I gathered some data on Barrage, attack speed and multiple projectiles. It behaves inconsistently.

Great job on getting this stats.

I've been doing some testing with Barrage+GMP on my CoC char. Only difference is, I'm using wand. My conclusion was, there is some behind-the-scene value we don't know that keeps messing with attack speeds.

Good luck getting Mark's attention on this subject. Judging by how vague he was in past with such info, I don't expect any more info, sadly.
IGN: LeszczuTheSlayer
What you see on your client-side is not the same thing that is happening on server-side. Attack animation may be locked to frames and visibly you may see less attacks than happening in server-side reality. Clint-side is only a smooth approximate mirror of real image which nobody can see with their eyes.
Playing with 70-80ms ping, which is causing long loading between zones,
resulting in 2-4 minutes disadvantage in 1 hour races.
(I was wrong, it wasn't a ping issue but something else on GGG side)
"
kefirhl wrote:
What you see on your client-side is not the same thing that is happening on server-side. Attack animation may be locked to frames and visibly you may see less attacks than happening in server-side reality. Clint-side is only a smooth approximate mirror of real image which nobody can see with their eyes.
Yeah, I've realised that the frame time wobbles caused sometimes by both support gems appear to be a)random and b)erased when you restart the game (although consistent until then). Blech.

However, the client should use the same code as the server to show Barrage happening, so the other stuff should still be useful. I hope.

Anyway, I did some more tests. A lot more I can now boil this down to three points, unless I'm missing or underestimating a flaw in my methods:

1. Barrage does not scale in a linear fashion with attack speed.
2. Barrage's attack time is not dependent on the number of projectiles fired, in contradiction to apparent developer intent.
3. That said, LMP or GMP each seem randomly capable of inducing a 4-frame delay in the attack time, which remains until you restart the game. I assume this is just client-side, and this is just my best interpretation of what's going on with some confusing data that I don't want to put hours more into figuring out.

I'm afraid it's too late for me to present much more than that. All the new stuff is in the .xlsx file if anyone is keen.
Have you done something awesome with [url=http://pathofexile.gamepedia.com/Sire_of_Shards]Sire of Shards[/url]? PM me and tell me all about it!
Good read! Will be interesting to see the approach to the solution.
Really odd case.

IGN: Scordalia_
great work! +1
GGG needs to address this.
IGN: Standard League - Dark_Captain
"
viperesque wrote:
However, the client should use the same code as the server to show Barrage happening, so the other stuff should still be useful. I hope.
A few folks on reddit are suggesting that this is actually not the case. In that case, well, I guess I've still drawn attention to it, because it really needs to be the case.
Have you done something awesome with [url=http://pathofexile.gamepedia.com/Sire_of_Shards]Sire of Shards[/url]? PM me and tell me all about it!
"
HikaruYami wrote:
Not a single person is going to seriously consider using LMP or GMP with barrage.


Actually I would like very much for GGG to make sure Barrage is working as intended.

I see so many posts about how Barrage is only useful for CoC, and is crap with LMP/GMP, that I made it my mission to make a Barrage + LMP + GMP build. Yes, it's not ideal, and I'm using very expensive equipment, but it is workable. Currently level 67 farming docs, and hopefully going to graduate to maps soon enough.
Last edited by bolowbc#6938 on Feb 6, 2015, 6:48:20 PM
Why don't you try to send the test to the other side, that means slowing your attack speed instead of increasing it. If you link LMP and GMP, a Death Harp and a quiver with additional arrow from a vaal orb, get your AS as low as possible and get cursed with Temporal Chains on PVP you would slow down so much that the difference in time added by the extra projectiles would be obvious, making all the possible errors that come from the server-client connection irrelevant.
I've PMed Mark and this is what he wrote back:
"
Mark_GGG wrote:
The issues with barrage at high attack speed are relatively well understood and being worked on.
There is no difference in calculation as such on the client and server - there is a difference in how long a frame takes to execute, which can cause noticeably different timing results between the two detecting when a very short animation has ended, since there's no granularity below a single frame. In the case of barrage, which plays several very short animations (each triggered when the previous one ends) this is exasperated further.
I am currently working on changes to the animation system that should allow the client and server to keep "series" of animations like these better in sync despite having different frame times. I cannot say at this stage when such changes might be ready for deployment.

IGN: LeszczuTheSlayer
This skill is SO ABSOLUTELY TOTALLY AND UTTERLY BROKEN.

FFS GGG FIX IT.

Ridiculous that it has been ignored.

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