No its the developers for artificially adding lag and removing skill from the game.
No. the server processed everything it just delayed application. So…
Checks are done immediately as is cast, application is delayed via batching. so server processes it all, and delays application.
It’s not adding lag, it’s calculating the spells in larger batches.
Which is lag…
No, it isn’t.
I know more about this game than you ever will, sorry.
No its not. RNG (Random Number Generator) is based on tables, not spell batching. It would’ve been RNG if your heal had NOT CRIT when it needed to and the target died. THAT is RNG.
I know more about this game than you ever will, sorry.
Whatever helps you sleep at night. RNG is random number generation. The fact your heal went off at the same time someone took damage, thus wasting your mana even though they died, is NOT the result of random chance.
This guy gets it.
Heal would go off beforehand, and just be applied 400ms later in the batch. Thats not going off same time thats delayed application via batching. This is all covered in the blue post regarding batching.
It literally is…
Please go educate yourself…
Lag is the time taken from an action to be noticed by the servers.
You cast a spell they were alive… if the servers were processing the data like they should it should land. However they have artificially added in a delay to that processing(the definition of lag) which means that in that delay the hit landed and it comes down to which gets processed first in that batch the mob hit or the heal on whether they live or die.
The fact your heal went off at the same time someone took damage
Casting your heal before they get hit and they die anyways because the attack landed in the same batch window is random unless you have something tracking the batch windows.
Yeah, I shouldn’t have said RNG; I should have just said random dumb luck/bad luck.
You can cast a multitude of spells while something is alive. If they die, even before it processes it in the same batch, its not RNG. Batching is a timing issue, not an RNG issue.
Random Number Generator relates to the tables. Hit/miss/Crit/Crushing/Resist, NOT the spell landing within a timeframe.
The randomness comes in not from a typical rng, but from when this all happens to land in that 400ms window.
Cause it could be your heal lands in the last 25ms of that window and the enemy hits after 30ms and the heal processs fine.
Or you cast the heal at the start of the 400ms window and 250ms later the hit lands and the tanks dead.
Both times the heal landed before the hit in the first the person was lucky and lived despite healing 30ms before the attack, in the latter they were unlucky and the person died despite healing a quarter of a second before the attack and they died.
All y’all throwing around terms like batching and latency like you know what you’re talking about.
A difference in network latency is what individual players experience. That is the time a round trip of data takes between the client and the server. Things that affect network latency: local network equipment (ethernet cables, wifi connection strength, router/modem, etc), the data transfer media (copper coax, phone lines, fiber, etc.), ISP and internet backbone issues (bottlenecks, outages, etc.).
Processor latency is how many clock cycles it takes for an instruction (or in this case, a batch of instructions) to complete. Processors back then weren’t as good as they are today. Because of this, more time was allowed for the processor to complete those instructions.
To the player, both situations appear to be the same, but they are fundamentally different. Artificial spell batching affects how many cycles the server takes (or rather, waits) to complete the instruction. It affects everyone the same, because practically no one has 2006 internet anymore. If I can get ~100ms latency in BFA on 4G hotspot in rural Tennessee, Classic is not going to have an issue with network latency.
Anyhow, I’m not the only one who thinks spell batching of 400ms has more cons than pros:
https://www.reddit.com/r/classicwow/comments/bunjnt/spell_batching_window_is_too_large_50ms/
I didn’t think much of it until the comment in that thread about LoH. It suddenly brought back a lot of memories of all the times our MT would die and a Pally healer would have LoH on CD to no effect.
No big deal though, I’ve played with plenty of clunky game mechanics. It is authentic, that’s for sure.
Heal would go off beforehand, and just be applied 400ms later in the batch.
It doesn’t go off 400ms later, ALL spells within 200ms batches are processed at the same time.
Is it 400ms or 200ms?
Casting your heal before they get hit and they die anyways because the attack landed in the same batch window is random
No, it’s not. You should be casting a heal before they’re even low enough to die from one attack. That’s not random; that’s you sucking at your job.
And again, it’s not before they got hit, as far as the server is concerned; it’s as they got hit. You know how spell batching will work, so you shouldn’t be waiting that long to heal.
Yeah, I shouldn’t have said RNG; I should have just said random dumb luck/bad luck.
Rephrasing to mean the same thing doesn’t make you correct. It’s not random, nor is it bad luck.
YOU made the mistake.
Random would be “10% chance for your heal to do nothing.”
Your heal and damage received being processed in the same batch prioritizing damage taken thus killing the target despite your heal going off is NOT random.
The randomness comes in not from a typical rng, but from when this all happens to land in that 400ms window.
There is zero randomness. You can predict when the damage is coming, and if you’re waiting to heal someone until they’re going to die from the next hit, you made a mistake.
You really have no idea what you are talking about do you…
Please stop advocating for dumb stuff you do not understand.
You really have no idea what you are talking about do you…
Whatever helps you sleep at night, bud.
Please stop advocating for dumb stuff you do not understand.
Dumb stuff like “heal the target before they take fatal damage.” LOL
The blue post states it was 400 ms prior to that. So in vanilla it was probably 400 ms batches. Meaning you could cast something mid batch say at the 300ms mark, and the boss hits the tank say 100ms after your cast is calculated (mana taken cast time finished, just not applied yet due to batching) but the tank dies anyways. Thats not you failing to cast, that’s the game screwing you.