Psyker Solidity talent only increases the quelling speed after the first tick

Issue Type (Required):

Talents

Issue Description (Required):

Psyker Solidity talent decreases the quell tick time from the default 250ms to 175ms (30%). However the decrease only seems to happen after the initial tick. It’s a bit difficult to see in the video due to video and game frame rate and timer issues, but if you pause you can see how at 250ms (or the frame after) the first tick occurs and the second tick between 433ms and 450ms. Using a frame counter it’s more obvious that the initial tick is after 15 frames and the the second after 10(.5) frames. Without Solidity the first tick is also ~15 frames as are subsequent ones.

Whether this is actually worth fixing is questionable, in particular after looking at warp_charge.lua, but it does lower the value of the talent if your gameplay loop consists of only quelling for 1-3 ticks.

Steps to Reproduce (Required):

  1. Go to Psykhanium and start quelling in a way that makes it is easier to see when quelling begins (charge → hold quell → let go rmb)
  2. Count the frames with and without Solidity
  3. You also need a mod that removes peril smoothing/interpolation effect

Reproduction Rate (Required):

Constant (100%)

Platform (Required):

PC - Steam

Upload Supporting Evidence (Optional):

I’m not sure, testing this I get consistent 15 frames between each tick without the talent; and consistent 12 frames between each tick with the talent. With 15 / 1.3 = ~11.5 this would be correct.

For the time it takes to start the venting action I get the same times of 16/17 frames (some variance like this is nothing unusual) with or without the talent. This should be expected since the talent’s buff isn’t considered in the start_venting function but only in the update_venting function.

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Don’t those findings match what is being said here? The first venting action/tick should also be shorter with the talent. So the start_venting function should get modified by stat_buffs.vent_warp_charge_speed as well. Somewhat related to this, Smite forced vent at 100% vents for 500ms, which barely isn’t enough for two venting ticks as the first venting action takes a frame or two longer.

Also vent_warp_charge_speed/buff_vent_speed modifier is 0.7 and dividing by 1.3 would make it ~0.77, no?

I haven’t looked too much into Smite’s forced vent but would assume that it isn’t ‘active venting’ in the first place.

That was some quick and dirty math, treating the reduction of actual time like this. The buff itself is a 0.7 multiplier which is factored in alongside others before it’s put through the shared update_venting function. As far as I know increases/reductions related to actual action speed are all handled like that.

‘Quick and dirty math’ because I also counted the frame during which the updated peril percentage was already being displayed. So instead of 15 frames between ticks, it would have been 14 (without talent) or 11 (with talent). This would have been more accurate: 14 / 1.3 = 10.7 frames