2013-03-06, 09:27 PM
You may not want to test this, but there is a second interpretation of "decreases monster respawn time".
Any mob spawner can have a cooldown timer associated with it - separately from the interval between spawns, it won't spawn a mob before the time is up.
Area bosses are the main example of this - they have a ~30 minute timer, when the time is up, one spawns next time the right spawn point is free.
Other examples I can cite are old MS stuff - Tauromacis used to have a 2 minute timer, Lycanthropes had a 60 second timer, and so on. (when they were in mixed maps with Cold Eyes and White Pangs respectively).
Maybe Kishin Shoukan decreases the cooldown between spawns more quickly.
I basically see 5 limits on a map's spawn
(1) number of spawn points
(2) number of a particular mob set to spawn in the map
(3) total number of mobs allowed to spawn in a map
(4) time between attempting to spawn more mobs
(5) cooldowns on individual spawners
It's a reasonable guess that a map can never have more than the number of spawn points appear at the same time - I've never seen 2 mobs spawn in the same place at the same time, and the spots they spawn seems fixed. It's also pretty clear that a given mob won't appear more times than (2) allows - there are never multiple area bosses in the same map. Number 3 can be concluded by the fact that when a map is at the mob limit, area bosses don't spawn - kill a couple other mobs and you'll immediately see the bosses spawn.
On maps where (3) is smaller than (1), like LHC, mobs appear 'randomly'. At Crockies for example there are 5 platforms, each of which can have 2-3 mobs spawn on it, but the mob limit is 4. On maps where (3) is smaller than (2), Kanna's obviously effective. Jesters imply that when (3) is equal to (2) nothing happens.
LHC is probably the best place to test how much Kanna increases rates by. Most of the maps have huge numbers of spawn points but very few mobs spawning.
I'd guess that the process of spawning mobs comes in two parts - each mob listed in the map description gets put on a list, and every <n> second respawn time, it pulls as many as can be added to the map from the list and chooses a place to spawn them. When that mob dies, it goes back in the list, possibly with a cooldown. Map hacks either trick it into thinking there's more space to spawn, or adds more monsters to the list (which can get laggy).
It's possible that each mob has its own unique spawn point, and the game just won't add a mob if there's something standing there already. I dunno how to test whether the same spawn point can shoot out multiple mobs at once except boring observation.
Any mob spawner can have a cooldown timer associated with it - separately from the interval between spawns, it won't spawn a mob before the time is up.
Area bosses are the main example of this - they have a ~30 minute timer, when the time is up, one spawns next time the right spawn point is free.
Other examples I can cite are old MS stuff - Tauromacis used to have a 2 minute timer, Lycanthropes had a 60 second timer, and so on. (when they were in mixed maps with Cold Eyes and White Pangs respectively).
Maybe Kishin Shoukan decreases the cooldown between spawns more quickly.
I basically see 5 limits on a map's spawn
(1) number of spawn points
(2) number of a particular mob set to spawn in the map
(3) total number of mobs allowed to spawn in a map
(4) time between attempting to spawn more mobs
(5) cooldowns on individual spawners
It's a reasonable guess that a map can never have more than the number of spawn points appear at the same time - I've never seen 2 mobs spawn in the same place at the same time, and the spots they spawn seems fixed. It's also pretty clear that a given mob won't appear more times than (2) allows - there are never multiple area bosses in the same map. Number 3 can be concluded by the fact that when a map is at the mob limit, area bosses don't spawn - kill a couple other mobs and you'll immediately see the bosses spawn.
On maps where (3) is smaller than (1), like LHC, mobs appear 'randomly'. At Crockies for example there are 5 platforms, each of which can have 2-3 mobs spawn on it, but the mob limit is 4. On maps where (3) is smaller than (2), Kanna's obviously effective. Jesters imply that when (3) is equal to (2) nothing happens.
LHC is probably the best place to test how much Kanna increases rates by. Most of the maps have huge numbers of spawn points but very few mobs spawning.
I'd guess that the process of spawning mobs comes in two parts - each mob listed in the map description gets put on a list, and every <n> second respawn time, it pulls as many as can be added to the map from the list and chooses a place to spawn them. When that mob dies, it goes back in the list, possibly with a cooldown. Map hacks either trick it into thinking there's more space to spawn, or adds more monsters to the list (which can get laggy).
It's possible that each mob has its own unique spawn point, and the game just won't add a mob if there's something standing there already. I dunno how to test whether the same spawn point can shoot out multiple mobs at once except boring observation.

