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Old 11-04-2009, 10:03 PM   #16 (permalink)
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Nice work, ty for the effort, indeed it is very pretty, although, the only good use I can think of for it is on calculating what M.Acc you would need to solo elites far higher level than you, which is great for you... would have been nice 10 levels ago :P

Make a drag and droppable stigma calculator. Not that necessary but fairly useful.

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This leveling grind-fest reminds me of leveling up and 80 in the original mmorpg, the World of Warcraft. Anyone else feel that way?
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Old 11-04-2009, 10:59 PM   #17 (permalink)
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Make a drag and droppable stigma calculator. Not that necessary but fairly useful.
i thought about a stigma calc but a couple great ones already exist so there's no point, i might just link to one if anything lol.

working on a few minor things first, then i'll add mana efficiency into the mix. one step at a time lol

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Old 11-05-2009, 05:14 AM   #18 (permalink)
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what about specifing a list of spells in casting order, and calculate the DPS for that combo?
DPS really depends on how do you actually cast your spells, what spells are you using, and how are you using them. This would give a lot more accurate DPS calculation. Though it has some difficulties, like the DPS is not constant for the whole duration, but an overall DPS for the whole spell series would be sufficient i guess.
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Old 11-05-2009, 06:02 AM   #19 (permalink)
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Originally Posted by bleudeciel16 View Post
the global cooldown i speak of is the half second AFTER you finish casting your spell that you have to wait before you can cast your next spell. get in game, shoot a spell, and watch the spell's icon, you'll see the cooldown spin around for half second before you can start casting your next cast. i didn't test this extensively with ALL spells, especially since i'm only 29 and don't have access to half of the spells, but like i said, this is BETA lol. i've got a lot of work to do.
I see no such spinning. The only spinning I see is from the skill's listed cooldown. I DO notice that whenever my character is performing a spell animation, all my skills are greyed out though.

I also notice that all my skills are also greyed out a moment after attempting to use any spell. I guess you might call that a global cooldown, but it doesn't look like it lasts long enough to affect anything except maybe Blind Leap or your attempts to cast, then quickly cancel a spell. And for that matter, I can't even tell how long it lasts or if it lasts the same amount of time for each spell.
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Old 11-05-2009, 09:25 AM   #20 (permalink)
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Originally Posted by phoemix View Post
what about specifing a list of spells in casting order, and calculate the DPS for that combo?
DPS really depends on how do you actually cast your spells, what spells are you using, and how are you using them. This would give a lot more accurate DPS calculation. Though it has some difficulties, like the DPS is not constant for the whole duration, but an overall DPS for the whole spell series would be sufficient i guess.
I considered doing something like this also, but I'm not sure how to go about coding it. I'll think it over and see what I can come up with. it won't be simple to code but it'll be well worth it if i can pull it off.

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Old 11-05-2009, 09:28 AM   #21 (permalink)
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The flame harpoon ending animation is REALLY annoying, takes so long to finish before your toon can move again...and to try "canceling" it...needs near perfect timing since you might cancel the whole spell :|
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Old 11-05-2009, 09:42 AM   #22 (permalink)
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Originally Posted by Ziv View Post
I see no such spinning. The only spinning I see is from the skill's listed cooldown. I DO notice that whenever my character is performing a spell animation, all my skills are greyed out though.

I also notice that all my skills are also greyed out a moment after attempting to use any spell. I guess you might call that a global cooldown, but it doesn't look like it lasts long enough to affect anything except maybe Blind Leap or your attempts to cast, then quickly cancel a spell. And for that matter, I can't even tell how long it lasts or if it lasts the same amount of time for each spell.
well it only does it on spells with no cooldowns it seems, and the only one I have is flame bolt. (that i can think of) i just got in game and re-tested it and it definitely makes you wait like half a second AFTER your cast finishes before you can start casting a second flame bolt (except when blaze is ready, go do a flame bolt then blaze to get it out of the way, THEN go test flame bolt by itself). Shoot first flame bolt, it finishes, then you see the cooldown timer thing spin around for half second, then you can start casting your second flame bolt.

so then i tested spells with a cooldown. i shot flame harpoon and the cooldown started AFTER the spell finished casting. same with ice chain. (gotta test that one when frozen shock is on cooldown just like with blaze)

so really, the only spells I should be adding a half second to for "gcd" is flame bolt. the rest dont' have gcd because of a cooldown.

Flame Bolt -> Blaze -> Flame Bolt -> (0.5 second wait) -> Flame Bolt

go try it, you'll see what i'm talking about, all the other mmo's i've played called it global cooldown, not sure what aion folks call it, might be why you were confused about it.

thanks for pointing that out though, it's an easy fix and i'll go do that now.

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The flame harpoon ending animation is REALLY annoying, takes so long to finish before your toon can move again...and to try "canceling" it...needs near perfect timing since you might cancel the whole spell :|
lol yea I agree, the animations being additional time besides cast time and global cooldown just boggled my mind when i started playing, like when I got winter's binding and noticed i had to be standing still to use it, AND give it a second to "animate". it's so weird. I read a thread about "jump" casting, where people can do that on the fly. i tried it and failed miserably lol

-------------------------

UPDATE:

Ok I changed how dps is calculated. Since I know now that spells with no cooldown (Flame Bolt) are the only ones that don\'t have global cooldown, I don\'t add a half second to all spells.

You would think to figure dps, you do damage divided by cooldown, but that isn\'t very usable data.

The method I use to figure dps is damage divided by cast time. Cooldown doesn\'t matter because immediately start casting your next spell regardless.

Flame Harpoon (2 sec) -> Flame Bolt (2 sec + 0.5 sec gcd) -> Blaze (instant) -> Flame Bolt ( 2 sec + 0.5 sec gcd )

Flame Harpoon has a 6 second cooldown. Lets say it does 1200 damage. If we figure its dps by damage/cooldown, then it would only be 200 dps. Lets say flame bolt hits for 800. It only has the half second "global cooldown". 800/0.5 So, it would be 1600 dps.

Now they both have the same cast time, but flame harpoon hit harder by 400 damage but flame bolt has higher dps? that's just not right. that's why i figure it by its "value" in the middle of a spell rotation, and do it NetDamage/CastTime.

So in that example rotation above, blaze has no cast time. Lets say it hit for 500. 500/0 = DIVIDE BY ZERO.

can\' do that. if i gave it some small pretend cast time, like 0.01 seconds, it would make the dps be a ridiculously huge number like 60,000. so, i just divide instant cast spells by 1. this way, whatever damage it does you just add that to the previous spell in your rotation.

lets say you do flame bolt then blaze. lets say flame bolt hits for 800, and blaze hits for 500. flame bolt\'s dps would be 320 dps by itself. (800/2.5) now there\'s no way to figure dps for blaze because we could be diving by zero. which is why i set the "dps" to be the same as the net damage for that spell. just add the damage to the previous spell.

800+500 = 1300 total, then divide that by flame bolt's cast time. 1300/2.5 = 520 dps. it's instant cast so it\'s hard to figure the dps the spell does alone but you can add it to the previous spell to see its benefit in the rotation. we went from flame bolt being 320 dps to 520 dps just by adding blaze into the rotation since it has no cast time.

it\'s not the "perfect" system of calculating dps, but it\'s honestly the best method I could come up with thus far. if anyone who\'s really into this stuff and likes math wants to suggest anything, don\'t be shy! i like feedback/input/suggestions/constructive criticism.

cheers

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Last edited by bleudeciel16; 11-05-2009 at 10:15 AM.. Reason: Automerged Double-Post.
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Old 11-05-2009, 01:58 PM   #23 (permalink)
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Originally Posted by bleudeciel16 View Post
well it only does it on spells with no cooldowns it seems, and the only one I have is flame bolt.
Flame Bolt has a one second cooldown.

Also, you're taking a step backwards. Once again, this game has no global cooldown. Instead, the game uses the unique(?) animation times of each spell in order to delay the player. THOSE are what you need to measure when you're doing your DPS estimates. 0.5 seconds was a better guess than nothing.

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Old 11-05-2009, 03:25 PM   #24 (permalink)
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Flame Bolt has a one second cooldown.
hmm touché, didn't see that it even mentioned a cooldown since it's so fast--i just assumed it was gcd. most of the spells that have a notable animation seem to be the ones you wouldn't use in a spell rotation anyways, so i don't think leaving the half second out would hurt anything, but then again i've only used about half of the spells thus far so until i'm either 50 or have someone give me some figures for each spell, i don't have anything to go by. even if i was 50 i don't have the means of measuring it at this time. using fraps and video editing software is the only thing i can think of and there's no way i can play the game AND record it with fraps. (playing on laptop, sold off my desktop's gtx295 in anticipation of the 300 series nvidia card, if it'll ever release)

but if anyone feels ambitious and wants to figure out delays for each spell i'd happy to implement it.

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Last edited by bleudeciel16; 11-05-2009 at 03:27 PM.. Reason: i can't type
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Old 11-05-2009, 03:34 PM   #25 (permalink)
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Awesome job, keep up the good work! Was hoping someone would create something like this.

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Old 11-05-2009, 03:47 PM   #26 (permalink)
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Awesome job, keep up the good work! Was hoping someone would create something like this.
thanks lol, it's a little rough and lacking content at the moment but i'm working on it every night. should have some more goodies fairly soon if i can keep up the pace =)

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Old 11-05-2009, 03:52 PM   #27 (permalink)
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hmm touché, didn't see that it even mentioned a cooldown since it's so fast--i just assumed it was gcd. most of the spells that have a notable animation seem to be the ones you wouldn't use in a spell rotation anyways, so i don't think leaving the half second out would hurt anything, but then again i've only used about half of the spells thus far so until i'm either 50 or have someone give me some figures for each spell, i don't have anything to go by. even if i was 50 i don't have the means of measuring it at this time. using fraps and video editing software is the only thing i can think of and there's no way i can play the game AND record it with fraps. (playing on laptop, sold off my desktop's gtx295 in anticipation of the 300 series nvidia card, if it'll ever release)

but if anyone feels ambitious and wants to figure out delays for each spell i'd happy to implement it.
Everything has a notable animation. Flame Bolt, Flame Harpoon, Freezing Wind, Flame Cage, Wind Cut Down, Inferno... The shortest animations I can think of are the ones for Root and Blind Leap, and even those aren't trivial.

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Old 11-05-2009, 04:02 PM   #28 (permalink)
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Everything has a notable animation. Flame Bolt, Flame Harpoon, Freezing Wind, Flame Cage, Wind Cut Down, Inferno... The shortest animations I can think of are the ones for Root and Blind Leap, and even those aren't trivial.
hmm do they happen during the spell bar? haven't concentrated on testing cast time stuff in game because i have alot of other stuff to finish up first but the few spells i looked at seemed to start casting immediately, so i'm guessing the animations you speak of are during the cast bar (added to teh cast time) or after the spell is done casting, it wasn't obvious enough for me to tell from the 30 seconds of testing i did outside of town lol.

but yea, if anyone has done testing and has numbers on animation times, do share!

time for work

cheers

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Old 11-05-2009, 04:14 PM   #29 (permalink)
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Originally Posted by bleudeciel16 View Post
hmm do they happen during the spell bar? haven't concentrated on testing cast time stuff in game because i have alot of other stuff to finish up first but the few spells i looked at seemed to start casting immediately, so i'm guessing the animations you speak of are during the cast bar (added to teh cast time) or after the spell is done casting, it wasn't obvious enough for me to tell from the 30 seconds of testing i did outside of town lol.

but yea, if anyone has done testing and has numbers on animation times, do share!

time for work

cheers
Ziv explained this before, but I'll do it again. Skills in general consist of three parts. You have a cast time (the bar), an animation, and a cooldown. The cooldown and animation both begin at the same time, which is the end of the cast time. However, cooldown and animation times are not necessarily the same and will vary between skills.

Example: Flame Bolt has a 2s cast, 1s cooldown, and unknown animation time which we can call 0.5s. This is NOT a global cooldown; there is no such thing in Aion. At 0s, you begin casting and complete casting at 0+2=2s. This is when the fire leaves your hand. However, you are unable to move or cast anything else until the animation is complete (at 2+0.5=2.5s). You will still be unable to cast Flame Bolt until its cooldown is over (at 2+1=3s).

As a note, movement and skill lockout for animations are not necessarily the same. For example, Sandblaster (Spiritmaster spell) locks you in place for a second or so after the 1.5s cast, but you can cancel this by casting something else. I assume Winter Binding works in a similar manner.
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Old 11-05-2009, 04:25 PM   #30 (permalink)
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Originally Posted by bleudeciel16 View Post
hmm do they happen during the spell bar? haven't concentrated on testing cast time stuff in game because i have alot of other stuff to finish up first but the few spells i looked at seemed to start casting immediately, so i'm guessing the animations you speak of are during the cast bar (added to teh cast time) or after the spell is done casting, it wasn't obvious enough for me to tell from the 30 seconds of testing i did outside of town lol.

but yea, if anyone has done testing and has numbers on animation times, do share!

time for work

cheers
After the spell's cast bar finishes, it plays an animation during which you cannot move or cast any other spells. Spells with no cast bar consist only of the animation. It should be most obvious with Inferno and Winter Binding, since the animations for those skills are quite long.

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As a note, movement and skill lockout for animations are not necessarily the same. For example, Sandblaster (Spiritmaster spell) locks you in place for a second or so after the 1.5s cast, but you can cancel this by casting something else. I assume Winter Binding works in a similar manner.
There's also a few non-skill related animations that can be cancelled. For example, you can cancel the resurrection animation by jumping or using Absorb Energy at the right time.

Last edited by Ziv; 11-05-2009 at 04:28 PM.. Reason: Automerged Double-Post.
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