What frame does CWDT trigger?

Does CWDT trigger the frame after damage is received or the frame of? I have a build concept to use a traditional Skelly Heartbound Loop setup that will trigger Forbidden Rite. The damage from FR will in turn cause a higher level CWDT.

However, if CWDT trigger the following frame, then I will have to extend the skeletons' cooldown by an additional server frame which will significantly cut into the damage. If it triggers the frame of then there is a chance the game will read: Take 1260 damage from minion death trigger FR, x damage from FR, trigger spell" all inside a single frame.

I'm nowhere at the point I could test this, and even then I'm not sure I would be able to visually discern the difference. Traditional Heartbound builds do show the cooldown from CWDT expires before damage is recognized. I'm actually leaning towards the frame of but with some mechanic I'm not thinking of bricking the loop.
Last bumped on Feb 28, 2022, 5:51:26 PM
"Simultaneous" events are handled on the same server tick, but sequentially.

There is no such thing as calculations being arbitrarily moved to the next server tick. If something takes time to complete before it sets of the event to trigger something else, the trigger takes place in the server tick of the completion.

However, as far as I am aware, the damage from Forbidden Rite should be dealt to you at the start of its "cast", hence your setup should result in taking that damage and setting off the next layer of CwDT "instantly".

As an example, if CwDT only triggered its linked spells on the next server ticks, then two consecutive hits on the same tick would be able to kill you even if the first set off a guard skill that would have mitigated the damage of the second hit. However, the skill is triggered instantly and the next hit is already mitigated, even if it is less than 33 ms apart from the previous one.
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DER_PSYCHOPATH wrote:
"Simultaneous" events are handled on the same server tick, but sequentially.

There is no such thing as calculations being arbitrarily moved to the next server tick. If something takes time to complete before it sets of the event to trigger something else, the trigger takes place in the server tick of the completion.

However, as far as I am aware, the damage from Forbidden Rite should be dealt to you at the start of its "cast", hence your setup should result in taking that damage and setting off the next layer of CwDT "instantly".

As an example, if CwDT only triggered its linked spells on the next server ticks, then two consecutive hits on the same tick would be able to kill you even if the first set off a guard skill that would have mitigated the damage of the second hit. However, the skill is triggered instantly and the next hit is already mitigated, even if it is less than 33 ms apart from the previous one.


Thanks. I already have the FR CWDT setup first in the order of operations. As long as it calculates the damage from it before moving onto the next CWDT it will work. It's still possible it won't function as I intend, but I suspect the game will individually check the damage received for each spell sequentially and the damage from FR will be calculated into each trigger afterwards.
I think you are still misunderstanding some things. If the other CwDT setups have a higher threshold than the Forbidden Rite one, it does not matter whether FR is the first in the trigger order.

The game does not check "have these skills been triggered on this server tick" which would require FR to be checked first. When you take damage, the damage counter for FR goes over the threshold, and it is triggered. Then you take damage again, and the other CwDT setups are triggered.

Trigger order only matters for things that are actually triggered by the same event. In your case, a minion dies, you take damage, Forbidden Rite is triggered, you take damage again, and then your other skills are triggered. Forbidden Rite is always triggered before the other skills.

The only case in which Forbidden Rite would not be triggered before the other skills would be if you take a large hit that triggers your other setups already. In that case you might end up taking the damage from Forbidden Rite after the other skills are triggered, but you also do not need the damage from FR to fill their damage counter.

Generally speaking, the game does not calculate everything that happened in a 33 ms window at once in a fixed pattern. Cooldowns are one of the few things that are only updated once per server tick, but overall the game respects exact timings in smaller increments than 33 ms steps. It just calculates them in one burst of 33 ms because that is more efficient.
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DER_PSYCHOPATH wrote:
Spoiler
I think you are still misunderstanding some things. If the other CwDT setups have a higher threshold than the Forbidden Rite one, it does not matter whether FR is the first in the trigger order.

The game does not check "have these skills been triggered on this server tick" which would require FR to be checked first. When you take damage, the damage counter for FR goes over the threshold, and it is triggered. Then you take damage again, and the other CwDT setups are triggered.

Trigger order only matters for things that are actually triggered by the same event. In your case, a minion dies, you take damage, Forbidden Rite is triggered, you take damage again, and then your other skills are triggered. Forbidden Rite is always triggered before the other skills.

The only case in which Forbidden Rite would not be triggered before the other skills would be if you take a large hit that triggers your other setups already. In that case you might end up taking the damage from Forbidden Rite after the other skills are triggered, but you also do not need the damage from FR to fill their damage counter.

Generally speaking, the game does not calculate everything that happened in a 33 ms window at once in a fixed pattern. Cooldowns are one of the few things that are only updated once per server tick, but overall the game respects exact timings in smaller increments than 33 ms steps. It just calculates them in one burst of 33 ms because that is more efficient.


One of us is not understanding the other, and I suspect it's me. CWDT calculates each linked spell's damage taken independently, and damage received is applied to every spell at the full amount.

I'm using a Summon Skeleton Heartbound loop build.
  • 3 minions die off
  • I take 1260 damage
  • Summon Skeletons is triggered (first spell in order), they have a duration to match to sever tick required for them to die off exactly when CWDT is off cooldown
  • Forbidden Rite is triggered
  • I take x amount of damage
  • A different CWDT is linked to Arc at a higher threshold. This is enough to trigger from both sources of damage. It will either trigger in the same server tick or the next server tick. If it is the next server tick, then I need to extend the duration of Skeletons an additional tick or they will expire just shy of Arc's cooldown.


I have most everything else figured out.
It triggers the same server tick that the damage is received, just like your Summon Skeletons does.
I was specifically referring to this:

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Aldonés wrote:
Thanks. I already have the FR CWDT setup first in the order of operations. As long as it calculates the damage from it before moving onto the next CWDT it will work. It's still possible it won't function as I intend, but I suspect the game will individually check the damage received for each spell sequentially and the damage from FR will be calculated into each trigger afterwards.

Thus I assumed you had also tried to make sure that Forbidden Rite comes first in the trigger order, which would have been irrelevant because triggers are implemented with events rather than polling.

But like taggedjc and I wrote earlier, there is no delay to the next server tick.
I can now verify from my testing everyone here was correct. Using a traditional Summon Skeleton Heartbound Loop that also triggers Forbidden Rite, the additional damage taken from FR will allow for a higher level CWDT to proc. This setup can easily proc a level 21+ CWDT in a single cooldown cycle.

When using the Olroth's Resolve method to sustain yourself, it counts as two separate hits, effectively doubling the effect of your Ward.

Thank you DER_PSYCHOPATH and taggedjc for your help!

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