docs(ror2_phd): init the research-it-later ideas

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htran 2024-10-04 20:40:18 -07:00
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# My notes on attack speed cap
WIP
There are 2 (maybe more) routes when it comes to implementing attack speed
in a game with animation:
- Makes the character looks quirky as heck on extreme numbers of attack speed,
respecting the power fantasy for the user
- Makes the character looks like a god shooting at top speed... only to deal no
damage because of the invisible attack cap
ROR2 chooses the latter.
Meanwhile, you have a hard limit of `FixedUpdate`

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# My notes on directors implementation
WIP
Most of these are available from the wiki, but we'll create scripts and manage
a small scale database for computation.

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# My notes on DoT effects and ticks
WIP
Should be answer questions and point out their code for:
- Bleeds restarts the status duration (at least for each player)
- Further discuss Network latency here
- Is bleed ever better than needleticks?
- What does burn really do?

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# My notes on RNG throughout an RoR2 run
WIP
RiskOfResources did note that they needed to patch out and change lots of
rng in obscure places to make it suitable for races to be reproducible in
item drop table