Placio
@Fifi, If I understand you correctly, then I have to opposite opinion- if Ryzom team never intends to fix a bug, and it is a known bug, then everyone should have the opportunity to benefit from it. A select group of players exploiting a bug would be against c.o.c. (well anyone exploiting a bug is against c.o.c. but if it is common use and no action is taken to fix it, then it is a feature, not a bug- like Malus crafting- which I hear they want to remove D: )
That's my opinion on the subject, bug should be fixed, or at least, everyone should be able to use them (you don't gain an advantage since everyone has it :P), especially if some players already know and exploit it :P
LopyrechThat would only solve the problem number 2, which is (imo) important, but clearly not as much as problem 1 / 3
I think problem 1 & 2 are both sides of the same coin and the item hpm display can be changed to show the correct number.
Problem 3 would require adding 2 ticks to the actions- but that can still be done to come up with the real server-side speed.
I'm not sure what you mean with problem 4, possibly there are 1 or 2 ticks at the start of an attack chain also? So it would be 599/60=9.98?
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Problem 1 is that different speed (for example, 55 HPM and 60 HPM) result in the same actual speed.
Problem 2 is that same speed (for example, 54 which is really 54.5 and 54.6 behind the scene) result in different actual speed.
If I understand you correctly, you want to display only value where speed really changes (eg 54.6 HPM, then 50 HPM, then 46.15 HPM...), and everything in between would be brought back to the lower value (for example, a 56 HPM would be displayed as 54.6 HPM ?). That could also works, but it would be super confusing imo
For problem 4 it's a rounding error that happens on rare case (with current values, only for a full speed dagger), resulting in a latency in ticks beeing one tick lower than what it should be. For the dagger, that means the calculated value is 9 ticks between attacks instead of 10.
For problem 3, you already have 2 more ticks (it's the server who tells the client whenever the attack is finished and he can start a new one, so no lag / visual gibberish here). I want to remove them, because when you calculate an attack to take 15 ticks, you should not have to wait 17 ticks between attacks :D
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