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tempest rush issues #325

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eXisFOHDR opened this Issue Jul 6, 2018 · 2 comments

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eXisFOHDR commented Jul 6, 2018

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.

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eXisFOHDR Jul 6, 2018

It would also be nice to be able to tell the simulator to "STOP" channeling tempest rush after a specific condition was met, i.e. 3 seconds into cold COE. currently it keeps track of flurry stacks, but it will never stop channeling tempest rush, so flurry damage never happens.

eXisFOHDR commented Jul 6, 2018

It would also be nice to be able to tell the simulator to "STOP" channeling tempest rush after a specific condition was met, i.e. 3 seconds into cold COE. currently it keeps track of flurry stacks, but it will never stop channeling tempest rush, so flurry damage never happens.

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d07RiV Jul 7, 2018

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You can tell it to cast something else 3 seconds into COE, or just do nothing (by using some condition that skips using TR).

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d07RiV commented Jul 7, 2018

You can tell it to cast something else 3 seconds into COE, or just do nothing (by using some condition that skips using TR).

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