Timeline for DOT implementation
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 22, 2012 at 16:16 | vote | accept | Denis Ermolin | ||
| Nov 19, 2012 at 12:50 | history | edited | Carlos | CC BY-SA 3.0 |
added 636 characters in body
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| Nov 19, 2012 at 12:19 | comment | added | Denis Ermolin | Hm, this is a good idea to reverse damage deal, deal then wait, instead of wait->deal damage. You can update your answer) | |
| Nov 19, 2012 at 12:14 | comment | added | Carlos | If you always want at least one tick of such damage, simply start your "time_since_last_tick" in a value equal to your frequency. You may get a slightly more complicated exit condition in some cases, but as far as i can see is just a matter of shifting your ticks to start inmediately instead of waiting one tick. Other option that comes to mind, you could simply apply the first tick's damage as soon as a player enters into such pool and the rest of the damage could be managed as a dot. | |
| Nov 19, 2012 at 12:03 | comment | added | Denis Ermolin | But what if i have a fire pool where player damaged for 5 dps. If pool will "tick" only every second then player can run on it and leave without damage taken. I assume that but is it fair for players? | |
| Nov 19, 2012 at 11:57 | history | answered | Carlos | CC BY-SA 3.0 |