Skip to main content

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
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