Thank you. That makes sense. It's the reason why some games 'snapshot' avoidance state so the network chatter (server interactions) are limited. It's the reason why games like GW2, etc. either removed 'spread' abilities or significantly reduced the dot time.Minisynn wrote: ↑Wed Apr 16, 2025 5:03 pmI'm assuming they're referring to the patch in October that made it so that you can only strikethrough a maximum of 50% of your targets max avoidance, which also factors in buffs/debuffs on yourself and the target. I'd imagine it's that, in tandem with the change to target centric AOE abilities (think Acid Bomb/Frag Grenade, Spiral Fletched Arrow/Broadhead Arrow with Split Arrows) with the original ability system rework which used to only factor in your primary targets defences, and then would apply the effect to everyone in range if the primary target failed to defend it - as opposed to now, where these abilities do individual defence checks on every single target in range. So a Frag Grenade into a crowd of 100 tightly packed people used to do one set of defence calculations, whereas now it'll do 100 different sets of defence calculations - as well as presumably additional checks to handle the strikethrough cap which was added in October.Illuminati wrote: ↑Wed Apr 16, 2025 3:55 pm What were the 'avoidance' changes that happened that keep getting mentioned that perhaps impacted performance?
In saying that though, the change to how these target centric AOE abilities was in the game from December 2023 and there weren't really any noticeable issues, so I'm guessing if it is related to the avoidance change then it's because of poor implementation - but nobody can really say for sure except those with access to the source code
For example, you would never implement a 'spread' dmg AOE like Broadhead Arrow for 15 seconds because within 15 seconds the avoidance/mitigation state would change significantly over 15 seconds. Things like Broadhead Arrow should only last 3 seconds when spread, that way, you significantly reduce the possibility of a significant avoidance/mitigation effect taking place that causes an interaction/check.