Jedi Archive
Thread: Lightsaber Bug and CA Bug Cause (NOT CRYSTAL BUG!!!)
FernGully
Fri Aug 05, 2005 9:47 pm
#15
Great post, definitely.
But hasn't this been known for a while, now?
But hasn't this been known for a while, now?
Taliesyn42
Fri Aug 05, 2005 9:52 pm
#16
Not really. A few knew about it, but the vast majority of people see the words 'lightsaber' and 'speed' and immediately assume 'Take your crystals out and put them back in and you'll be fine.'
Not to mention, this is the first time it's been listed out and the connection to the CA Speed bug being pointed out.
TheZombieBob
Sat Aug 06, 2005 5:15 am
#24
Taliesyn42 wrote:
Ok, I've been doing some testing, and I think I know what is going on here. First off, there's a bug that most people have assumed is the saber crystal bug, when it's not. In a nutshell, right now, general melee speed and lightsaber speed are worthless to us. Here's why:
First off, some basics. When you make an attack, the cooldown of the skill you used for the attack (call it Primary Cooldown) is equal to 1.5 times your effective speed on that weapon, further modified by buffs such as from a doctor or Force Speed. The cooldown for the OTHER specials you have (call it Secondary Cooldown) is equal to your EFFECTIVE attack speed, modified as above.
For specialist professions, such as pistoleer or Lightsaber Jedi, this effective speed is MUCH lower than the base speed due to general and weapon-specific speed skills. The difference between BASE speed and EFFECTIVE speed is 100% based on these two speed skills, including modifiers from CA's/AA's.
My observations and testing show that for lightsabers, for whatever reason, the game calculates Secondary Cooldown based on your weapon's BASE speed rather than the EFFECTIVE speed for all attacks other than Saber Hit.
This is tested easily enough. First, make sure you have NO buffs up. Reload your saber so that you undo the crystal bug. Now use a stopwatch to time the secondary cooldown after activating a saber hit. Your result will be very near your listed effective speed. Now for the more easily tracked part: Do a cycle of 5 head hits and 5 leg hits, alternating between the two. Check your combat logs for the time stamps afterward. You'll note that the 10-attack cycle requires ten times your BASE attack speed to complete, give or take lag time. (It's best to do 6 of the first and 5 of the second, just to give an initial hit you can time from.)
THIS is the bug I'm talking about. It's not the crystal bug, where your crystals' speed stats aren't actually applied to your saber. It doesn't involve using the same attack over and over. This has nothing to do with buffs - THEY work properly. The issue is that your inherent general melee and lightsaber speeds are not being used when you attack. This would ALSO explain why speed CA's are not working for jedi - another bug people know about. This is the bug that CAUSES that effect.
As a database developer myself, if I had to guess, I'd say that somewhere in the code, some programmer copied and pasted the wrong variable (WeaponBaseSpeed instead of WeaponEffectiveSpeed) into the cooldown calculations for every lightsaber attack other than Saber Hit. With that in play, speed-based CA's become worthless, and it explains why even master saber wielders cannot attack faster than once every two seconds.
Hopefully this will get forwarded to the devs and fixed, as it could well be a VERY easy fix to make.
Message Edited by Taliesyn42 on 08-05-2005 10:05 PM
and there I was just working out my template thinking I would need MLS hmm maybe not - or maybe untill they fix it. 5 starts btw if it was still around.
and why can't the DEV's notice stuff like this in testing?