mooege/mooege — Issue #193: Game ticking bug
Author: xsochor
Created: 2011-10-15 14:11:03+00:00
State: open

I was working of monk's mantra and i found out bug with amount of ticks per second.

Client is tracking cooldowns and duration as well, so i had reference point.

Correct amount (at least in my case) is 60 ticks per second

It can be verified by code:

```csharp
int ticksPerSecond = 60; // currently 200
int PowerSNO = Skills.Skills.Monk.Mantras.MantraOfEvasion;
GameAttributeMap atm = new GameAttributeMap();
atm[GameAttribute.Buff_Icon_Count0, PowerSNO] = 1; // icon shown if > 0
atm[GameAttribute.Buff_Icon_Start_Tick0, PowerSNO] = player.World.Game.Tick; // starting tick
atm[GameAttribute.Buff_Icon_End_Tick0, PowerSNO] = player.World.Game.Tick + (ticksPerSecond * 120); // ending tick
atm[GameAttribute.Buff_Visual_Effect, PowerSNO] = true;
atm[GameAttribute.Buff_Active, PowerSNO] = true;
atm[GameAttribute.Power_Cooldown_Start, PowerSNO] = player.World.Game.Tick; // starting tick
atm[GameAttribute.Power_Cooldown, PowerSNO] = player.World.Game.Tick + (ticksPerSecond * 30); // ending tick
atm.SendMessage(player.InGameClient, player.DynamicID);
```

for current Tick (+20 per 100ms) it will state incorrect amount of time left and also it will decrease in steps when player is moving.

for Tick (+6 per 100ms) both time left and decreasing speed is smooth and accurate