shortguy on indom Posted August 15 Posted August 15 2 hours ago, Rudra said: If you pop Temporal Mending and your ally goes running out of its radius, they lose the extra tics of healing, maybe even the full heal if they run out in time JUST TESTED THIS... I WAS INCORRECT... IN WRITING THAT TICK HEALS CAN BE MISSED... SORRY ABOUT THAT. TESTING REVEALS: (TESTED ON MS. LIBERTY... SUPER JUMPED AWAY FROM MSLIB AFTER CLICKING TEMP MENDING)... INITIAL HEAL OF 127 HP 5 TICKS OF 33.87 HP SO, TICKS DO NOT MISS EVEN IF ALLY RUNS MORE THAN 25 FOOT RADIUS AWAY DURING TICKING. PvP Capture the Flag! Bring some fun into it....
honoroit Posted August 15 Posted August 15 (edited) 29 minutes ago, shortguy on indom said: JUST TESTED THIS... I WAS INCORRECT... IN WRITING THAT TICK HEALS CAN BE MISSED... SORRY ABOUT THAT. TESTING REVEALS: (TESTED ON MS. LIBERTY... SUPER JUMPED AWAY FROM MSLIB AFTER CLICKING TEMP MENDING)... INITIAL HEAL OF 127 HP 5 TICKS OF 33.87 HP SO, TICKS DO NOT MISS EVEN IF ALLY RUNS MORE THAN 25 FOOT RADIUS AWAY DURING TICKING. Yes. The whole thing is applied at cast time. Then your playing back a timespan with events in it after various delays from start time at cast. In the mundane, someone put a demon sealing charm flash paper anime thing on you! it burns up, it's attached to you, so that fuse/timespan/yokai-busting-paper-burn-effect executes. It'd be way more complex for server/network/game client, to calculate as wave ticks over a timespan, and to sync that and position checking at each micro-tick between players in a multiplayer game. Simply put, at cast time: - a sequence of things to happen is applied to all that it applies to - in this case it is a heal, and a hot (heal over time) - you could combat tp hundreds of ft away, and you'd still finish the span with events attached to your player at the time of casting - actual zoning DURING the span might end it, if it's just dropped at that point. - think of it like a fireball, in the regard that (or pbaoe 'inferno') - you don't need to remain in the initial blast radius of the fireball for the duration of damage over time component that's burning you. How is that kind of persistent presence thing implemented? - toggles, which check every n time ticks them do something: e.g. what's within 8 ft of me? Ok, hit those with 10pts of damage. e g. Apply XYZ amount of smashing, lethal...defense to self as buff that lasts ABC seconds...pay endurance cost to maintain. - pseudopets / entities: the circle that is tar patch, the flask of oil or whatever it is that can be set aflame, a furious tornado. But at core, those things, like the heal with a heal over time component, want to keep calculation of their effect as cheap for the game system as possible. -- rogue isles University villain outreach breakfast-prince Figs Edited August 15 by honoroit honorific correction 1
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