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Spell travel time
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Post by
483641
This post was from a user who has deleted their account.
Post by
asakawa
conflag is not a missile spell so no, no travel time.
i think it has been confirmed that different spells can have differing travel times but i'm not sure the variation is all that great. perhaps we can be more help if you give an example of when such a fine understanding of travel times would be particularly important.
Post by
483641
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Post by
USMCDiablo
There should be a velocity associated with every spell. Hand of Gul'dan has a static travel time because it drops onto the enemy whereas Chaos Bolt will hit your enemy faster if you're standing next to it instead of 40 yards away because it doesn't have to travel 40 yards to reach it ^_^
Post by
asakawa
exactly, the missile travels from your character to the mob.
the speed is a constant therefore the distance effects the travel time observed.
no it does not effect DPS unless the entire combat period lasts only a few seconds.
Post by
Dunsinane
-edited to add-
Maybe I am asking if travel time affects your DPS.
Not in any meaningful way. The limiter on your dps is the amount of time you actually have to cast spells, not the duration it takes for them to reach your target. Standing closer makes the visual impact quicker, but it still takes just as long to wind up the next nuke.
Post by
asakawa
/bow
your first wowhead post this year and it went in the warlock forum. i think this means you're giving up the silly paladin and returning to the dark side ^_^
Post by
437304
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Post by
665124
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Post by
asakawa
I've done some (brief) testing with Zakalwe to try and determine the travel-time of HoGd (running on the assumption that the refresh of Immolate occurs at the same time as the damage is applied), but it wasn't constant and to me looked susiciously like about double my latency. One important thing to come out of those tests was that the travel time was unaffected by distance from the target (as one would expect given that the meteor falls from the sky above the target).
It's possible that HoGd actually doesn't have a "travel-time" as such and it is simply an effect of client-server communication time along with a short, fixed-length animation travel-time that makes it appear to have one.
In any case, with such a short window to refresh Immolate, lag, "travel time" or being in the middle of a long-ish cast can all make it very easy to fail, and I'd also certainly hope that they fix the issue in some fashion.
source
nothing conclusive but this comment reflects what i see in game.
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