Re: Something to consider about this game
Posted: Fri May 14, 2010 6:11 am
i remember when we had 750-800 online average..


A forum for discussion of Second Age UO Shard
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No, actually technically with 25 dex you can hit every 1.8 seconds. Real times second.The biggest issue I've gotten from all these discussions is that Tank Mages can Hallywhack you every 3 seconds.
Technically you shouldn't be able to hit them that often with 25 dexterity in fake or real time.Psilo wrote: No, actually technically with 25 dex you can hit every 1.8 seconds. Real times second
Technically you shouldn't be able to hit them that often with 25 dexterity in fake or real time.
Perhaps you didn't, but those with skills did. Were you there or not?Sandro wrote:OSI wasn't like this because nobody knew the timing and mechanics, and because not nearly the amount of pvpers back then had all the sophisticated macros we have today.
It's not inaccurate, it's just adapted pvp.
What is there not to understand? The states only advance when you have a combatant because the routine that is called inside of the code that changes the states is called ONLY when you don't have a combatant. The timer still runs if you tab out, get off screen, kill your opponent, and whatever multiple situations that can occur in order to lose a combatant. However, the routine that changes the states does not get called when a combatant isn't present. This isn't that difficult to understand. Also, never said the states wasn't a part of the timer. The swing state is an integer variable attached to the mobile(your character).Blackbeard wrote: Didn't understand a word there. The timer is separate from the states? That can't be right at all.
You obviously didn't understand a single word in our conversation discussing the original timer.Blackbeard wrote: What's confusing is, earlier in an IRC conversation with Faust, he states:
<Faust> swing, damage, animation = insta-hit
Wouldn't this mean that the damage (state 3), then have to occur before State 2? I guess our conception of insta-hit for the last two years here has been completely wrong but I guess Faust is still going to keep it.
The definition is just going to be completely changed.
...Blackbeard wrote: The definition is just going to be completely changed.
He states that this is because of a Patch Note from 2000 that states "Players using melee weapons will now hold their swing until their target is in range."
We can conclusively declare that the range check is in fact accurate after my last paragraph that clearly demostrates that this was the case.Blackbeard wrote: In the end, it kind of sounds like he's just making the instant hit dodge able, which isn't accurate. He even says it himself.
<Faust> theoretically it is dodging but not dodging the animation
<Faust> you will be able to dodge the insta hit by being out of range when it triggers
This isn't my system.Mens Rosa wrote:What I wonder is how the double-hit bug fits into Faust's proposed system?
Divinity is dead, get over it.Axel231 wrote:okay faust can you explain to me with an example of exactly how everything will work with everything to do with weapon swings.
<insert blah blah blah, this isn't divinityrant>
Did we develop these game mechanics? Are you asking why we would develop, code, and implement the same code that OSI used in a server that is suppose to be replicating it or what? Please clarify your post since you sound like we are making a server that builds onto t2a instead of one that replicates it.Alatar wrote:why would you add the ability to dodge a melee attack when theres already a 50% chance to miss at 100 / 100..
I'd love to. Would you be so kind as to provide a link to the uploaded code?Faust wrote:analyze the original code yourself.
This is not how double hit was actually used though.Faust wrote:This isn't my system.Mens Rea wrote:What I wonder is how the double-hit bug fits into Faust's proposed system?
The double hit exploit actually should be possible by tabbing out in state 3(immediately when you hit) to allow the timer to continue advancing without restarting. This would shift the swing counter and swing state back to state 1(one second before swinging). This is possible because the code for this routine is called every tick(0.25s) meaning the window of opportunity to pull this off is the same.
Mens Rosa wrote:Double-click/attack target with hally equipped.
Tab out and unequip hally (or any other weapon for that matter).
Wait a few seconds.
Re-equip hally.
Attack target and run at them.
If your timing was right, and often it was, you would get two swings in very quick succession.
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- Mens Rosa Version -
1. Double-click/attack target with hally equipped.
This can only be done if your swing counter is greater than the weapon delay that is currently equipped. Damage would have to be dealt during this blow.
2. Tab out and unequip hally (or any other weapon for that matter).
Tabbing out would have to be immediate, and would stop the AdvanceSwingState() routine from being called since you would not have a combatant. Unequipping the weapon would maintain the same state since you are not in state 0(otherwise it would reset both the swing counter and state to 0) when disarming.
3. Wait a few seconds.
Does not really matter how long you wait here.
4. Re-equip hally.
The equip delay just like the unequip delay maintains the current state since it's not 0.
5. Attack target and run at them.
Attacking a target will allow the AdvanceSwingState() routine to be called since a combatant must be established in order for the code to call it. This routine would shift your swing counter and state back to 1(one second before you can swing again).
6. If your timing was right, and often it was, you would get two swings in very quick succession.
A second swing would be possible if you're in range with a minimum of 1 second in between swings.
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- The Other Version -
1. Double-click/attack target with hally equipped.
This can only be done if your swing counter is greater than the weapon delay that is currently equipped. Damage would have to be dealt during this blow.
2. Tab out.
Tabbing out would have to be immediate, and would stop the AdvanceSwingState() routine from being called since you would not have a combatant.
3. Wait a few seconds.
Does not really matter how long you wait here.
5. Attack target and run at them.
Attacking a target will allow the AdvanceSwingState() routine to be called since a combatant must be established in order for the code to call it. This routine would shift your swing counter and state back to 1(one second before you can swing again).
6. If your timing was right, and often it was, you would get two swings in very quick succession.
A second swing would be possible if you're in range with a minimum of 1 second in between swings.