Runes of Magic - Attack Speed Bug

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Published on ● Video Link: https://www.youtube.com/watch?v=wN4bUZkBtfA



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-- Update || http://bit.ly/arcadiaatkspd1 & http://bit.ly/arcadiaatkspd2 (seems like the fix nerfs all things attack speed related after the cap is reached & http://bit.ly/arcadiaatkspd3 (patch notes. they essentially just added a hard cap at .5).

What I know about the attack speed animation bug thing is that it is caused because runewaker never actually coded in a hard "attack speed cap" so once you get enough attack speed, your weapons basically try to hit at the SAME time but obviously only ONE can do an attack at a time. Arcadia (a runes of magic private server spin-off) completely fixed this bug by coding a hard cap of attack speed so it is now fixed. ||
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Important times and quick descriptions below:
Watch all of minute one for a summary of what I'm showcasing

@1:02 | show fixing of attack speed between 2 raksha daggers

@4:00 | battle time + lute + ft between 2 rakshas. Interesting because it appears to be unbroken after using skills but after re-watching video, Ft has no gcd trigger so I believe it actually "fixed' the broken attack speed after using Ft

@7:20 | lute + warp + ibd with rakshas. interesting here because lute and warp did not break it, but after re-watching, casting Ibd broke it. i then used day of rain to "fix' it. Also notice around 7:50 that i was re-given warp charge and my status of attacking was still 'fixed'; external buff did not 'break' attack.

@10:05 | lute + warp + ibd + warp + pet with rakshas. notice it did not initially break. I point out '.250' which is .5 hits per dagger

@10:30 | use of shadowstab 'breaks' attack speed; only mainhand strikes. used shadowstab again and it 'fixed'. used shadowstab a third time, and it 'broke' again. proceed to show 'fixing' via using day of rain, then use shadowstab to 'break' and throw to 'fix'

@12:56 | what I think is happening; both daggers want to strike at the same time and rom won't let this happen so mainhand takes precedence and the offhand is removed from striking during the attack animation window. using a skill will change the windows to where the mainhand and offhand now want to strike at different window intervals

@14:56 | demonstrate hitting attack speed cap with 2.1 attk speed daggers with battle time, fire training, lute, ibd, pet, and warp charge. I am 5% lower than the typical run with full buffs for attack speed (missing Sa, but battle time gives 30% which is 5% greater than Strong stim which i do not use.) Note; atk speed formula states I should be hitting a total of 31.9 hits in 10s or around 16 hits per dagger

@21:08 | 2.1 daggers lute,ibd,ft,battletime. did not break atk speed initially, but using a shadowstab 'broke' it.

atk speed doc - https://docs.google.com/spreadsheets/d/1Kvmk5bJodNoavJH8KeCsq2bCOjvhpz4Nq2XowgqDeFc/edit#gid=0

edit the dagger atk speeds and check off the atk speed buffs you want to have input into the formula.



I'm also likely done with RoM until there's a well vetted class combo balance that occurs. This means buffing the 99% of combos and likely nerfing the 1% of combos (which includes fucking over the warlocks insane as fucking op shit buffs that make them insanely good "pure" one macro clicking class). Also "alt buffers" likely turned into things that need attention to be used instead of a /15 macro to use suicide advance. Here's something I made to hit some more balance for ALL rogues because tbh, they are the most FUCKED class right now (least amount of viable combos)


https://docs.google.com/spreadsheets/d/e/2PACX-1vRsmwo0ubxfcW2qlcDzA8GoCpVenGgfEmBjqOlX3hL0jpcx6Xl0gn7hFoiOk6uYcfp1wO6FNIMrF6Gq/pubhtml

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