PvP Accuracy: Notes
Posted: Mon Mar 16, 2009 1:03 pm
Hello Developers and Staff, I hope you can help me with this request. I do not think it is of to much trouble, since I am sure you hold different folders in your hard drives that back every change that has been established on the server seeing as how the public, such as myself, are eager to see pertinent factual information that supports the rules of the server. The only area that I care to see is your PvP links/information that would have displayed for everyone to read why PvP is the way it is on this server. I know I have been fed an RUO bullshit system for many years so I would like to read the research you all have done to back the system that is enabled on the server. I have searched forums as well as T2A wiki and have yet to really find a reliable piece of information for some of the claims that is enabled on the server. Specifics that I would like to read about are:
-Self Disrupt: (I see that Derrick said this will be changed but would like to see the information he has read that has changed the rule on the server that will be implemented shortly)
-Running Timers: (Seems that if you run you cannot swing and have to stop completely to swing)
-Equiping Weapon Reset: If you equip a weapon before the timer is up, your insta hit timer is reset to 2 seconds thus ruining your instant hit.
-Spell Damage: Main focus is EB's +1 second delay
-Circle Disrupt: % chance on circle casted to disrupt instead of just disrupt factor being based on timing.
-Auto Defend: I believe this is correct but like the rest, would like to see a link or some piece of information backing it.
-Poison Tick: The timer seems to hit way late but could possibly be accurate.
This is all I can currently think of now. I know this has probably been debated back and forth but I found no sticky and a search through the forum usually resulted in rant threads rather than facts. Any support you all can give me would be greatly appreciated.
-Self Disrupt: (I see that Derrick said this will be changed but would like to see the information he has read that has changed the rule on the server that will be implemented shortly)
-Running Timers: (Seems that if you run you cannot swing and have to stop completely to swing)
-Equiping Weapon Reset: If you equip a weapon before the timer is up, your insta hit timer is reset to 2 seconds thus ruining your instant hit.
-Spell Damage: Main focus is EB's +1 second delay
-Circle Disrupt: % chance on circle casted to disrupt instead of just disrupt factor being based on timing.
-Auto Defend: I believe this is correct but like the rest, would like to see a link or some piece of information backing it.
-Poison Tick: The timer seems to hit way late but could possibly be accurate.
This is all I can currently think of now. I know this has probably been debated back and forth but I found no sticky and a search through the forum usually resulted in rant threads rather than facts. Any support you all can give me would be greatly appreciated.