d07RiV / d07RiV/d3planner

tempest rush issues

Open
#325 2 comments 0 reactions 0 assignees View on GitHub
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

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