uffefl / libdullasswingtimer Goto Github PK
View Code? Open in Web Editor NEWProvides functions for ranged swing timer and haste calculations for Project Epoch server. Intended for WeakAuras integration.
License: GNU General Public License v3.0
Provides functions for ranged swing timer and haste calculations for Project Epoch server. Intended for WeakAuras integration.
License: GNU General Public License v3.0
When switching targets during auto shot cooldown no actual clipping occurs but an erroneous player facing clip of 0.5 sec is reported.
When switching targets during auto shot cast some clipping does occur, but no matter what the same player facing clip of 0.5 sec is reported.
Oohla โ Today at 12:25 AM
I now see that it doesn't actually report clipping from line-of-sight blockers, only from looking away. I'll have to look into that.
Piggymorph โ Today at 12:06 AM
fwiw if I go out of line of sight and wait 0.5 sec for the auto to go off, I get the "not in line of sight" error and that bugs the addon, it won't show the 0.5 sec cast time for the subsequent shots until I restart auto shot
Expected behavior:
If you jump in place during auto shot cast it should freeze the auto shot cast while in the air and restart the auto shot when you land on the ground (and report the clipped time). (Same behavior as moving on the ground.)
Observed behavior:
Jumping in place does not interrupt the auto shot cast bar, but instead the cast bar just stays full until the shot goes off (and no clipping is reported).
Currently Project Epoch has a bug where the cast time for hunter shots (Steady Shot, Aimed Shot and Multi-Shot) does not benefit correctly from ranged haste, but the tooltip and the values from GetSpellInfo()
pretend that they do.
The correct formula, and the one in use on the tooltips, is cast time = base time / (100% + ranged haste)
. The one currently in use is cast time = (base time - 0.5 sec) / (100% + ranged haste) + 0.5 sec
, which basically means that the first 0.5 seconds of the cast does not benefit from ranged haste.
This means that the actual cast times are slower than the advertised cast times. To provide guides for when to fit in casts without clipping auto shot this means that LibDullasSwingTimer has to do this calculation instead of relying on data provided by the game client.
When Project Epoch fixes this bug I would like to remove this code.
This is hard to reproduce and therefore fix, so this bug report here is for people to comment if they have a good way to recreate the bug.
Earlier bugs in this category that have been fixed:
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