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1.3.2 Paradox Mage bug + memory leaks
Posted: Sun Nov 29, 2015 11:18 pm
by CCC
1) Contingency list lacking Temporal Reprieve. It's my favorite spell to use, so I'd kinda like to have it back.
2) Memory leaks are much, much worse, not better. Game expanded from about 225MB memory used to over 500MB in the span of taking a new mage from level 1 to 10. Windows 7 SP1 32bit / 4GB RAM on this machine, if that helps.
Re: 1.3.2 Paradox Mage bug + memory leaks
Posted: Mon Nov 30, 2015 9:39 pm
by Effigy
1) Temporal Reprieve is excluded because it has a fixed cooldown. It was never intended that fixed cooldowns could be bypassed, but previously Contingency and Matrix didn't properly check for them. If the cooldown on Reprieve is too long, perhaps that could be looked at. Basically, the idea of fixed cooldowns is that they can't be changed, and it was a balance issue to allow talents like Contingency sidestep them.
2) The game's memory footprint does increase naturally as you play, regardless of class, as new zones and things are loaded. There is definitely a memory leak with chronomancy clones, but I think you may just be seeing (mostly) normal allocation in this case. In the case of the cloning leak, the problem is that the game's memory goes up to 800+ MB unnecessarily and performance becomes slow. It can be solved temporarily by restarting the game, but it needs to be fixed at some point.
Re: 1.3.2 Paradox Mage bug + memory leaks
Posted: Sun Nov 27, 2016 10:43 am
by jenx
Effigy wrote:1) Temporal Reprieve is excluded because it has a fixed cooldown. It was never intended that fixed cooldowns could be bypassed, but previously Contingency and Matrix didn't properly check for them. If the cooldown on Reprieve is too long, perhaps that could be looked at. Basically, the idea of fixed cooldowns is that they can't be changed, and it was a balance issue to allow talents like Contingency sidestep them.
2) The game's memory footprint does increase naturally as you play, regardless of class, as new zones and things are loaded. There is definitely a memory leak with chronomancy clones, but I think you may just be seeing (mostly) normal allocation in this case. In the case of the cloning leak, the problem is that the game's memory goes up to 800+ MB unnecessarily and performance becomes slow. It can be solved temporarily by restarting the game, but it needs to be fixed at some point.
I'm getting massive memory problems at high levels with clones. Game taking up over 1.5 Gb ram

.
Has this been fixed?