildseofon.com/cgi-bin/y...663417/263#263 is the first post I found on the matter (Jun 29th, 2007, with a dead link to http://forums.monkly-business.net/viewtopic.php?t=15147 Next poster quotes text from the link: "they are going to add up your "lost" delay on each round and give you an extra round after the loss adds up to the delay of a round." Due to the date of these posts, I imagine this bug is present in eqemu / p1999. The poster which quoted the above went on to comment the following: "Say you have a weapon that should hit every 2.5 increments but the server only deals in whole increments. What we have is the weapon hits on 1, 4, 7, 10, 13, 16 as in every 3. What you describe would seem to be it hits on 1, 4, 7, 10, 13, 16 same as before but saves up a 1/2 increment bonus each time and gets two hits at tick 16. Everquest always was developed by the math challenged. Lines on your computer screen are drawn by something called the Bresenham algorithm which smooths this out to 1, 4, 6, 9, 11, 14 etc. The technique has been widely known and used in basic graphics for many years. The math behind is absolutely trivial. Does it matter? Probably. The latter method means a hit comes a tick sooner by tick 6. The former makes no difference until tick 16. Most likely it all resets and gets flushed if the player does something like cast a spell. Run your hour long parse and look ma it works. Play the game normally interleaving casting and melee and it all gets flushed. Math challenged." I hope this adds a bit of clarity to how haste / delay rounding errors function in early/mid EQ. Edit again: http://www.monkly-business.net/forum...dHands-amp-YOU! another post/thread about pre-fix delay rounding in Everquest. | |||
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Last edited by Jimjam; 07-24-2021 at 04:53 PM..
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