docs(ror2_phd): init the research-it-later ideas
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# My notes on attack speed cap
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WIP
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There are 2 (maybe more) routes when it comes to implementing attack speed
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in a game with animation:
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- Makes the character looks quirky as heck on extreme numbers of attack speed,
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respecting the power fantasy for the user
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- Makes the character looks like a god shooting at top speed... only to deal no
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damage because of the invisible attack cap
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ROR2 chooses the latter.
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Meanwhile, you have a hard limit of `FixedUpdate`
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# My notes on directors implementation
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WIP
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Most of these are available from the wiki, but we'll create scripts and manage
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a small scale database for computation.
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# My notes on DoT effects and ticks
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WIP
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Should be answer questions and point out their code for:
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- Bleeds restarts the status duration (at least for each player)
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- Further discuss Network latency here
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- Is bleed ever better than needleticks?
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- What does burn really do?
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# My notes on RNG throughout an RoR2 run
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WIP
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RiskOfResources did note that they needed to patch out and change lots of
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rng in obscure places to make it suitable for races to be reproducible in
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item drop table
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