Hi!
My 2 cents about autoattack and the inability to hit someone with melee in pvp.
The bug that AA dmg is calculated wrong is already known.
I have tested this on choppa, WE and Mara. Using only weap in off hand and only in Main hand. It seems that for AA dmg the off hand is calculated as the MAIN hand for dmg. And main hand is calculated as off hand for dmg giving 50% less dmg. This is only for AA dmg tho.
In Pvp when attacking someone the Styled dmg hav etrouble hitting BUT I have noticed that the AA dmg ofthen go off. And its the off hand dmg numbers I mostly see.
Can it be as it seems that for AA dmg the off hand is calculated as main hand for dmg this makes styled dmg harder to hit as the main hand is used for styled dmg and main hand is calculated as off hand?
I am not a coder so I might be barking up the wrong tree but I do find it strange and worth taking into consideration.
Best regards
AlistaireCrowley
Autoattack and melee combat in pvp
- AlistaireCrowley
- Posts: 62
Autoattack and melee combat in pvp
Hulkster/ Satana/ Oddjobb/ Alistaire/ Lucifier/ Lestath/ Molochai/ Morpheuz/ Jago/ Fabio/ Gorkchop/ Luzious
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- amputationsaw
- Posts: 629
Re: Autoattack and melee combat in pvp
I guess this bugs are known but hard to fix.
The main fact that I noticed is, like you mentioned, that the cooldown of a casted style which did not hit still triggers.
For example: you want to slow target, slowdown fails, gets cooldown because of bug and can't be used again after cooldown (the ability animation was also triggered)
I think that's a main bug which concerns a huge amount of players
The main fact that I noticed is, like you mentioned, that the cooldown of a casted style which did not hit still triggers.
For example: you want to slow target, slowdown fails, gets cooldown because of bug and can't be used again after cooldown (the ability animation was also triggered)
I think that's a main bug which concerns a huge amount of players
Re: Autoattack and melee combat in pvp
Is the cooldown for abilities sent from the server or does the client make assumptions?
Also, certain abilities seem more prone to failure than others. Slow Down, Don't Go Nowhere and Debilitate very often trigger without any effect at all (even damage). Not to mention how bad Rend Soul, Divine Assault and Convulsive Slashing are as moving channels with a 5ft range...
My advice on the range issue would be to increase the server's melee range to 10ft.
Also, certain abilities seem more prone to failure than others. Slow Down, Don't Go Nowhere and Debilitate very often trigger without any effect at all (even damage). Not to mention how bad Rend Soul, Divine Assault and Convulsive Slashing are as moving channels with a 5ft range...
My advice on the range issue would be to increase the server's melee range to 10ft.
Last edited by Azarael on Wed Nov 26, 2014 1:16 pm, edited 1 time in total.
Re: Autoattack and melee combat in pvp
it's probably conerned to snare, i only see this problem on them, just like you hit with ability but before apply damage and snare server check again range and degree for skill, so sometimes it happen to not been able to have those 2 condition and server cannot allow apply the snare.
It could maybe be solved apply a 360 degree to only snare dot, the initial check it should be the normal 180 degree then swith to 360 beofre apply snare. The same like channeling should work in game.
It could maybe be solved apply a 360 degree to only snare dot, the initial check it should be the normal 180 degree then swith to 360 beofre apply snare. The same like channeling should work in game.

Re: Autoattack and melee combat in pvp
Even if there were a double range calculation, the server can do the entire code for the ability almost instantly. It shouldn't matter.
Re: Autoattack and melee combat in pvp
Maybe this is an issue with the clients.
AFAIK (could be totally false):
At the beginnings of WAR when an ability was used, the server treated the target client with a higher priority, than the source client. So the player position of the client targeted (with an abilty) was always correct. This resulted in some wierd moments, when a melee stands right besides an enemy, but he could not use any abilities because he is "out of range".
They altered it later, so that the source client has the higher priority and melee classes don't get any "out of range" messages anymore if they are in range.
I couldn't found any pvp video on this. This one shows the same effect on npcs, but those were probably bugged (target should be the server):
Click here to watch on YouTube
AFAIK (could be totally false):
At the beginnings of WAR when an ability was used, the server treated the target client with a higher priority, than the source client. So the player position of the client targeted (with an abilty) was always correct. This resulted in some wierd moments, when a melee stands right besides an enemy, but he could not use any abilities because he is "out of range".
They altered it later, so that the source client has the higher priority and melee classes don't get any "out of range" messages anymore if they are in range.
I couldn't found any pvp video on this. This one shows the same effect on npcs, but those were probably bugged (target should be the server):
Click here to watch on YouTube
- AlistaireCrowley
- Posts: 62
Re: Autoattack and melee combat in pvp
Well.
Talking bout autoattack dmg. The game thinks the OFFhand is Mainhand in calculating the dmg. Hits more often and does more dmg.
When dualwielding you actually have the axe in Mainhand making the game Think its in off hand and therefore lower autoattack dmg.
This is my assumptions tho.
And as I stated in my post Before. The AA attack hits very often when chasing someone or trying to hit someone. And its mostly Off hand dmg. IE the higher dmg. ¨
¨
So by this I can only assume that this screws up the styled attacks.
Best regards
AlistaireCrowley
Talking bout autoattack dmg. The game thinks the OFFhand is Mainhand in calculating the dmg. Hits more often and does more dmg.
When dualwielding you actually have the axe in Mainhand making the game Think its in off hand and therefore lower autoattack dmg.
This is my assumptions tho.
And as I stated in my post Before. The AA attack hits very often when chasing someone or trying to hit someone. And its mostly Off hand dmg. IE the higher dmg. ¨
¨
So by this I can only assume that this screws up the styled attacks.
Best regards
AlistaireCrowley
Hulkster/ Satana/ Oddjobb/ Alistaire/ Lucifier/ Lestath/ Molochai/ Morpheuz/ Jago/ Fabio/ Gorkchop/ Luzious
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Re: Autoattack and melee combat in pvp
@Luth: From a coding perspective there can be no such "priority". The striker and the target have two positions in the world; either those positions are within 5 feet of each other on the server or they are not. The obvious way to deal with false out of range where netcode is poor is to increase the melee range on the server, but not on the client. You could also take the midpoint of the target's position last tick and the target's current position, depending on the server's tick rate, and use that. This is of course vulnerable to cheating if the range is increased excessively, in that a player knowing of the handling can send false data to the server and get hits, but I'd wager it would help a lot right now.
@AC: Auto attack calculation is known to be incorrect per Luth's previous post.
@AC: Auto attack calculation is known to be incorrect per Luth's previous post.
Last edited by Azarael on Wed Nov 26, 2014 2:31 pm, edited 1 time in total.
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