V17 auto attack

kilrod

Member
Can someone tell me if Auto Attack Timing is built in to V17? I noticed that the box isn't there in the settings tab.

ive noticed a huge decrease in my Dirge / Beastlords dps from switching over to V17 maybe I set up the cast stack wrong not fully sure but they seem to be really missing some auto attacks.

Thank you in advance for the support.
 

Midnyte_ride

Active Member
Auto attack timing isn't supported at all? Not even for combat arts/offensive spells?

Given the huge dependence a lot of classes have on properly timing auto attacks that doesn't seem wise. More clients equals worse performance, and worse performance equals more difficulty getting auto attacks off in between casts :(

Was it just overlooked or what?
 

Kannkor

Ogre
Auto attack timing isn't supported at all? Not even for combat arts/offensive spells?

Given the huge dependence a lot of classes have on properly timing auto attacks that doesn't seem wise. More clients equals worse performance, and worse performance equals more difficulty getting auto attacks off in between casts :(

Was it just overlooked or what?
Neither. The effort of putting it in wasn't worth the minimal gain of aa timing. So far, every single person that has asked about it prior to switching to v17, I've asked to run a few tests using 16, with, and without aa timing on to prove there is any difference at all, no one wants too.

It is still on my list to look at, but it is a considerable amount of work to add it in for minimal or no gain.
I do however, believe there is an "issue" with how EQ2 handles auto attacks. When recovery speed gets too high, you can some how block your auto attacks from firing during recovery time.
 

Luclore

Well-Known Member
AA is huge for swashys and dirges (dont play a BL, so cant really comment). That said, my swashy hasnt had a noticeable drop off from v16 to v17. That doesnt mean he isnt missing a ton of dps, which he certainly is. I see him hold AA's while casting 5-7 CAs.

I know it isnt high on your list (like the swashy melee range issue) but it would be nice to see some love thrown their way.

I would be willing to paypal some extra cheese your way to bump it up the list.

~Luc
 

Cheesy

Well-Known Member
For those with AA timing issues, for the near future I suggest you swap to 6s delay weapons if you haven't already. Less delaying of weapons that way should increase your dps. Especially if you were previously using 4s or even 2s weapons.
 

Kannkor

Ogre
AA is huge for swashys and dirges (dont play a BL, so cant really comment). That said, my swashy hasnt had a noticeable drop off from v16 to v17. That doesnt mean he isnt missing a ton of dps, which he certainly is. I see him hold AA's while casting 5-7 CAs.

I know it isnt high on your list (like the swashy melee range issue) but it would be nice to see some love thrown their way.

I would be willing to paypal some extra cheese your way to bump it up the list.

~Luc
With next patch (v17 only)

** Auto Attack timing is back.
*** Only effects CA/Named CA.
*** Does NOT effect any other type, and does NOT effect items.
*** If the time until your auto attack should go off is exactly 0 (meaning it should have went off), aa timing is temporarily disabled until your auto attacks start going back off (this is how it was in v16 also).
*** Otherwise, it uses the Casting time of said ability and compares it to the time until the auto attack should go off. If the casting time is less, the CA is not blocked.
**** Note: If you are using very fast weapons (2s / 4s) and have longer delay abilities (for example, say with haste your base delay is .7s, any ability with .7s cast time or above will NEVER cast. This is how it was in v16 also).
*** Does not effect injected abilities (cast via MCP for example).
 

Kannkor

Ogre
AA is huge for swashys and dirges (dont play a BL, so cant really comment). That said, my swashy hasnt had a noticeable drop off from v16 to v17. That doesnt mean he isnt missing a ton of dps, which he certainly is. I see him hold AA's while casting 5-7 CAs.

I know it isnt high on your list (like the swashy melee range issue) but it would be nice to see some love thrown their way.

I would be willing to paypal some extra cheese your way to bump it up the list.

~Luc
While I was in there...

** Tweaked how the bot determines if it should be using melee or ranged attack.
*** The bot will always favor melee attack if enabled and in range. However, if not enabled, but still in melee range and ranged range, ranged will be enabled (previously you had to be OUT of melee range, not in the overlapping area).
*** Realistically no one will notice this... However, it's just 'more correct' now than it was previously.
** Tweaked how Swashes with 'Reach' AA work.
*** Reach extends the max range of melee and ranged attack, however, it does not extend the min range of ranged attack (this is a good thing).
*** When the bot is loaded, if you have 'Reach' AA, it will use the extended values.
*** Note: If you do not have Reach when the bot is loaded, then get the AA, you will need to reload the bot for the new values to take effect (you would probably reload the bot anyways so it reads the new abilities...).
 

Ebofu

Well-Known Member
Has V17 fixed the problem of wand auto not activating until the bot reaches a hostile action (CA)?

I personally hate the idea of re-working my toons without Chain so I haven't brought myself to update yet.
 

Luclore

Well-Known Member
While I was in there...

** Tweaked how the bot determines if it should be using melee or ranged attack.
*** The bot will always favor melee attack if enabled and in range. However, if not enabled, but still in melee range and ranged range, ranged will be enabled (previously you had to be OUT of melee range, not in the overlapping area).
*** Realistically no one will notice this... However, it's just 'more correct' now than it was previously.
** Tweaked how Swashes with 'Reach' AA work.
*** Reach extends the max range of melee and ranged attack, however, it does not extend the min range of ranged attack (this is a good thing).
*** When the bot is loaded, if you have 'Reach' AA, it will use the extended values.
*** Note: If you do not have Reach when the bot is loaded, then get the AA, you will need to reload the bot for the new values to take effect (you would probably reload the bot anyways so it reads the new abilities...).
Thanks Kannkor! Much appreciated.
 

Kannkor

Ogre
Has V17 fixed the problem of wand auto not activating until the bot reaches a hostile action (CA)?

I personally hate the idea of re-working my toons without Chain so I haven't brought myself to update yet.
melee/ranged activation happens before the cast stack now.
 
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