The Odd One Out--Spark and the Projectile Change

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Mark_GGG wrote:
No.

Currently, each spark has it's own memory. When spark 1 hits something assuming it pierces and thus doesn't end there, Spark 1 marks that in Spark 1's memory as a thing it can't hit again. Spark 2 and Spark 3 from the same volley are unaffected by this and maintain their own memories.
Whenever any spark bounces, if it hasn't just hit something immediately before that bounce, it clears it's memory and can now hit all those things again, because it doesn't know it already has any more.

Removing shotgunning means that memory is global for all projectiles in the volley. When spark 1 hits an object, it records that thing in the shared memory, and spark 2 and spark 3 can no longer hit that thing. When any of them bounce, if they haven't just hit something immediately before that bounce, they'll clears that shared memory and all of them can now hit all those things again, because they don't know they already have any more.


Interesting. And for the proffered Vaal Spark one-in-fourteen example, how is that skill affected if I haven't got any piercing set up? It seems that you're intending this skill to simply have that one-in-fourteen chance. Which is your call, but then I ask again: flavorfully and balance-wise, should Spark be an exception? It feels wrong to have that one-in-fourteen effect on this spell.
Based on my understanding, after the spark projectiles bounce, all of them have the potential to hit. Let's say Spark 2 is the one first one to hit the original target after the bounce (presuming all of them have bounced and there's enough duration for them to hit the original target again). it will be the only one to deal damage, while Spark 1 and Spark 3 will already have the memory of Spark 2 hitting it.

is this correct?
Better stay in the land of the damned, Exile. Here, even the very words are corrupted by Nightmare.
Last edited by enveratise#2153 on Apr 20, 2015, 5:23:57 AM
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enveratise wrote:
Based on my understanding, after the spark projectiles bounce, all of them have the potential to hit. Let's say Spark 2 is the one first one to hit the original target after the bounce (presuming they bounce and go toward the same target at the same time). it will be the only one to deal damage, while Spark 1 and Spark 3 will already have the memory of the first hitting it.

is this correct?


That seems to be what he's saying. Odd that it's set up so that piercing and chaining are the only ways to do it.
so i guess this memory for each individual spark is the culprit behind massive frame spike with vaal spark / gmp setup , hope the global thing solves it , partially .

Also really happy with no shotgunning change cant imagine the salt of all those ts archers :)
chaotic neutral
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nubmoj wrote:
so i guess this memory for each individual spark is the culprit behind massive frame spike with vaal spark / gmp setup , hope the global thing solves it , partially .

Also really happy with no shotgunning change cant imagine the salt of all those ts archers :)


TS won't be affected. only skills that have a primary shotgun effect (such as FP) will be, while those that have a secondary shotgun effect (TS, KB, LA, Fireball) won't.

Like I said in the other thread, it'll be the incinerate user's that'll be worried. and the FT users too.

We really need to consolidate all this projectile change things. But while we don't know how they'll change the active skills...
Better stay in the land of the damned, Exile. Here, even the very words are corrupted by Nightmare.
Let's bring this down to the basic level. Let's say you are in a room with a single monster. If I understand this correcly, when you cast a single cast of spark (which has 3 projectiles) and one of them hits the monster and pierces it, now you have three projectiles randomly flying around, NONE of which can hit the monster? Unless they bounce off of (or hit) something else first? Am I understanding this correctly?

How does fork work with this new mechanic? Do the forked projectiles share a memory with the original? Or eachother? Asking for the few sporkers still out there :D
STD ign: Helevaperkale HelevaSCION
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crevil wrote:
Let's bring this down to the basic level. Let's say you are in a room with a single monster. If I understand this correcly, when you cast a single cast of spark (which has 3 projectiles) and one of them hits the monster and pierces it, now you have three projectiles randomly flying around, NONE of which can hit the monster? Unless they bounce off of (or hit) something else first? Am I understanding this correctly?

How does fork work with this new mechanic? Do the forked projectiles share a memory with the original? Or eachother? Asking for the few sporkers still out there :D


nvm
Last edited by TheDeathX#0331 on Apr 20, 2015, 4:59:05 PM
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nubmoj wrote:
so i guess this memory for each individual spark is the culprit behind massive frame spike with vaal spark / gmp setup , hope the global thing solves it , partially .

Also really happy with no shotgunning change cant imagine the salt of all those ts archers :)

It's not really a good habit to speculate on how code you've never seen works but what you say seems highly unlikely. Algorithmically speaking, checking the last item hit by a projectile takes constant time. It will grow linearly with the number of projectiles currently experiencing a collision. The collision checking itself is far more expensive for the CPU since it's linear in projectile count and at best logarithmic in the objects projectiles can hit. As for memory, the most likely scenario is storing a pointer or integer based identifier so storing a few hundred of those is a drop in the bucket compared to things like even low resolution texture storage.

Oh BTW, TS is unaffected by this change according to GGG posts in the other shotgunning threads so it may retain the current behavior.
Wait. Does 'bounce' refer to when it hits an enemy and keeps going or not?
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Mark_GGG wrote:

And for people talking about how Spark's dead, it, like spectral throw, has a mechanic that makes it "forget" everything it's hit, it still has that (although the exact details of that mechanic will probably need to change over the course of beta, since the removal of shotgunning means that's a shared memory and all sparks will lose it when one bounces - i.e. this is making each spark more able to hit the same target again)


shared memory and all sparks will lose it when one bounces.

bounce = spark projectile hits an object that forces the projectile to continue in a new direction
like hiting a wall or and unpierceable object or the end of a the map....
Last edited by TheDeathX#0331 on Apr 20, 2015, 4:54:23 PM

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