Is GCD reduction bugged for Cast timed abilities?
usmcjdking wrote: »There seems to be a host of issues going on here.
Problem #1 is that cast times which meet or exceed the global cooldown are respecting the global cooldown. They should not respect the global cooldown and be completely unregulated by it since there are already internal measures which prevent the use of channeled skills from being mixed with other skills smoothly - primarily the fact that it has a cast time. Sound redundant? It should, because it is.
I.E. Flurry -> Dark Flare. There is a significant delay in being able to cast Dark Flare straight after Flurry due to Flurry's animation being so short. This should not be the case - this leads to a scenario where cast time skills can not be properly chained and cast together with instant cast skills. It introduces excessive and unnecessary cast time delays which have a detrimental impact to their performance.
Problem #2 is that there also seems to be animation checks in place. E.G. your character literally will not start the cast time until you character model reaches a position upon which the animation/cast time is determined to start. This can easily be verified by timing the amount of frames uppercut holds in the primed/charging position, and how many frames it takes to get to said position. The primed position is always within a very tight margin (unless lag) which is acceptable, but the actual character modeling can vary and can range from non-existent to taking upwards of a second to reach said position.
Problem #3 is that we have no internal testing capabilities that will tell us with certainty that the internal post-global cooldown was infact removed. When channeled skills had their API data hidden (courtesy of the legendary @Dorrino ) we lost all available metrics to actually verify this change.
TL;DR: ZOS has robbed us of the necessary tools to verify this change is working, much less as intended. Other factors in play which are making it impossible to identify what the actual problem is.
Savos_Saren wrote: »It’s even for non-channeled/cast time abilities as well.
I’ve noticed that instant cast ground-based AOEs (ie: Eruption) doesn’t always cast in time. You’ll see the animated ring start to land on the ground- but then the effect doesn’t occur after you move.
usmcjdking wrote: »Savos_Saren wrote: »It’s even for non-channeled/cast time abilities as well.
I’ve noticed that instant cast ground-based AOEs (ie: Eruption) doesn’t always cast in time. You’ll see the animated ring start to land on the ground- but then the effect doesn’t occur after you move.
This is a function of the skill being queue'd whilst the global cooldown is still in effect.
TumlinTheJolly wrote: »Still no word on this. Not reassuring at all. 😕
I tested Uppercut, Snipe on PTS by light weaving these attacks on a Stamplar.
Uppercut DPS on Live - 17152
Uppercut DPS on PTS same build - 15978
Snipe DPS on Live - 16310
Snipe DPS on PTS same build - 14525
What is going on? GCD changes specifically mentioned DPS increase of 6% for Uppercut and same DPS for Snipe. Instead, it looks like a significant nerf for both. Also, weaving does not feel any better on the PTS.
Also, I did see a significant improvement in DPS for channeled abilities, specifically Jabs, resulting in around 15% higher DPS and weaving in generally felt better for Jabs.
Is GCD reduction bugged for Cast timed abilities?
VaxtinTheWolf wrote: »It's not very well worded. But basically, if you spam the same ability, Like puncturing sweeps as an example, it will be faster when used in succession.
I haven't tested it that much myself, but I also believe that means queuing another ability after using those skills will activate quicker as well.
TumlinTheJolly wrote: »Please check logs, as this was apparently not working as intended on PTS. I've benched my BG DK due to this change 😕 Decent change for PvE if it's working though.