problem with the removal of this bug was that the hercules devs unintentionally affected ALL forms of snapdodging, even the ones on officials. those ones will likely be added back in at a later date.
Bring back body relocation dodge
#24
Posted 09 November 2014 - 05:05 PM
On topic: The intended asura dodge that maddertime wants involves breaking the line of sight via distance, snapping out of sprite draw distance. It might involve having to reduce the draw distance? (snap distance - draw distance = dodge success? Or is that not how it works?)
#25
Posted 09 November 2014 - 06:19 PM
What I think we all want is to make it possible to do a max distance snap just as you would take the damage and avoid it. The timing was pretty precise on cookie, but I think it varies on different pservers. I'm not sure why it happens, but someone compared it to fwinging just as you take damage and instead taking 0. The timing for snap is quite a lot harder though because if you're early you'll still get hit.
#27
Posted 09 November 2014 - 07:06 PM
#29
Posted 10 November 2014 - 05:31 AM
From what I remember you snap away as soon as the opponents green cast ends, it shows the red damage numbers but doesn't get applied. It's seriously complicated to explain how it works because it also worked on Tetra Vortex, however you needed to snap dodge all 4 hits of it even if you dodged the first, so its not as if snap dodging completely stops the actual attack from fully working.
#30
Posted 18 December 2014 - 03:45 AM
if you break down skill usage:
1. cast windup
2. cast time
3. cast finish
4. animations/dmg visuals/numbers
5. damage instance
if you know timing of dmg instance, you can dodge (maybe just almost) anything.
for case of tetra, it does damage on 4 separate instances, but dodging 1 or 2 is pretty good already
so, you can dodge flash combo if you kno what you doin.
Edited by plsnoflamerino, 18 December 2014 - 03:50 AM.
#31
Posted 18 December 2014 - 04:12 AM
But the problem is that, it seems like they disabled snap dodgeif you break down skill usage:
1. cast windup
2. cast time
3. cast finish
4. animations/dmg visuals/numbers
5. damage instance
if you know timing of dmg instance, you can dodge (maybe just almost) anything.
for case of tetra, it does damage on 4 separate instances, but dodging 1 or 2 is pretty good already
so, you can dodge flash combo if you kno what you doin.
#33
Posted 23 December 2014 - 02:34 AM
I actually really liked to use Snap Dodge on your general pserver. It also worked great in PVM to dodge EQs. However, since view range/render range was increased here, so would Snaps range need to be increased to attain such an effect. (And ofc the mechanic enabled if it got changed)
Think its a nice feature to divide teh good suras from the great. But if its 2 easy to pull off then it could harm i guess. Wasnt ASPD a huge factor? Afaik higher aspd = faster hit registering. If you get asura'd by a "156 Aspd Sura" u can snap dodge it all day, but 175+ ASPD is getting tricky.
#34
Posted 23 December 2014 - 03:36 PM
I actually really liked to use Snap Dodge on your general pserver. It also worked great in PVM to dodge EQs. However, since view range/render range was increased here, so would Snaps range need to be increased to attain such an effect. (And ofc the mechanic enabled if it got changed)
Think its a nice feature to divide teh good suras from the great. But if its 2 easy to pull off then it could harm i guess. Wasnt ASPD a huge factor? Afaik higher aspd = faster hit registering. If you get asura'd by a "156 Aspd Sura" u can snap dodge it all day, but 175+ ASPD is getting tricky.
ASPD also affects your Snap speed spam.
Edited by makinbacon, 23 December 2014 - 03:37 PM.
#35
Posted 23 December 2014 - 04:18 PM
Yea but that shouldnt have anything to do with the snap dodge mechanic. Unless you have 190 aspd and trying to snap dodge a 155 Aspd Asura where you have the time to double snap. But usually a failed snap means death. not to mention the actual speed of the snap is always the same. (you move instantly to the cell you target)
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