Independent Study: Time and Flee Lag

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Independent Study: Time and Flee Lag

Post by Taziar » Sat Mar 23, 2019 2:20 am

If using zMUD the #REPEAT command can help track pulses

#REPEAT 240 {#SEND {say %repeatnum}}

that will send 240 say commands, each one increasing in number starting from 1 to 240

Example:
* HP:Healthy SP:Bursting MV:Fresh > You say '1'

* HP:Healthy SP:Bursting MV:Fresh > You say '2'

* HP:Healthy SP:Bursting MV:Fresh > You say '3'

* HP:Healthy SP:Bursting MV:Fresh > You say '4'

* HP:Healthy SP:Bursting MV:Fresh > You say '5'
Also, have you looked at the correlation with the charge pulses and flee lag? Charge pulse range is 7 min, 12 max. Also a failed flee, exhausted flee, and some other variants count to build flee lag, but if you sit and spam flee it doesn't.

Draz
Posts: 713
Joined: Sun Feb 19, 2017 9:14 pm

Re: Independent Study: Time and Flee Lag

Post by Draz » Sat Apr 06, 2019 1:13 am

Thats the way I do it

Man I can't imagine having a good enough link to have commands on individual pulses - If I just hold a key down and spam it takes ove a tic to empty a chest! (also I've been told this pisses off imms so have recently refrained.)

One caveat I'll add - I think there is a slight lag added at the half tic

so you might have a 64 second tic - if 0.3 of a second is designated at the half tic, and otherwise you have an even distribution over the mob standard pulses

FYI you can also test for when specific mobs agro (i.e. ragan and officer mobs) - and I have a suspicion the same may hold true for city mobs and sergeants etc.

I have no idea how fade agro to fcs is handled. And kick agros just seem ridiculous.

Draz
Posts: 713
Joined: Sun Feb 19, 2017 9:14 pm

Re: Independent Study: Time and Flee Lag

Post by Draz » Sat Apr 06, 2019 1:15 am

Hey Taziar - sitting and spamming flee definitely builds fleelag.. but it might build it at one pulse per flee - with rolls designated for other types of flees?

With a high will character I clear 4 flees worth of fleelag per tic. That's literally the limit of what I've been able to calculate without any extensive testing.

Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Independent Study: Time and Flee Lag

Post by Taziar » Sat Apr 06, 2019 5:53 am

Draz wrote:Hey Taziar - sitting and spamming flee definitely builds fleelag.. but it might build it at one pulse per flee - with rolls designated for other types of flees?

With a high will character I clear 4 flees worth of fleelag per tic. That's literally the limit of what I've been able to calculate without any extensive testing.

You can test this by the "calms" message. There is a direct correlation with the message , amount of flee lag you have, and your will factor. Go in a room with a door, close door and flee as many times as your will factor. This will give you a "calms" message on the next tic. Wait for another tic to clear all of your flee lag then sit down or rest and try the same thing... nothing.

WIL
1-5 WF = 1
6-11 WF = 2
12-15 WF = 3
16-19 WF = 4

Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Independent Study: Time and Flee Lag

Post by Taziar » Sat Apr 06, 2019 5:57 am

When running my horse haggard I flee the number of times of my WF, each failed flee gives the "exhausted" message which does build flee lag, so I get a "calms" message on tic and I know my horse has more moves then :P

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