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The double hit...

Posted: Tue Aug 24, 2010 6:33 pm
by goldendog
I feel as though someone should bring up the issue of the current problems (?) with double hits. I'm by no means a expert on the subject or it's mechanics, but it seems to be happening way too frequently. Using a halberd it happens here and there, but when I play a dexxer I really notice it. Almost every time I attack a new mob I get double swings with a fast weapon. Or even if I just run away to heal or something, when I reengage I usually get a double hit. Seems to be the consensus that it's too common for what was a somewhat rare random occurrence on OSI.

Re: The double hit...

Posted: Tue Aug 24, 2010 6:45 pm
by nightshark
This is really ruining PvP imo. Fighting a dexer with a halberd is risking insta death, and even with any other fast weapon you better not let the dexer get in range if you're on less than 60% health.

The timer is looping, even when a weapon is constantly equipped

Let's say I'm holding a halberd, that has a 3s refresh with 100 dex. The swing state is currently READY TO HIT

At this point, a double hit will occur at
(x*3)-Ys
where x is an integer, and Y is the amount of time between the first hit and the second hit.

EG: A 0.25s duration double hit will occur at
(x*3)-0.25s= 2.75s,5.75s,8.75s... etc. Assuming halberd is left equipped the entire time.

A 0.5s duration double hit at
2.5s, 5.5s, 8.5s, etc.

The window to pull off a bugged double hit is huge! In fact, it's very hard for a dexer to NOT have a weapon that is swinging faster than normal, during PvP. This is my only gripe with PvP at the moment and it's totally NEA.

What needs to be fixed: remove the ability for a timer for the SAME weapon to be looped.

Re: The double hit...

Posted: Wed Aug 25, 2010 12:25 am
by son
Yep the double hit thing really needs a second look.

I dont even remember double hit during era, so it must have been very rare?

Here dexers are doing it by accident.

Re: The double hit...

Posted: Wed Aug 25, 2010 1:00 am
by Roser
+1 for Kiwi math

Re: The double hit...

Posted: Wed Aug 25, 2010 1:16 am
by Sandro
Alright, so now that I know how to perform the double hit, I must say that this is by far the most over-powered technique to be implemented on this shard since creation.

I killed my opponent in the semi-finals of tonight's tournament from 100% health with one double-hit, no spells used.

This honestly can't be functioning properly.. It took a whole 10 minutes to learn how to execute it perfectly..

Re: The double hit...

Posted: Wed Aug 25, 2010 2:41 am
by Roser
Your welcome Sandro... Man I feel like i've opened the gates to hell...

Re: The double hit...

Posted: Wed Aug 25, 2010 8:03 am
by D.V
To be honest this double hit has just killed pvp.

i was fighting today when someone had a E Bolt pre casted and got the double hally hit.

it knocked my health from 100 to 13 then finnished me off with a e bolt WHAT ALOT OF SHIT

if thats how pvp is here we cant wait till this new server comes out as we will be leaving this if thats how pvp is

Re: The double hit...

Posted: Wed Aug 25, 2010 9:15 am
by TheEttinKing
You all sound like the tamers after they lost the all kill command

Re: The double hit...

Posted: Wed Aug 25, 2010 9:29 am
by Mikel123
nightshark wrote:This is really ruining PvP imo. Fighting a dexer with a halberd is risking insta death, and even with any other fast weapon you better not let the dexer get in range if you're on less than 60% health.

The timer is looping, even when a weapon is constantly equipped

Let's say I'm holding a halberd, that has a 3s refresh with 100 dex. The swing state is currently READY TO HIT

At this point, a double hit will occur at
(x*3)-Ys
where x is an integer, and Y is the amount of time between the first hit and the second hit.

EG: A 0.25s duration double hit will occur at
(x*3)-0.25s= 2.75s,5.75s,8.75s... etc. Assuming halberd is left equipped the entire time.

A 0.5s duration double hit at
2.5s, 5.5s, 8.5s, etc.

The window to pull off a bugged double hit is huge! In fact, it's very hard for a dexer to NOT have a weapon that is swinging faster than normal, during PvP. This is my only gripe with PvP at the moment and it's totally NEA.

What needs to be fixed: remove the ability for a timer for the SAME weapon to be looped.
My understanding from the old japanese site was that once your second weapon's timer got to the Ready to Hit stage, the first weapon's Ready to Hit was erased.

So...

I hold Wrestling enough to accumulate a swing. My punch is now ready to hit. I can stay ready to hit for as long as I want. I can then switch to a different weapon and start a new timer. Let's say it's a katana with a 1.5 second delay to be ready to hit. If I wait 1.5 seconds or more without hitting something with my punch, my wrestle ready-to-hit goes away, and I now have just a katana ready to hit. However, if I move next to my opponent at say 1.00 seconds, after one mandatory pause tick I swing at them from the wrestle timer (now we're at 1.25 on the katana) and then after another tick (now 1.5 on the katana) the katana is ready and I execute my second swing.

That's how I envisioned it working, and that would greatly greatly reduce the number of accidental double-hits, which now can happen as nightshark detailed at every full timer (which, for dexers, can be every 1.5 seconds, so there's almost literally a 1 in 6 chance you'll pull off a double-hit just due to random chance). You'd basically have just ONE .25 second window to get a double-hit.

Re: The double hit...

Posted: Wed Aug 25, 2010 11:26 am
by Psilo
Double hit is only overpowered for dexers.

Double hit is balanced for mages. It's not that easy to get off.

If you fight me I gurantee everytime you attempt a double hit I'll steal your wrestle timer.

It's ONLY a problem with warriors.

A mage has to wait wrestle timer, then equip hally for 3 seconds. In those 3 seconds you can just combo the mage or make him waste his hally hit before it would sync with your other "held hit".

I think the mechanic might be off alittle, but double hit is accurate.

Re: The double hit...

Posted: Wed Aug 25, 2010 12:49 pm
by Izual
Definitely accurate; duno about the accuracy of the re-creation of it on UOSA tho; seems more frequent/random here

Re: The double hit...

Posted: Wed Aug 25, 2010 1:15 pm
by Sandro
Don't get me wrong, im not complaining about it, I merely think it is way too powerful especially how it functions right now. We can most certainly keep the feature if that's what we want, but I will just abuse it continuously.

Also im not sure if most of the people in this thread are fully aware of how to execute it. I have been able to double-hit my opponent from at least 2 different approaches so far.

Re: The double hit...

Posted: Wed Aug 25, 2010 2:03 pm
by Faust
There are two type of double hits in the current system. A regular double hit and one that can be stored/saved for later use.

Hitting a sitting target is pretty much impossible to not pull off a doulbe hit unless you have a mental handicap.

I don't believe the current process for double hits is accurate. There are just too many frequent or random double hits going off unlike what happened back in the day.

Re: The double hit...

Posted: Wed Aug 25, 2010 3:27 pm
by Perception
Currently anyone can make a macro that will ALWAYS generate a double hit that can not be stolen whatsoever.

Selling macro 10k.

Re: The double hit...

Posted: Wed Aug 25, 2010 5:56 pm
by son
I don't understand why it was even implemented. Where the hell does it say it is era accurate? I sure hope Faust wasn't behind this.

And yes, its definitely the most powerful change to pvp on the shard.