Pacov's thread inspired me, so I finally got around to trying out LoL. The entire continuing validity of last hitting as a viable gaming mechanic pissed me off, so I came back to check out how Demigod is doing. I saw your Demigod night, and thought why not, which brought me here. Then I reread up on the Uberfix and saw that miriyaka lost interest is finishing out the Plague fix, which got me thinking.
Miriyaka's proposed solution seemed to be valid.
10/15 damage per interval
1 second interval
10 infection radius
1 second infection interval
10dps * 30 = 300
15dps * 30 = 450
Total 30 damage intervals, 30 infection intervals
20/30 damage per interval
1 second damage interval
7 infection radius
2 second infection interval
20dps * 15 = 300
30dps * 15 = 450
Total 15 damage intervals, 7 infection intervals
This should result in less than 25% of the sim work that the original was doing, as the actual damage part is very simple. To put the infection checks into relative terms, the current checks are covering 9500 square units per infectee over the lifetime of the plague. The reduced check time and radius above would cover only 1000 square units per infectee.
Infection will be less rampant, though still more than enough to easily infect entire creep waves in seconds. The moderately increased damage per second should make up for this, while still being well within reasonable thresholds for Demigods at level 10 and 15.
Another alternative that came to mind was simply reducing the number of spreading checks. Once it spreads, it will hit everything close. It doesn't really need to spread until the next creep wave hits. So instead of checking every second, perhaps only check 3 times at 0,15, & 30 seconds (or just at start & death). This would drop the number of checks by 90%.
Anyone recall if Miriyaka every tried the fix out and what came of it?
Also, I'm trying to figure out if I can join you guys that night. (Plus get Demigod reinstalled and functional.)