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Hey there,

I recently stumbled over the question of priority with reps and dmg (though it also applies to a lot of other things).

My question was: If a pilot gets shot and the incoming dmg of that server tick would kill him but he gets reps in the same server tick, will the reps apply first or the dmg. (Or does it work in the way that healing in the same server tick acts as a shield for incoming damage to be soaked up. [No max heath restriction]). Basically will he live or die?

I can imagine that the reps come first but because I can't really find anything on server tick prio in regards to this topic, I thought I'd ask the reddit in its all-knowing wisdom.

If someone has some insight into that topic or even a list of effects and in which order they're applied, I'd be forever grateful.

7o

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over 2 years ago - /u/ccp_habakuk - Direct link

As far as I can tell all such effects from modules are being evaluated on whatever happens first (either is first in the reactivation queue, reaches the server first - at least as long as the server is not overloaded like in 10% TiDi, when it becomes a bit non-deterministic) and the ship dies whenever the health reaches 0. If the damage is first, then it dies, if the rep is first. then it lives. This calculation is not based on ticks, but some of the messages are only sent out to the clients together with the next destiny tick.

over 2 years ago - /u/ccp_habakuk - Direct link

Originally posted by Mu0nNeutrino

From what the devs have said previously, the 1s server ticks are for physics stuff (entities moving) and some communication between the client and server, but not everything. Module activations in particular, as far as I know, are not bound to those ticks at all. So the HP just is tracked continually, guns subtracting from it each time they cycle and reps adding to it each time those cycle, both of those happening whenever their module cycle times dictate rather than being tied to ticks, and the ship just dies if the HP ever hits zero. Again, afaik.

Correct, as far as I can tell. The server tick does not affect this order. So in minorVulpes' specific case it depends just on the cycle duration - and to a small amount on the network latency to the server, as the module only starts as soon as the server received the command.

If the server is getting really busy then the server might take slightly longer to process the events, but the order should still be mostly intact. In the past (several years ago) the server prioritized under lag accidentally events, which were coming from clients over modules, which were already cycling. This caused FCs to tell fleet members under lag to use single activations of their weapons and avoid cycling - which then caused even more lag. This should no longer be the case now and all module events should be handled the same.