#Rift Attack bar ticks
62 messages · Page 1 of 1 (latest)
could u refer me to a reddit post or smth where its in detail? everything i find is years ago , or just speculation^^
it's not an exact science, i don't think anyone has completely figured out exactly how turns and atb works in rifts
ah okay that makes sense then
as opposed to every where else
initially we recommended 0 spd for rifts
but we realized that having a little speed did give you an extra turn before the boss moves
however having a lot of speed (like 200) did not
I see, and that was observed around 140 combatspeed?
yes
kk thx
In order to not lose any ticks in rift, in theory, ud need 239 Speed on all ur units right? If u have less, the boss will get slightly more atk bar cause some of ur monsters dont recover 100% attack bar in 6 ticks.
saw this referenced in the channel that u linked, but just want to make sure i understand
@slim wren i can stream the runs or smth for u if u want^^
bc of the doubt reaction 
why was my post removed?
I did not remove it, could you test this with swarfarm & upload your data from ~200+ runs? if it mirrors this then i'd be interested in checking it out :)
Cud u link me a guide on what u need me to upload^^ are pictures enough, or u need me to record
Swarfarm logs are via the sw exporter?
If you set up summoners war exporter and swarfarm it should be pretty straightforward, you just put the key in and it will record the runs
yep, that's right
we're always looking for new ideas that are consistent and applicable
Yeah sound, this is a rlly nice low rune req teamcomp in comparison to whats recommended 🙂
if you can show this then i'd be very pleased to have it presented in #pve-team-showcase-archived personally. i did not delete it and i'm sorry it got deleted, but i will say that if you can provide this with runs showing consistency then that could be groundbrreaking
absolutely, i have a bit of a different perspective from some of the other advisors on this stuff, i'd really love to see a low rune requirement version of icebeast, so let's get it set up!
Will do, ill @ u with the data later, cheers
ty!
trying to enter swarfarm code, but keep getting this error and cant find anything on it. any idea?
Nvm fixed^^
so im running data, and id like to fix an issue.
currently over 100 runs, im sitting at 91% successrate, the losses mostly looked like this lol:
https://imgur.com/a/sZ9gJb5
the boss only surrvives this long because for some reason, on the second swipe, my team derps and gets frozen.
Im thinking its probably cause bernard boosts too late, so the attack speed buff doesnt get used, so theres a tick of the frost left over
but even if i manually go and simulate myself: This is the latest bernard could boost before dying ( he always dies on this point.) Its enough to not get frozen on the 2nd swipe.
So what could the issue be that causes this incosistency? I made sure to check, and on all the losses, talia and sabrina get stunned, with like a pixel of frost left.
seems like a @elfin jacinth kinda question
Imo slightly better speed on the units will fix the issue, but if theres an easier fix id do that^^
ah right
So what exactly is the issue?
Out of 100 runs, 9% of the time for some reason my talia and sabrina have a bit of frost left, causing to get stunned by last swipe and fail the run
I tested a bit here, and since that didnt give me an answer, im wondering if the frost that u lose per turn is random or something?
The amount of frost left is litterally like 1 pixel worth
AI is AI, can you confirm that both Purian, Bernard and Mav use their #3 off cooldown
Its only purian and bernard, and i confirmed they both used it
Purian has perfect ai aswell, but i made sure to look at bernard
then start counting turns
Besides, if bernard didnt use s3 thered be alot more frost left
and see waht is different between them
the only thing that i can think off
is that you have a different turn order
Bernard/Mav gives spd buffs
Talia desyncs through #2 as she "gains another turn, effectively losing a spd buff turn"
then there's also groggy stage
where Hitting/Not hitting, gives the boss a different ATB
meaning, incases where mav doesn't #2 off cooldown.
Your monster turns are different when you get to the actual boss fight