Is APS a glitch?

Man - Raging Tide
Man - Raging Tide Posts: 1,410 Arc User
edited July 2011 in General Discussion
With all this talk about glitching dragoons and lvling "The Right way"

I asked if aps and sins in fc wasn't glitching in its own right.

So my question for you is... is Aps a glitch?
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Post edited by Man - Raging Tide on
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Comments

  • MoonUsagi - Heavens Tear
    MoonUsagi - Heavens Tear Posts: 4,377 Arc User
    edited July 2011
    It's an mistake on calculation coding for attack per seconds. (that rather simple, just wrong input)
    But since it makes money, pwe just left it like that. b:pleased
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  • Sunked - Lost City
    Sunked - Lost City Posts: 84 Arc User
    edited July 2011
    it works exactly how it suppose to work,
    0.2 sec interval clearly give 5 attack per second,
    how thats miscalculated?
  • krittycat
    krittycat Posts: 4,187 Community Moderator
    edited July 2011
    it works exactly how it suppose to work,
    0.2 sec interval clearly give 5 attack per second,
    how thats miscalculated?

    Well, I think if it was supposed to work that way, they should have coded the graphics with the ability to keep up. However, they can't, which is why sometimes a 5aps character will just look like they are standing and doing nothing.
  • Sneakret - Heavens Tear
    Sneakret - Heavens Tear Posts: 618 Arc User
    edited July 2011
    Usagai is referring to it not working like -% channeling gear works.

    As far as it is now it works just fine, there's no glitch that I'm aware of but it does come up now and again that perhaps -interval was supposed to be more like that of the math for %channel and not how it works currently.

    ie: in the case that it was a "glitch" it would be because it is missing a diminishing return factor seen in %channeling because interval is based on actual hit time and not a percentile of a base.
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  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited July 2011
    It's working correctly but it wasn't designed very well. I'd call it a design flaw and not a glitch. A better design would have been an attack speed increase % as opposed to the exponential returns with -interval.
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  • Proski - Archosaur
    Proski - Archosaur Posts: 936 Arc User
    edited July 2011
    it's called stupid as ****. just read it back to yourself, slowly.

    five

    attacks

    per

    second
  • Dellores - Dreamweaver
    Dellores - Dreamweaver Posts: 48 Arc User
    edited July 2011
    I don't think its so much a glitch as it is just faulty design. Why would instances requiring a squad get solo'd so much? It obviously wasn't intended to be this dominating thing that made every other way of playing completely obsolete.
  • Sarrafeline - Sanctuary
    Sarrafeline - Sanctuary Posts: 4,661 Arc User
    edited July 2011
    There's a problem with linear vs exponential increases with APS.

    Current APS is a non-linear, interval based increase. This means that BM's, Barbs, and fist users get the most benefit of -interval, and dagger users the second most benefit. Bow users, on the other hand, get less benefit, but still, quite a bit.

    If, on the other hand, APS went to a linear, attack speed increase, then it would reverse, and we would all find that Archers would suddenly be vastly OP compared to fist/dagger users. A bow at 2.5 APS would be a terror, and do a shocking amount of DPS. A bow at 2.5 would be doing more DPS than fists or daggers at 3.33 or 4.0, depending on the bow and fists/daggers. Personally, I would be ALL FOR 2.5 or 3.33 on a bow, the damage output would be just staggering, and most likely, people could still keep their precious 5.0 with fists or 4.0 with daggers. But, it would change the balance of the game again, and Sins wouldn't be able to hold aggro from Archers, as it might turn out that even permasparked, the massive DPS from a bow at 2.5 is gonna be too much for daggers.

    Then you're getting close to permaspark territory on the Archer... So it just gets more lopsided.
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  • Decus - Dreamweaver
    Decus - Dreamweaver Posts: 5,033 Arc User
    edited July 2011
    it's called stupid as ****. just read it back to yourself, slowly.

    five

    attacks

    per

    second

    Well, by that logic, so is a human flying on a sword...?

    I agree with Asterelle on the semantics, though.
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  • OontzOontz - Dreamweaver
    OontzOontz - Dreamweaver Posts: 782 Arc User
    edited July 2011
    Chances are that it is, but became widespread too fast before they could do anything about it and the fact that they were selling more packs because of it. Now compare it to insta channel, which is harder to get and doesn't really require cash shopping, so they nerf that instead before it got out of hand too.
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  • Ceiba - Sanctuary
    Ceiba - Sanctuary Posts: 257 Arc User
    edited July 2011
    Pretty sure that they never tested what happened if you stacked too many -int gears, design flaw or not, glitch or not, APS is broken and extremely overpowered, I wonder if is ever going to be fixed/balanced, but meanwhile they removed -int from BM and sin R9 as a start, also most new gears (championship gear) dont have -int and there is no -int rune etc.
  • Sunaro - Lost City
    Sunaro - Lost City Posts: 149 Arc User
    edited July 2011
    The APS system works as intended. People tend to overlook that "Interval Between Hits -x.xx seconds" is affecting the time in between hits, or rather, how long it takes to get one hit. -Interval gears affect attack duration, not your attack speed. This thread by Elenacostel (Warning: Notorious Archer maths contained within) explains exactly how the APS system works: http://pwi-forum.perfectworld.com/showthread.php?t=279561
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  • HeartandSoul - Heavens Tear
    HeartandSoul - Heavens Tear Posts: 90 Arc User
    edited July 2011
    A glitch in pwi? you guys be trippinb:avoid
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  • ItsAWolf - Archosaur
    ItsAWolf - Archosaur Posts: 464 Arc User
    edited July 2011
    In my opinion it's a design flaw, it's hard to tell of course without the original design for the game. The FC glitch would seem like faulty coding of the 'retreat mode' of the boss, where a monster is not supposed to do anything but walk back. This would be what I consider a glitch (a coding error / bug causing unintended beneficial consequences)

    APS on the other hand seems to be designed to give increased rewards for more -interval added for weapons with a lower base interval. This considering the game speficially uses a float for the channeling time (easily reducable by small percentages), while it uses a (integer) multiple of 0.05 intervals for attack speed, where small percentages (like the -3 or -6% from channeling) are likely to have no effect at all, thus they use -0.05 and -0.10

    It is obvious that a subtraction model causes significant rewards for a lower starting value, as opposed to a percentage based model. Assuming the designers understood that concept, I'd say it was designed to be this way; just not fully thought through at higher numbers and/or at the time this system was designed these particular designers didn't think (or wanted) a large number of items with -interval would exist that could simultaneously be worn by the same character.

    If different people were involved in the creation of this particular mechanic and the design of the items, or at different steps in the process, with a lack of communication I could easily imagine this happening. Especially considering the time between the creation of the game and when the 'trouble' began. The hard cap of 5.0 (0.20 interval) might just be arbitrarily chosen to avoid divided by zero errors, not so much meant to be reached. Although I admit in this case it would be more logical to have a hard cap of 0.05 interval (20 aps), but we'll never know their intentions anyway.

    I believe most of the game was originally designed to be a p2p game, which I don't think people here played (?). Would it be safe to assume that at that time not all the -interval items currently in existence were there, and thus the cap would never be reached? Could it be that those items were later added (before or after it turned into PW2, the f2p version) by people that did not fully understand the ramifications? This would point to a design flaw / lack of communication or documentation to me, not so much a glitch.

    tl;dr
    design flaw, not glitch.

    edit:
    as to decreasing the hard cap of 5.0, it might not be as easy as you think to change this value. It would very much depend on how the game was coded. If this was done properly, there would be one value that has to be changed. If it was not, as I expect, they might have to dig through all the source code looking for values like 0.2, 4, 5.0 and checking whether they have anything to do with the attack speed. Missing some of these values would lead to some nasty bugs I imagine :P So they just might not want to **** up the original code (I've read places they don't even have access to the original source code / aren't allowed / able to edit it, never quite followed what happened there exactly).
  • /Groovy/ - Harshlands
    /Groovy/ - Harshlands Posts: 688 Arc User
    edited July 2011
    There is only one rule in PWI: if's it stays longer than 1 month then it's not a glitch - it's a feature.


    If bugged veno pet flesh ream can be a feature, if -0.5interval can be equal to -3% channeling (or even -1% channeling, like on tomes), if assassin's Force Stealth can give you spark instead of using one - then I don't see why boss spawning more (hard as hell) mobs than usual can be a glitch.
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  • VenusArmani - Dreamweaver
    VenusArmani - Dreamweaver Posts: 6,009 Arc User
    edited July 2011
    There is only one rule in PWI: if's it stays longer than 1 month then it's not a glitch - it's a feature.


    If bugged veno pet flesh ream can be a feature, if -0.5interval can be equal to -3% channeling (or even -1% channeling, like on tomes), if assassin's Force Stealth can give you spark instead of using one - then I don't see why boss spawning more (hard as hell) mobs than usual can be a glitch.

    A) wrong topic

    B) You said it yourself, more than usual. As in the normal behavior of that thing is not such tat it spawns that many. You have to do something that causes it to behave abnormally; and then exploit that. So yeah, FC glitching is and should be a bannable offense because it's exploiting a glitch. It's not the way its supposed to work and you know it. If you're going to do it (or think people should be allowed) because it's completely unreasonable how much little exp other things give you when you are that level if you aren't an assassin; then fine. But call a spade a spade. It's a glitch. Exploiting it is against the ToS and anyone who does so does so at their own risk.

    C) APS I don't think it's a glitch. I agree with Astrelle it's more of a design flaw. I think it should work like -channeling, where it's a percentage decrees instead of this exponential thing where a person can easily hit the cap with readily available gear in game. Even if it is expensive.
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  • Kinjeto - Raging Tide
    Kinjeto - Raging Tide Posts: 564 Arc User
    edited July 2011

    Ok how about:
    1. Was Attacks Per Second originally in meant to stack?
    2. Why are there now "Requisite Class" on certain weapons?
    2a. Does this mean someone is thinking about weapon class restriction?
    2b. What's the official word from Beijing?

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  • Proski - Archosaur
    Proski - Archosaur Posts: 936 Arc User
    edited July 2011
    just because something is a feature doesn't mean it's deserving of more credibility than if it were a glitch

    the point should be that it's stupid as **** : )
  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited July 2011

    Ok how about:
    1. Was Attacks Per Second originally in meant to stack?
    2. Why are there now "Requisite Class" on certain weapons?
    2a. Does this mean someone is thinking about weapon class restriction?
    2b. What's the official word from Beijing?

    Just my line of thinking.

    1. Why wouldn't it? There are multiple pieces of gear with the property, it wouldn't make much sense for them not to stack.
    2. There always were some. For example, Crossbows and Slingshots had a requisite class of Archer. Now, we have them all over the place because Seekers can't use non-sword weapons.
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  • doods00
    doods00 Posts: 106 Arc User
    edited July 2011
    Did u all forget ur not getting real aps till 99 and the max at 100 unless u are a sin? why does everyone QQ so much geez
  • Quilue - Sanctuary
    Quilue - Sanctuary Posts: 5,787 Arc User
    edited July 2011
    KrittyCat wrote: »
    Well, I think if it was supposed to work that way, they should have coded the graphics with the ability to keep up. However, they can't, which is why sometimes a 5aps character will just look like they are standing and doing nothing.

    Have you seen the way monks are sometimes depicted in other games? How they punch so fast you can't even see each individual punches? Look at Diablo 3's Monk.

    Do you know what Shadowless Kick is supposed to be in fiction? It's supposed to be multiple fast kicks in one airborne attack, so fast that you only see one motion. The fact that this is on the fist path for BMs means fist users are supposed to attack faster than can be perceived by other players.
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  • Vorbane - Harshlands
    Vorbane - Harshlands Posts: 125 Arc User
    edited July 2011
    At any rate it will never be fixed or changed. We begged and pleaded for Nixes to be fixed.. Did it ever happen? Naw. How about making catapult's not able to hide the puller in TW? Ever fixed? Nope. Rubberbanding? Negativeeee. Sins being able to insta-gib out of stealth? The list just goes on and on.
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  • knightsdarksoul
    knightsdarksoul Posts: 265
    edited July 2011
    just because something is a feature doesn't mean it's deserving of more credibility than if it were a glitch

    the point should be that it's stupid as **** : )

    So is mag classes being able to hit for 15k+ in PvP and 500k+ in PvE per hit

    Stupidity didn't start and stop with aps
  • Azura - Lost City
    Azura - Lost City Posts: 2,281 Arc User
    edited July 2011
    it's called stupid as ****. just read it back to yourself, slowly.

    five

    attacks

    per

    second

    b:laugh I was thinking about that too yesterday, and it's completly stupid. Then again is a game, and the attack rate was not designed too well, like many other things in this game. Now is up to you wether you will qq about it or take advantage of it.
  • Aneurysmal - Heavens Tear
    Aneurysmal - Heavens Tear Posts: 798 Arc User
    edited July 2011
    it's coded exactly as it should be, (aside from it being exact numbers for every improvement) the math works out that 4.0 happens exactly when it should for BMs at least, please note that the interval and the attack rate are parallel but travelling in opposite directions

    5.0 is a cap to avoid making interval worse, and making the graphics easier to code.

    a weapon with an attack rate of 0.91 is actually 100/91 interval and a weapon that's 1.67 attack rate is 100/167 interval which is approximately .6

    So, for example lets take that .6 interval (deicides) and add the other gear.
    cape -.05 (interval .55)
    tome -.05 (interval .50)
    tt99 wrists -.1 (interval .40)
    tt99 light pair -.05 (interval .35)
    tt99 heavy pair -.05 (interval .30) reinverting at this point gives the 3.33 aps which is min for 5aps with spark
    tt/lunar nirvana pants -.05 (interval .25) that means a hit occurs every 1/4 of a second or 4 hits occur per second

    Now the spark or increase attack rate skill works on the attacks per second. so at 3.33 when increased 25% by demon spark, it comes to 4.1625, so aren't apsers just lucky that the game rounds up to the next available step in the aps chain? at 4.0 base the 25% increase = exactly 5.0 and thus, 5aps occurs!

    Now if only people would stop making these threads over and over again.
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  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited July 2011
    Now the spark or increase attack rate skill works on the attacks per second. so at 3.33 when increased 25% by demon spark, it comes to 4.1625, so aren't apsers just lucky that the game rounds up to the next available step in the aps chain? at 4.0 base the 25% increase = exactly 5.0 and thus, 5aps occurs!.

    ... Wrong.

    +attack speed% is actually -interval%. Easily proven by using variable skills such as Wind Shield, or by cross-checking with other weaponry.

    And the way it works is actually:
    0.3 *0.75 = 0.225 -> Rounded to 0.2 due to the game being in accuracy of 0.05 -> 1/0.2 = 5.0 attack speed
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  • toast223
    toast223 Posts: 62 Arc User
    edited July 2011
    people stop to use word: ''glitch''
    the official description from PWE lexicon:

    Glitch - a change in the game play or any part of the world in Perfect World which could be fixed but it won't because it is a giant effort to do it. PWE doesn't care about it and it is understandable that some people may be unhappy with the so called ''glitches'' which turn into new PWI contents.

    latest example: fc dragoons
    example of user: Man - Raging Tide
    congrats Man on succesfull participiating in the new FC dragoon contest.
  • Bearish - Sanctuary
    Bearish - Sanctuary Posts: 264 Arc User
    edited July 2011
    stop getting trolled guys b:laugh

    cant be that hard to notice sarcasm b:shocked
  • Sir_Puma - Raging Tide
    Sir_Puma - Raging Tide Posts: 780 Arc User
    edited July 2011
    toast223 wrote: »
    people stop to use word: ''glitch''
    the official description from PWE lexicon:

    Glitch - a change in the game play or any part of the world in Perfect World which could be fixed but it won't because it is a giant effort to do it. PWE doesn't care about it and it is understandable that some people may be unhappy with the so called ''glitches'' which turn into new PWI contents.

    congrats -Removed by myself- on succesfull participiating in the new FC dragoon contest.

    You know, it is sooo hard to see those who did and didn't. I can safely say that 90% (if not 95%) of those in these forums that are 104-105 used it, even 103 is somewhat questionable depending on how long they have been here. I do cube each and every day, I am also married so I do Marriage quest each day and I gain 1.5 mil exp total. I don't FC , nor hyper in it cause , yeah, I could gain more. But at 1.5 mil a day, takes me 267 millions to get to 102 so basicly 178 days to level. Now if I continue that way and maybe adapt myself to make twice that (3 mils exp per day) from 104 to 105 will be 1 333 days.

    As for post itself..Tired of seeing it and any threads related. I am one of teh affected ones that are "left out" cause of that (2.00 not sparked, 2.86 sparked, yeah I don't cs much), so i will just not say anything more..
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  • Revenge - Raging Tide
    Revenge - Raging Tide Posts: 834 Arc User
    edited July 2011
    You know, it is sooo hard to see those who did and didn't. I can safely say that 90% (if not 95%) of those in these forums that are 104-105 used it, even 103 is somewhat questionable depending on how long they have been here. I do cube each and every day, I am also married so I do Marriage quest each day and I gain 1.5 mil exp total. I don't FC , nor hyper in it cause , yeah, I could gain more. But at 1.5 mil a day, takes me 267 millions to get to 102 so basicly 178 days to level. Now if I continue that way and maybe adapt myself to make twice that (3 mils exp per day) from 104 to 105 will be 1 333 days.

    i would like to point out, that just because you get 1.5m exp a day doesnt mean others dont get more, you said it yourself you dont hyper fc, many do, and thusly would take the amount of time needed to level and decrease it substantially.

    as for weather aps is glitched, i say no its workin as programmed, the problem is it was meant as an extreme end game thing such as r9 but because pwi is greedy they made it readily available to most players cheaply
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