Independent Study: Time and Flee Lag
Posted: Sun Mar 17, 2019 2:32 pm
Terinor and I tested the build up of flee lag. He has 12 wil. Further testing is obviously needed, but even this took a while.
Testing of Time on Wotmud
We first tested how time works on the mud. It seems that every tic is approximately 60-63 seconds depending on lag. Each tic is divided equally into two zones. After 30-31 seconds, a half tic occurs.
Each half tic is divided into 3 sections, each 10-10.3 seconds each. So a full tic is 6 sections. Most mobs only engage (aggro at one of these 6 sections, or roughly once every 10-10.3 seconds). If you want to avoid mobs, you can perform actions shortly after the start of these sections and they should not engage. This was also known as the MST (mob standing tic) back when we were using this to actively avoid being aggroed.
There are exactly 40 pulses, or commands per MST, for a total of 240 pulses or commands per tic. Everything runs on these pulses (bashes, weaves, flee lag, etc) and can be quantified as a function of these pulses.
Method
To test the build up of flee lag for Terinor, I would repeatedly issue a say command. Terinor would hit me in a 6 exit room to eliminate issues of failed flees, then flee. The first set of results were for us doing this for about 2.5 tics. The second of results were doing this for 5-7 flees within a tic, then no more flees that tic. We then did another set of 5-7 flees at a subsequent tic.
All measurements of number of pulses for each flee lag are quantified after the initial fee. For example, below would be counted as a flee with 9 pulses of flee lag.
HP:Hurt SP:Bursting MV:Fresh > +17+ > h
[say test]
You say 'test'
Terinor tries to stab you, but you parry successfully.
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +17+ > h
[say test]
You say 'test'
Terinor panics, and attempts to flee!
hHP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +17+ >
[say test]
You say 'test'
hHP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +18+ >
[say test]
You say 'test'
h
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +18+ > h[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +18+ > h[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +18+ > h
[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +19+ > h
[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +19+ > h
You try to strike Terinor, but he dodges the attack.
[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +19+ > h
[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +19+ > h
[say test]
You say 'test'
Terinor leaves north riding a bloodstock stallion.
Results
First batch:
1 – 1
2 – 2
3 – 4
4 – 6
5 - 7
6 – 9
7 – 10
8 – 11
9 – 12
10 – 13
11 – 14
12 – 15
13 – 17
FIRST TIC HAPPENED DURING 13TH FLEE
14 – 7
15 – 8
16 – 9
17 – 10
18 – 11
19 – 13
20 – 14
21 – 15
22 – 16
23 – 17
24 – 18
SECOND TIC HAPPENED DURING 24TH FLEE
25 – 8
26 – 9
27 – 10
28 – 11
29 – 12
30 – 13
31 – 14
Second batch:
1 – 2
2 – 4
3 – 5
4 – 6
5 – 7
WAIT A TIC
1 – 3
2 – 4
3 – 6
4 – 8
5 – 10
6 – 11
7 – 12
WAIT A TIC
1 – 5
2 – 6
3 – 7
4 – 8
5 – 9
6 – 11
Discussion
It seems that each flee, there is a dice roll to determine whether 1 or 2 pulses will be added to flee lag. Flee lag always goes up by at least 1 pulse from the lag incurred for the last flee. A hypothesis (that would require a lot more testing) is that the dice roll for 1 or 2 pulses is based on wil.
In between tics, we saw the following flee lag reduction:
Starting: 17, after tic: 7 (41% reduction)
Starting: 18, after tic: 8 (44% reduction)
Starting: 7, after tic: 3 (57% reduction)
Starting: 12, after tic: 5 (58% reduction)
A hypothesis for the removal of flee lag is potentially removal of 10 pulses for a certain amount and higher, and a certain % for any flee lag less than this. This however would need a lot more testing to confirm.
Conclusions
More testing will be needed to confirm. However, it seems that each flee adds 1-2 pulses of flee lag based on a dice roll. Each tic significantly cuts flee lag; however it likely takes several tics to return back to base line flee lag. Each tic is made up of 240 commands, split equally into 6 parts. The beginning of the 4th section is when the half tic of hit point regain occurs. The beginning of each of these 6 sections is when most mobs aggro.
Testing of Time on Wotmud
We first tested how time works on the mud. It seems that every tic is approximately 60-63 seconds depending on lag. Each tic is divided equally into two zones. After 30-31 seconds, a half tic occurs.
Each half tic is divided into 3 sections, each 10-10.3 seconds each. So a full tic is 6 sections. Most mobs only engage (aggro at one of these 6 sections, or roughly once every 10-10.3 seconds). If you want to avoid mobs, you can perform actions shortly after the start of these sections and they should not engage. This was also known as the MST (mob standing tic) back when we were using this to actively avoid being aggroed.
There are exactly 40 pulses, or commands per MST, for a total of 240 pulses or commands per tic. Everything runs on these pulses (bashes, weaves, flee lag, etc) and can be quantified as a function of these pulses.
Method
To test the build up of flee lag for Terinor, I would repeatedly issue a say command. Terinor would hit me in a 6 exit room to eliminate issues of failed flees, then flee. The first set of results were for us doing this for about 2.5 tics. The second of results were doing this for 5-7 flees within a tic, then no more flees that tic. We then did another set of 5-7 flees at a subsequent tic.
All measurements of number of pulses for each flee lag are quantified after the initial fee. For example, below would be counted as a flee with 9 pulses of flee lag.
HP:Hurt SP:Bursting MV:Fresh > +17+ > h
[say test]
You say 'test'
Terinor tries to stab you, but you parry successfully.
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +17+ > h
[say test]
You say 'test'
Terinor panics, and attempts to flee!
hHP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +17+ >
[say test]
You say 'test'
hHP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +18+ >
[say test]
You say 'test'
h
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +18+ > h[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +18+ > h[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +18+ > h
[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +19+ > h
[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +19+ > h
You try to strike Terinor, but he dodges the attack.
[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +19+ > h
[say test]
You say 'test'
HP:Hurt SP:Bursting MV:Fresh - Terinor: Healthy > +19+ > h
[say test]
You say 'test'
Terinor leaves north riding a bloodstock stallion.
Results
First batch:
1 – 1
2 – 2
3 – 4
4 – 6
5 - 7
6 – 9
7 – 10
8 – 11
9 – 12
10 – 13
11 – 14
12 – 15
13 – 17
FIRST TIC HAPPENED DURING 13TH FLEE
14 – 7
15 – 8
16 – 9
17 – 10
18 – 11
19 – 13
20 – 14
21 – 15
22 – 16
23 – 17
24 – 18
SECOND TIC HAPPENED DURING 24TH FLEE
25 – 8
26 – 9
27 – 10
28 – 11
29 – 12
30 – 13
31 – 14
Second batch:
1 – 2
2 – 4
3 – 5
4 – 6
5 – 7
WAIT A TIC
1 – 3
2 – 4
3 – 6
4 – 8
5 – 10
6 – 11
7 – 12
WAIT A TIC
1 – 5
2 – 6
3 – 7
4 – 8
5 – 9
6 – 11
Discussion
It seems that each flee, there is a dice roll to determine whether 1 or 2 pulses will be added to flee lag. Flee lag always goes up by at least 1 pulse from the lag incurred for the last flee. A hypothesis (that would require a lot more testing) is that the dice roll for 1 or 2 pulses is based on wil.
In between tics, we saw the following flee lag reduction:
Starting: 17, after tic: 7 (41% reduction)
Starting: 18, after tic: 8 (44% reduction)
Starting: 7, after tic: 3 (57% reduction)
Starting: 12, after tic: 5 (58% reduction)
A hypothesis for the removal of flee lag is potentially removal of 10 pulses for a certain amount and higher, and a certain % for any flee lag less than this. This however would need a lot more testing to confirm.
Conclusions
More testing will be needed to confirm. However, it seems that each flee adds 1-2 pulses of flee lag based on a dice roll. Each tic significantly cuts flee lag; however it likely takes several tics to return back to base line flee lag. Each tic is made up of 240 commands, split equally into 6 parts. The beginning of the 4th section is when the half tic of hit point regain occurs. The beginning of each of these 6 sections is when most mobs aggro.