Maintenance for the week of December 22:
• NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
it's time to face and accept it...proccing has to go...it's one of the contributors to lag....
I still remember proctopalypse... when a valkyn drop fell after proccing.. the game froze and then killed me....because it was also critting at the time XD.
Who knows how the system handles procs... but one thing is for sure... that was the definite beginning of this game kicking lag...(other than the tacked on Champion system)
That's why ZoS is moving most proc sets to set conditions...rather than relying on proc...they are easing into it and seeing if there will be a performance increase...
The champion point system has to go.. obviously ...but what could be the next thing? I have not a clue...
All I can think about is removing all % based items and making it mostly number based increase so stats are set in stone and no extra overhead is done....
Then I said "everybody has sets right? How about we give them points to up the stats on them ..." Then I realized how stupid that was...giving the players the power to change sets...
what ever the solution we will probably hate it ....as is the law of friction...
EDIT: it is not just proc , it is also certain things like the CP system and other things for example...
instead of healing doing
weapon damage+weapon damage*(heal modifiers)+ 20%*weapon damage
we should get base stats...
major brutality= increase your weapon damage by 350 when used...
this way when things like ravager, fury etc turn on....that 20%*weapon damage is now just an added +350 (or whatever is value is to be created there) removing the need to call the function to increase the weapon damage each tick..(maybe zos system does it differently lol who knows)
cleans things up a bit..
The cp system adds lag because it adds %based things to the game... that have to be constantly modified when proc sets turn on or some stat becomes slowly increasing over time... and since buffs and debuffs are all %based they all have to be tossed in recalculated and changed....
Now maybe zos has a good system and I am thinking about a primitive system of how the do things... but if they are using functions to keep calling and changing for every % under the sun the lag obviously starts...
for example Major defile...
instead of doing
reduce healing by some %
it should do
reduce your higher stat (weapon damge or spell damage) by -100
or
removes crit heal chance (one less calculation)
this way we get a speed up in the servers...
Edited by LuxLunae on July 17, 2019 12:46PM