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Rafale

Mind flay tic fix

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"Re-added a previous change for channeled spells that prevents ticks being lost" 08/09/17

Do you see any difference since the fix?

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1 hour ago, Rafale said:

"Re-added a previous change for channeled spells that prevents ticks being lost" 08/09/17

Do you see any difference since the fix?

i think its fixed. the animation not beeing there, when you hammer your mindflay button, is fixed with it aswell.

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This is something I've seen on my Arcane Missiles firing Mage and on my Starshards dropping Priest as well.  There seems to be a "lag" of some sort in applying the damage to target.  When you use the spell, the target will INSTANTLY notice and (when solo) aggro onto you, even before any damage ticks land on the target.  Then the first damage tick seems to take longer than you would expect to actually show up on your game client.  I'm presuming that this is because of the "round trip" network latency gets combined with actual "server lag" for needing to process what's happening.

So my ping to server is typically in the range of 130-150ms, meaning that a "round trip" from me to server and then back to me is going to be roughly ~300ms (or so).  Add in the delay for having the server process whatever I'm doing so as to issue commands back to my game client and I'm looking at maybe another ~100-200ms, yielding an up to ~500ms delay in the "reporting" of resolution of periodic damage on my game client.  I'm presuming that this is why it will OFTEN appear that the last damage tick of Arcane Missiles or Starshards (or Mindflay) will occur AFTER the channeling of the spell has ostensibly been completed as far as my game client is concerned.

I start channeling and then have to WAIT for the animation/damage of the FIRST damage tick to actually appear on my client ... even though my target responds INSTANTLY to being attacked (from my perspective) even before any damage lands on them.

Similarly, when I finish channeling I ALSO have to WAIT for the animation/damage of the LAST damage tick to actually appear on my client ... even though my channeling of the spell is over and done already.  Often times, the delay after finishing to channel a damage spell for the last damage tick to land is ... approximately 0.5 to 1 second ... and if I immediately start chain casting into another channeling (of the same spell) then that last damage tick from the first casting will seemingly "never land" and instead get overwritten by the second channeling cast.

Because of this ... peculiar behavior ... that I'm seeing reasonably consistently on my game client, I've gotten into the habit of WAITING for the last damage tick to land on my target before starting to channel the same spell again, so as to avoid that overwrite of the last damage tick.  The alternative to that is to alternate between using a channeled spell and a casting time spell (even if the casting time is Instant) so as to "give enough subjective time" for the last damage tick of the channel to finally (at long last) land on the target before starting a new channeling of a damage over time spell.

Unfortunately, that kind of alternating rotation of spellcasting isn't exactly something you can do easily/conveniently on a Shadow Priest, simply due to the lack of other spells you can alternate with Mind Flay.  There's Mind Blast, of course, but it has a cooldown, so you can't consistently "weave" Mind Blast between channeling Mind Flay in a 1:1 sort of way.  You could use your Wand, of course, but you'd want to do so in such a way as to fire only a SINGLE shot from your Wand, so as to produce a rotation of Mind Flay/Wand Once on repeat, which would then let you do a rotation of Mind Blast/Mind Flay/Wand Once/Mind Flay and then repeat.  If your Wand has a 2.00 (or higher) speed, that would then allow Mind Blast to completely cooldown during the 3+2+3=8 second casting rotation interval before returning to Mind Blast without needing to spend any talent points in Improved Mind Blast.

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