I don't recall. On the new code they have separate critical chances.Xaun wrote:@Aza or Nalgol, does the current code link AA's to the same roll (it would seem not from the combat log) - i.e. if main hand and off hand both go off, do they roll once to see if they crit (for both) - or each has it's own roll?
How do I get crit this high in T1 pls?
Re: How do I get crit this high in T1 pls?
Just wanted to point out that the RNG implementation used in the live code is known to be a little screwy.
Ads
Re: How do I get crit this high in T1 pls?
@Azreal
Damage/crits is one thing, but
there are other serious bugs associated with turrets as well which include things like: they stay spawned for forever, see through stealth and shoot through walls.
Damage/crits is one thing, but
there are other serious bugs associated with turrets as well which include things like: they stay spawned for forever, see through stealth and shoot through walls.
Re: How do I get crit this high in T1 pls?
They'll shoot through walls for as long as the RoR server doesn't have any world geometry to do traces against.
The other issues are fixable.
The other issues are fixable.
Re: How do I get crit this high in T1 pls?
Ok thanks.
Two questions. First - Should I write bug reports about that stuff (combat skill related bugs) now and specifically about those turret issues I've mentioned or rather wait till T2 which I've read will include number of skill fixes?
Second - other than suspecting that this is a big task, I have no idea about implementing geometry in RoR/online games.
I just want to ask - can you risk any very rough guess estimate if / when players should expect geometry to be implemented?
Two questions. First - Should I write bug reports about that stuff (combat skill related bugs) now and specifically about those turret issues I've mentioned or rather wait till T2 which I've read will include number of skill fixes?
Second - other than suspecting that this is a big task, I have no idea about implementing geometry in RoR/online games.
I just want to ask - can you risk any very rough guess estimate if / when players should expect geometry to be implemented?
Re: How do I get crit this high in T1 pls?
True, but the demon abilities do hardly any dmg so it's not as bad (1 for demonic consumption, 5 for warping energy iirc)Coryphaus wrote:Yes engie (and magus pets) are bugged their turrets have addon abilities that they should only get later on at level twenty and stuff like steam vent
I hardly care if Ordo gets any special treatment atleast destro isn't just 90% rdps cowards who turn and run with their tail between their legs any time destro tries to come and man fight them

GoE is the thing that makes shooting through walls so bad imo, unfortunately it seems to pop a lot more than Norden atm.sotora wrote:@Azreal
Damage/crits is one thing, but
there are other serious bugs associated with turrets as well which include things like: they stay spawned for forever, see through stealth and shoot through walls.
But if I remember rightly, turrets/demons could always see through stealth, it's just their attacks didn't break stealth like they do now.
Aetir
Re: How do I get crit this high in T1 pls?
No need. My code is a rewrite and will have different issues from the old code. Reports concerning the old code are of no use.sotora wrote:Two questions. First - Should I write bug reports about that stuff (combat skill related bugs) now and specifically about those turret issues I've mentioned or rather wait till T2 which I've read will include number of skill fixes?
I cannot.Second - other than suspecting that this is a big task, I have no idea about implementing geometry in RoR/online games.
I just want to ask - can you risk any very rough guess estimate if / when players should expect geometry to be implemented?
- jonathanmurphy3
- Posts: 266
Re: How do I get crit this high in T1 pls?
Come on, Jiggly, you're a good player. Do you really think that engi turrets are functioning as they should be? Perhaps it's a T1 issue; but to come to the conclusion that OP turrets necessitate 'well-played' engineers is a bit hmph....Adell wrote:Rough times.jonathanmurphy3 wrote:OR
The turrets are placed/timed perfectly. (I'm pretty sure there was a post about that, confirming that they are well played?)
Spoiler:
Ads
- jonathanmurphy3
- Posts: 266
Re: How do I get crit this high in T1 pls?
It's a serious question. Engis seem pretty OP atm (their turrets). Last time I did T1 back on live was years ago, so perhaps this IS how they were in T1. Some enlightenment on the current state of engi turrets is welcomed.
Spoiler:
Re: How do I get crit this high in T1 pls?
@Aza - I'm sure you've considered this but wanted to ask for my own edification
In relation to both the current implementation and your rework (since LoS will surely be a factor in both):
If I am a Sorc/AM/BW etc and have you targetted, then you run behind a wall and I lose LoS, I cannot fire the spell (yes sometimes there will be some lag and I might fire one off or I might have begun casting whilst you were still visible) - but thereafter I can't fire the spell/attack
Why do pets (Turrets, Squigs etc) not use the same LoS code?
It can't be linked to the casting player (Engi, Magus, SH LoS), so I guess it ignores it altogether?
Also, why do SWs AA not have to make a LoS check?
In relation to both the current implementation and your rework (since LoS will surely be a factor in both):
If I am a Sorc/AM/BW etc and have you targetted, then you run behind a wall and I lose LoS, I cannot fire the spell (yes sometimes there will be some lag and I might fire one off or I might have begun casting whilst you were still visible) - but thereafter I can't fire the spell/attack
Why do pets (Turrets, Squigs etc) not use the same LoS code?
It can't be linked to the casting player (Engi, Magus, SH LoS), so I guess it ignores it altogether?
Also, why do SWs AA not have to make a LoS check?
Who is online
Users browsing this forum: Google [Bot] and 6 guests