tempest rush issues
- Dominant language
- JavaScript
- Stars
- 115
- Forks
- 40
- PR merge metrics
- No merged PRs in 30d
Description
while putting together a tempest rush build, I noticed that the attack rate of tempest rush ticks were fixed at 5 per second instead of being based on actual attack speed. I understand it ticks multiple times per actual attack. In addition, the rate at which stricken stacks were growing was at a fixed rate of 1 stack per second, instead of 1 stack per tempest rush attack. So, 1 stricken stack per 5 ticks of Tempest rush fixed at 1 second. The rate at which tempest rush flurry stacks increase is directly related to attack speed.
if my attack speed is 1.9 APS, that would be 1.9 x 5 = number of tempest rush tick attacks, and flurry stacks/stricken stacks should ramp up based on the 1.9 APS.
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by tracing the Tempest Rush attack-rate and stack calculations in the planner, then reproduce the behavior with a 1.9 APS build. Check that tick attacks, Flurry stacks, and Stricken stacks scale from actual attack speed rather than fixed rates. Done means the rates follow the stated 1.9 × 5 behavior and related simulations remain correct.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100