#Sandy numbah twee

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reef imp
finite cobalt
muted delta
reef imp
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Expectation:

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100 kai vs 113 on light

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100 kai vs 113 on heavy

onyx flume
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Idea for the reason: The last of the 3 stars takes 0.15s to appear from the spawn of the big star. What if the weapon can't fire the same barrage again while it is still in the process of firing?

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From the code side I'd have to further analyse to understand if and why this would be the case, it's the only thing that came to mind so far

reef imp
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🔮maybe that's why Alsace barrage was built different

onyx flume
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Hmm but that also was a 5s long skill so it activating twice probably wouldn't have worked anyway

reef imp
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MurmWat sandy's augment barrage skillcfg 1010091 has the id of Alsace's barrage skill 150021, i don't suppose that matters though

reef imp
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my guess is
when the second mount fires,

  1. BattleBuffCastSkill, function spell: since self._skill exists already, it does not generate a new BattleSkillUnit
  2. BattleSkillUnit: since self._effectList was only generated at the same time as self, its BattleSkillFire is the same as the first mount's
  3. BattleSkillFire, function DoDataEffect: since self._weapon already exists, it just SingleFires the weapon
  4. BattleWeaponUnit, function SingleFire: now generates new BattleBulletEmitter separate from the first mount's
  5. BattleBulletEmitter, function Stop: when the first mount's barrage is finished, calls _stopFunc
  6. _stopFunc: calls BattleSkillFire's DoDataEffect's local function
  7. the local function calls self._weapon:Clear()
  8. and obviously, BattleWeaponUnit.Clear() deletes all BattleBulletEmitters, including the second mount's barrage's emitters
  9. 💀
onyx flume
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Hmm this does seem plausible
But I don't understand the timing

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If I understand correctly all DD guns have auto_aftercast of 0.3 which means that 2 mgm fires are spaced by 0.3 seconds

onyx flume
reef imp
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the chibi trigger time (of ~0.2s for most ships) counts towards the auto aftercast

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like
0.0 guns are loaded and an enemy is found
0.0 first mount Fire
0.0 start animation
0.0 start first mount's autoaftercast
0.2 animation triggers first mount DoAttack
0.3 first mount's aftercast expires
0.3 second mount Fire
0.3 second mount DoAttack
1.0 end animation

onyx flume
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Ah yeah right

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Makes sense then

muted delta
long mirage
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Any updates on this? I assume the bug would affect any guns faster than the twin 114, like the blue barrage guns and the new single gold barrage gun?

I've done a bit of testing FWIW and on my Android device, the 114 is also better than the 100kai, but my sample size is shit.

reef imp
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No updates, it's still bugged

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The bug affects ALL guns that have a shorter volley time than 0.15s or something, which is almost all DD guns

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That's volley time

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Guns with faster reload time are affected more often

long mirage
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So what gun do you prefer on Sandy right now? Mog gun? 114?

onyx flume
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I think Mog gun atm

reef imp
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~~I don't use sandy ~~
Mog gun may be the best, but consider whether your other ships want mog gun too, leaving 100 kai for sandy