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  #1  
Old 10-22-2008, 03:02 AM
paaco
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Join Date: Jan 2005
Posts: 320
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With a wep like he was using that has to be a massive amount of number crunching hitting all of those mobs. I don't know if it's much faster at crunching numbers but if anyone wants to test anything like this on my server just as a comparison I'll give you whatever items, skills, lvl you need. It would be awesome to fix rampage and AoE so they aren't crashing zones so bad. That is a nasty problem on Storm Haven, I like to train myself in Delve late at night and rampage for aa's. But every now and then I crash the zone. ( sorry! ) That is only using my 1.5 and the cog blaster wep in offhand.

my server runs 32 bit windows
Phenom 9850 Quad Core
4 gigs of ram
on a 10mbit down 2mbit up cable connection.

If anyone wants to test on it just gimme the word.
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  #2  
Old 10-22-2008, 03:14 AM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Quote:
Originally Posted by paaco View Post
Phenom 9850 Quad Core
The processing power (2.5GHz x 4 cores) would be awesome, except the zones themselves don't support multithreading (at least on my Dual Xenon 3.2GHz machine). Otherwise, I'd want to see what happens

I think the main issue w/ the procs is that the spell code had a lot more that needs to be checked (resists, focuses, etc) vs just the melee code. Add it on top of each other, and things go crazy.

I mean, yeah, my example in SSeru is worse case scenario, but it's still dangerous for stability to use on more than a few mobs at once with a proccing weapon.

One thing that may be worth testing is the exact impact on a single proccing weapon vs an AE proccing weapon.
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  #3  
Old 10-22-2008, 04:03 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
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Spell packets are also considerably larger than melee packets and there's more of them. Knowing procs cause it is a good place to start at least.
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  #4  
Old 10-23-2008, 10:34 AM
steve
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Join Date: Jan 2002
Posts: 305
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There seems to be already some form of limiting how many mobs come to agro on a player.

I use the spell Innoruuk's Wrath (http://lucy.allakhazam.com/spell.htm...19&source=Live) to pull NPCs in a zone and only so many come running to attack me. Once I Destroy (http://lucy.allakhazam.com/spell.htm...48&source=Live) them, more come running.
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  #5  
Old 10-23-2008, 10:44 AM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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Is it possible they were initially aggro'd and just took that long to get to you? I found that even using the new #aggrozone command that it would take a considerable amount of time for all the enemies in a zone to get to me.
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  #6  
Old 11-01-2008, 07:40 AM
jax0rz
Fire Beetle
 
Join Date: Aug 2008
Location: addf
Posts: 1
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From my testing it does seem a lot more stable if you are using a pure melee weapon instead of a proc weapon. My idea for a fix would be if you are calling function Attack via rampage, call TryWeaponProc once and save the calculation's it does for each hand if you are dual wielding. Then just apply that saved proc info on a flat rate based on the players dex until rampage is over. That way you are still proccing, but not spiking the CPU so badly doing the same calculation over and over.

I tried to code this, but I'm not the best coder and it seemed like a lot of work that would be best left to someone more expert with the current eqemu code.
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  #7  
Old 12-29-2008, 07:13 PM
Loccochris
Fire Beetle
 
Join Date: Aug 2008
Location: nj, usa
Posts: 24
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If it is indeed the spell packets over actual proc calc then I wonder if it is possible to check everytime an aoe proc goes off how many mobs are in the area and if its > 10 just don't send the spell packet. Will basically add 1 extra comparison everytime a proc goes off (if proc type = aoe) and then if it is an aoe its going to add more overhead by counting in an area around the player. Depending on where the call to send initial spell packet is it might be easier to just clone PBAOE spells and have a version identical to the other just without a spell effect and if it is a pbaoe proc to switch which version of spell gets cast.
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