Add network mode option for Kinetic Fusillade effective attack rate#9885
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hackoh wants to merge 2 commits into
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Add network mode option for Kinetic Fusillade effective attack rate#9885hackoh wants to merge 2 commits into
hackoh wants to merge 2 commits into
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June 12, 2026 16:10
Kinetic Fusillade's max effective attack rate differs between network modes: Lockstep rounds the projectile fire delay up to server ticks while Predictive does not. The calculation already derived both values but only used the Lockstep one, and only to scale dpsMultiplier for the "All Projectiles" part, so the sidebar Attack Rate still showed the raw (wasted) attack speed. Changes: - Add a "Network mode" list option (Lockstep/Predictive) to the Configuration tab, shown only when Kinetic Fusillade or Kinetic Fusillade of Detonation is used. Defaults to Lockstep. - Cap output.Speed at the selected mode's max effective rate so the sidebar Attack Rate, DPS and downstream calcs (ailments) reflect it. - Remove the dpsMultiplier efficiency scaling, as capping output.Speed is mathematically equivalent for part 1 (avg * APS * count * cap/APS == avg * min(APS, cap) * count) and would otherwise double-count the penalty. The cap now also applies to the "1 Projectile" part. - Show the selected mode in the Max Effective APS breakdown.
src/Data/Skills/act_int.lua is generated from src/Export/Skills/act_int.txt, so the same changes are applied to the export source to keep them in sync.
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Description of the problem being solved:
Kinetic Fusillade's max effective attack rate depends on the network mode: in-game testing showed that Lockstep rounds the projectile fire delay up to server ticks while Predictive does not (see #9362 and #9452, where this difference was discovered and is already noted in a code comment and shown in the Calcs breakdown). However:
dpsMultiplierscaling), so players on Predictive see a pessimistic DPS and wrong breakpoints.This PR adds a "Network mode" (Lockstep / Predictive) option to the Configuration tab, shown only when Kinetic Fusillade or Kinetic Fusillade of Detonation is socketed, defaulting to Lockstep (current behaviour).
Implementation notes:
output.Speedto the selected mode's max effective rate. For the "All Projectiles" part this is mathematically equivalent to the previousdpsMultiplierscaling (avg × APS × count × cap/APS ≡ avg × min(APS, cap) × count), but it additionally makes the sidebar Attack Rate, ailment calcs and the "1 Projectile" part consistent with the effective rate.dpsMultiplierefficiency scaling is removed, since keeping both would double-count the penalty.src/Data/Skills/act_int.luaandsrc/Export/Skills/act_int.txtare kept in sync.Steps taken to verify a working solution:
Link to a build that showcases this PR:
https://pobb.in/4mxi3Ncmborf
Before screenshot:
Sidebar shows the raw attack rate (8.29) even though most of it is wasted:
Breakdown shows both modes but there is no way to choose which one applies:
After screenshot:
Lockstep (default) — Total DPS is identical to before; the sidebar Attack Rate now shows the effective rate:
Predictive — server-tick rounding removed (+9.4% DPS on this build):
Breakdown now shows the selected mode: