The Last Hit Factor
Comments
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As an archer this kind of stuff happened to me a lot and playing an archer this is very noticeable.Especially when projectiles fly from great distances to get me -.-. I have noticed the perfect values for me. As long as I have my 15 dex tome equipped, A full set of legendary gear with the latest attack adding items and I remain pure dexterity, also refine my weapon to +5 lol. I can use regular shots / arrows/ bolts and kill mobs my level and a few higher without taking any hits at all before mobs get in the "last hit" ( In my case it's the first hit), that enables me to pratically grind free of mp and hp.
Worst case scenario is usually I use one or two skills. But I think the way to avoid those hits is skill sooner before the mob or kill faster. :<
Regards.0 -
and thats why me never use Glacial Snare as a finishing move.
(the cast animation be ridiculously slow)
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[SIGPIC][/SIGPIC]0 -
This is really, really annoying, especially with archer mobs. Even if they just hit you and you kill them a milisecond later, they still somehow manage to fire off that last arrow, while in death animation.
And no its not lag; the mob's attack pattern is stable throughout the fight, then suddenly as its dying it fires off 1 more shot, regardless of when its previous shot was fired.
But just as rubberbanding, it will never get fixed.[SIGPIC][/SIGPIC]0 -
This is really, really annoying, especially with archer mobs. Even if they just hit you and you kill them a milisecond later, they still somehow manage to fire off that last arrow, while in death animation.
And no its not lag; the mob's attack pattern is stable throughout the fight, then suddenly as its dying it fires off 1 more shot, regardless of when its previous shot was fired.
But just as rubberbanding, it will never get fixed.[SIGPIC][/SIGPIC]0 -
Xeian - Dreamweaver wrote: »which irks me, it's literally 2 lines of code that need to be added. how hard can that truely be...
Unless you've inspected the code you cant be sure how big any fix would be.
With mobs it is likely they began their casting animation before they died and you didn't see it due to some combination of lag and animation delay. Try to get a feel for when the damage is really delivered as opposed to when you see the number registering.[SIGPIC][/SIGPIC]
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Asterelle - Sanctuary wrote: »Unless you've inspected the code you cant be sure how big any fix would be.[SIGPIC][/SIGPIC]0
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Asterelle - Sanctuary wrote: »Unless you've inspected the code you cant be sure how big any fix would be.
With mobs it is likely they began their casting animation before they died and you didn't see it due to some combination of lag and animation delay. Try to get a feel for when the damage is really delivered as opposed to when you see the number registering.
I agree with variation.Xeian - Dreamweaver wrote: »true, it's just a simple check though, needs to put into any mob attack subroutines. (players have that check, mobs don't)
I don't think that can be said definitively. When killing mobs using normal attack, Archers always get in one extra hit even though the mob is dead or seems to have died. Players can get in the extra hit on mobs and other players as well.
This has been a great thread and very gratifying discussion thanks to everyone and the OP.
Regards0 -
I kill them right after they hit me and get a death shot 2ms after I kill it.[SIGPIC][/SIGPIC]0
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Why. I tell u why. It s called poorly written program.
What happens is this. The mob or player soon to be dead cast a spell. Factors like if he is in range to cast the spell, lounch the arrow, if it hits and how hard seems to be in fact calculated right then and there when mob or player cast the spell even though the effect is shown a bit later.
So if it hits and how hard is calculated when spell or arrow, slash is cast/lounched and not when it reaches u. Thats why someone can start casting a spell while you are in range and still hit you even if u s-kite or holy path out of range before casting is compleate and thats why a dead mob can hit you if he started his casting or slashing or whatever before he died.0 -
verybadthings wrote: »Why. I tell u why. It s called poorly written program.
What happens is this. The mob or player soon to be dead cast a spell. Factors like if he is in range to cast the spell, lounch the arrow, if it hits and how hard seems to be in fact calculated right then and there when mob or player cast the spell even though the effect is shown a bit later.
So if it hits and how hard is calculated when spell or arrow, slash is cast/lounched and not when it reaches u. Thats why someone can start casting a spell while you are in range and still hit you even if u s-kite or holy path out of range before casting is compleate and thats why a dead mob can hit you if he started his casting or slashing or whatever before he died.[SIGPIC][/SIGPIC]0 -
defence mechanism0
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Heh, we had the ultimate last hit in BH the other day. We killed Polearm, and then after he was dead *both* clerics dropped dead also.0
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