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Please fix alacrity


Eloi_BG's Avatar


Eloi_BG
10.23.2017 , 01:23 PM | #1
The more we talk about it, the most likely it is we can get Dev attention on the issue (a simple acknowledgment of the issue would be nice).

For those who don't know about the issue, it was first brought up by Shyroman in a thread about Fury parses. It is mentioned in quite a few threads on forums and here on reddit: https://www.reddit.com/r/swtor/comme...y_for_classes/

Please tell us you will be fixing this soon. It is a pretty big deal. Since 3.0 you have told us having XX% alacrity would allow us to be XX% faster. Because of the rounding up this is not true except for specific thresholds (which every 700+ alacrity rating). This results in a lot of wasted stats and harder balancing for you guys.

Thanks
Nemio the Acceptable Player

ottffsse's Avatar


ottffsse
10.23.2017 , 01:59 PM | #2
It is giving a further potential advantage to melee specs over rdps specs which is a shame considering rdps mostly are already adjusted bellow melee dps output as is.

shyroman's Avatar


shyroman
10.23.2017 , 02:33 PM | #3
It wouldn't surprise me if there is a computational limitation involved. To make everything compute to the hundredth decimal point instead of the tenth, every action would have 10x more computation than before. I don't know what that would do to the game but it's possible that it would severely lag the servers.
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Eloi_BG's Avatar


Eloi_BG
10.23.2017 , 02:51 PM | #4
Quote: Originally Posted by shyroman View Post
It wouldn't surprise me if there is a computational limitation involved. To make everything compute to the hundredth decimal point instead of the tenth, every action would have 10x more computation than before. I don't know what that would do to the game but it's possible that it would severely lag the servers.
Would surprise me, don't really see how it would involve 10x more computation. Logs seem to use 0.001s. There doesn't seem to be any 0.1s limitation. I am no game developer though, so I might be wrong. A dev comment about the subject would be nice though (as long as it's not "Let's remove alacrity!" lol).
Nemio the Acceptable Player

shyroman's Avatar


shyroman
10.23.2017 , 03:02 PM | #5
Quote: Originally Posted by Eloi_BG View Post
Would surprise me, don't really see how it would involve 10x more computation. Logs seem to use 0.001s. There doesn't seem to be any 0.1s limitation. I am no game developer though, so I might be wrong. A dev comment about the subject would be nice though (as long as it's not "Let's remove alacrity!" lol).
Logs are a bit different since that is client side recording of what is happening and when. I'm guessing that calculations for abilities happen server side (or else we'd probably have seen hacks where people have no cd's on abilities/gcd and can make them do as much damage as they want). Since it's only going to the tenth decimal point, if it were to go to the hundredth decimal point then for every tenth decimal point there would be 10 additional numbers for the hundredth decimal point. I don't know exactly how the game works though so this is all speculation from me.
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Eli_Porter's Avatar


Eli_Porter
10.23.2017 , 03:57 PM | #6
I personally like it that GCD has thresholds. Thresholds are basically toys for min-maxers do play with, the more the merrier.

THAT_EPIC_GUY's Avatar


THAT_EPIC_GUY
10.23.2017 , 05:24 PM | #7
Quote: Originally Posted by Eli_Porter View Post
I personally like it that GCD has thresholds. Thresholds are basically toys for min-maxers do play with, the more the merrier.
You realise that with these thresholds, min-maxers have essentially 4 toys to play with; no alac, the 1st threshold, the 2nd threshold and the 3rd (I think you can reach it?). This is heavily limiting on what you can actually do. Min-maxers get more freedom if the stat works correctly at any alacrity value as the 'toys' are vastly greater in number.
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shyroman's Avatar


shyroman
10.23.2017 , 05:45 PM | #8
Quote: Originally Posted by THAT_EPIC_GUY View Post
You realise that with these thresholds, min-maxers have essentially 4 toys to play with; no alac, the 1st threshold, the 2nd threshold and the 3rd (I think you can reach it?). This is heavily limiting on what you can actually do. Min-maxers get more freedom if the stat works correctly at any alacrity value as the 'toys' are vastly greater in number.
Yeah it really limits the possibilities. For most classes it's impossible to hit the 3rd threshold (25%). There are some spec specific stuff though but those restrict it even further. Like for lightning, you'd want 11.4% because the extra 5% from the tree brings alacrity above the 2nd threshold and 20% from polarity shift brings alacrity up to 36.4% (the 4th threshold in 36.36%).
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AronisContar's Avatar


AronisContar
10.23.2017 , 06:52 PM | #9
I suspect that on server side, the game 'ticks' ten times per second. All actions and ability activations that happen inside each 100ms window are collected and processed in batches, which would result in the observed behavior. It also would explain why you can e.g. have two people stun each other at the same time, which would be pretty much impossible if the game had higher temporal resolution.

Times in the combat log are client side times, which explains why you get more perceived precision than tenths-of-seconds.

If the game works as I suspect it does, then increasing the tick frequency to a less noticeable granularity like 10ms would indeed mean needing a magnitude more computing power on server side, so I wouldn't hold my breath for it.

But then again, maybe I'm talking out of my ***

Ciao, Aronis!

Eloi_BG's Avatar


Eloi_BG
10.23.2017 , 09:01 PM | #10
Quote: Originally Posted by AronisContar View Post
I suspect that on server side, the game 'ticks' ten times per second. All actions and ability activations that happen inside each 100ms window are collected and processed in batches, which would result in the observed behavior. It also would explain why you can e.g. have two people stun each other at the same time, which would be pretty much impossible if the game had higher temporal resolution.

Times in the combat log are client side times, which explains why you get more perceived precision than tenths-of-seconds.

If the game works as I suspect it does, then increasing the tick frequency to a less noticeable granularity like 10ms would indeed mean needing a magnitude more computing power on server side, so I wouldn't hold my breath for it.

But then again, maybe I'm talking out of my ***

Ciao, Aronis!
Makes sense, tho I hope you're wrong. Not sure what would be a good option for an alacrity fix then...
Nemio the Acceptable Player