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NuclearSilo
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Post subject: Animation/Skill Posted: Mon Nov 24, 2008 4:52 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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JM has a wrong way in coding the relation between animation and damage.
Let's first look at an example of a nuker. Generally a nuke needs 3s to cast (to play the animation). It's divide into 3 steps: 1s for pre-cast, 1s for cast and 1s for post-cast. But JM makes the skill time based so that after 2s (after cast time) the enemy get hit and the dmg is pre-calculated before play the post-cast animation. This is the reason why you often see you die before the nuke hit you(especially fire nuke with slow speed projectile). So skill is time based, not animation based.
What's the inconvenient of it? - Some skills which make the enemy slower such as with frozen or dull status. What they simply do is decrease the animation speed by half. But what's the point of slowing it if the way players fight is time based? If you still not understand what i said, imaging a nuker get a dull status. So he nukes, the animation time would be about 3*2=6s. Note that only the user is slower but the projectile speed stays the same. So a normal person would think that the one get hit will die/get hit after 6s. But it isn't like that. As i said, skill is time based so the enemy get hit after 2s. If you have low HP, you'll notice that you can't move or do anything after that 2s no matter how slow the attacker is. The server also allow the user to cast another skill after 3s (the real time of a nuke). So even if you are slow and needs 6s to complete the nuke animation, you can still do another animation before the previous finish. This make ice and dull 2 useless skills.
- Another problem is the projectile speed. You always get hit after a time predefined by the server. Your HP bar only goes down when the projectile hit your, but before it goes down, you are already dead. Let's say a nuker use fire nuke to hit someone nearly dead. In theory, this nuke could kill this enemy within 2s and we consider that 2s is not enough time to pot off to survive. But the enemy run away with ghost walk. The maximum range a player can see other objects is around 28~30m, not sure. But as you know high lvl ghost walk allow you to teleport 25m. So now consider the distance between 2 ppl is 30m. The nuker release his nuke, but the enemy still dies coz 2s of time casting past. That's what make it illogic like real life. If the skill is animation based, the project needs at least 4s to reach the enemy. 2+4=6s is more than enough time to pot off with pots and 2 vigors 25%. Not even mention the enemy could use drug of typhoon and zerk so he'd go faster than the projectile speed.
Conclusion: imo, they should change it to animation based skill.
And here is a list of useless things JM is ignoring to improve: - fireshield renders ice immune - holy word resists force chinese - holy word resists blader's status - dull status due to time based animation - some more things else will appear in later updates such as stun resist and other warlock status resist.
_________________ Playing Age of Wushu, dota IMBA
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IceCrash
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 4:59 pm |
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Joined: Nov 2006 Posts: 6816 Location: Anything goes
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you're so smart nuclear <3
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JKMB
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 5:00 pm |
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Joined: Apr 2008 Posts: 822 Location:
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I agree in parts, an xbow rogue's double shot is one of the fastest skills in the game, because you get KB'd before the animation finishes, but in the instance of a nuke, it would render nukers usless since you could just teleport away as they nuked, and most nukers use their nukes as the killing blow on an oppenent, but at least this would solve some of the bugs involving skills, like when you free or stun an oppenent and they still attack you. 
_________________ * Zeus: JKMD - lvl 77 INT S/S - PvP / inactive Guild: UnitedLegion * Zeus: Soul_Stealer - lvl 82 STR Warlock/Rogue - N/A / retired Guild: N/A * Venus: JKMB - lvl 27 INT S/S - Grinding / inactive Guild: PureEntity * Venus: JKME - lvl 51 STR Warrior/Cleric - Ress'd / active Guild: PureEntity
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DonBebek
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 5:02 pm |
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Joined: Oct 2008 Posts: 433 Location:
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Never really thought of it that way but it's true what you said I always thought it were bugs
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sama98b
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 5:09 pm |
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Joined: Feb 2007 Posts: 1428 Location:
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Won't be changed no matter what you want. The pk2 stealth edit is way bigger problem and they won't fix that either. Simple answer why : they can't. Game is already done, coders work on different project.
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Last edited by sama98b on Mon Nov 24, 2008 5:11 pm, edited 1 time in total.
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foudre
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 5:11 pm |
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Joined: Jul 2007 Posts: 3604 Location:
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animations can be changed client side though make it animation based and they are liable to screw it up. But ya some skills like frozen spear have a long animation time but all 3 hits hit at the same time if you imediatly cast something else. What i think should be changed is if teleport or ghost walk away the shot that was going to hit you should miss, its like ha i teleported 50 feet away, how did your 4 foot blade still hurt, but then again that'd make pvp alot longer and nearly impossible to beat a chinese str, so i guess its a bad idea, just seams funny to me.
but frostbite/ dull still slows down the time it takes for them to get past the pre cast stage, and post cast, its still slowing them down alot
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Crumpets
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 6:02 pm |
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Joined: Aug 2006 Posts: 7800 Location:
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Lol, this theory would fuck up so many builds ;o
_________________ << banned for being a constant problem. -cin >>
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NuclearSilo
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 6:06 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Crumpets wrote: Lol, this theory would fuck up so many builds ;o It's the truth, not theory =.=
_________________ Playing Age of Wushu, dota IMBA
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penfold1992
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 6:14 pm |
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Joined: Apr 2007 Posts: 4060 Location:
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no ice and dull slows down the casting so with nukes u can only cast after the first action of the nuke is finished therefore ice does slow you down. maybe not by half but long enough for a wizzard to cast another skill and finish you off.
however this is more of a pain to wizzards and ill explain why. if wizzards can 1 hit why should they use LC? well some still do making pvp very easy for a nuker, 1lion shout kill pretty much if you got good int and weapon. if they dont it matters on skill time.
now usually a nuker would just spam the lion shouts till wizzie dies (around 2 or 3 at full hp wiz same lvl) and then the wiz may cast ice earth or meteor. this takes time. therefore in my experience nuker allways wins cuz they cast faster. if it was by animation speed the wizzards would be slower (if you have a look at some wiz skills before they raise the staff the skill already casts :S) but they would be able to kill those nukers as they can cast the lion shouts back to back rather then the animation finishing.
if you dont understand what i mean have a look at a pvp between wiz and nuker using shouts.
but the ice shield should be as strong as holy spell imo, holy spell has a more powerful status rate but i think fire shield should be able to stop division and all that lot, its a bit of a waste of sp if you have a spare euro with holy spell.
i agree with everything else tho
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NuclearSilo
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 6:39 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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But all euro have faster cast time, so it's unbalanced. IMO, it's really gay when your action is stopped/canceled before the bolt of a rogue KB you. Or die before the bolt hit you. By defining the attack skill that way, it's give us the definition of "die at the same time". Atm, you never see 2 nukers nuke and die at the same time because they die because of cast time (who cast sooner), not because of the projectile that hit you. In that way, when euro wizard and chinese nuker fight, both will die, and not just chinese die like now. Ice/dull don't slow down the user, just the animation. They don't slow down the time. After 3s you can still cast another skill without any problem. You probably won't see the nuke fall on your head, but just a dmg pop up.
_________________ Playing Age of Wushu, dota IMBA
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Orotiagito
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 7:09 pm |
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Joined: Aug 2006 Posts: 799 Location:
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NuclearSilo wrote: And here is a list of useless things JM is ignoring to improve: - fireshield renders ice immune - holy word resists force chinese - holy word resists blader's status - dull status due to time based animation - some more things else will appear in later updates such as stun resist and other warlock status resist. Forgot Ice / Knockback glitching Knockdown.
_________________ Orotiagito - Lv 92 Pure Str Blader Oreo_7 - Lv 80 Pure Str 2h-Warrior/Cleric Eurotiagito - Lv 61 Pure Int Wizard/Cleric
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frankaslt1
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 7:25 pm |
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Joined: Jul 2007 Posts: 421 Location: leit
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I noticed how usless dull is when i saw blader pvping glavier, and blader got dull but he still could do KD + double stab (2 skills) over and over,so the glavier didn't get any advatage from his dull.
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NuclearSilo
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 7:45 pm |
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Joined: Aug 2006 Posts: 8834 Location: Age of Wushu
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Yes, the ice KD is also an animation bug. But it's easy to fix though. The reason of it it's because event are set in this order:
object got KD/fall object Frozen
As you all know, the ice status Frozen has the ability to cancel skill/stop animation. Because Frozen happened just after fall animation, fall animation is canceled, and the enemy is not knocked down and can still use skill when he lays on the ground. Fall animation is divided into 3 steps: falling, lay on ground, stand up. Bug only happened when falling step is canceled. The first step canceled, in server side, it's really canceled. But the client side thought from the beginning it is KD so it will play the rest of animations (lay, stand up) no matter how. Simply fix it by change the order of events: Frozen -> KDed But be also aware that KDed cancel Frozen status as well as stun status and vice versa. That's why warrior KD someone then Sprint Assault him is a bad way to do coz stun will cancel KD and create bug.
Bow bug: You sure see a bow with his sexy blue arrow in his hand when he doesn't attacking anyone. object using skill object Frozen object got KDed
Frozen pause the attacking skill animation. Frozen animation doesn't reach his end (by using pill or time cooldown), but got canceled by KD. KD return the last state of the user ie attacking skill => attacking skill become normal state.
A possible way how it is done: state = normal_state use skill -> state = attack Frozen -> state.pause ... Frozen end (using pill or time) -> state = previous_state ie normal state got KD -> frozen canceled (Frozen end is never reached) KD end -> return state (ie attack)
_________________ Playing Age of Wushu, dota IMBA
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Avalonian
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 7:50 pm |
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Joined: Nov 2008 Posts: 49 Location:
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NuclearSilo wrote: And here is a list of useless things JM is ignoring to improve: - fireshield renders ice immune - holy word resists force chinese - holy word resists blader's status - dull status due to time based animation - some more things else will appear in later updates such as stun resist and other warlock status resist. i remember i recently got killed a few seconds after i run away and hide when i was gangbang. i was in safe zones a few seconds and then they lag and they kill me and i was like wtf? oh and if they fix fireshield ice immunity many people would get ice skill
_________________ << banned for being a constant problem. -cin >>
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Azilius
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 7:59 pm |
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Joined: Oct 2006 Posts: 4236 Location: CS:GO
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Yup, I've always known dull was bugged.
Ice is a tad different since freezing can literally stop them but the slow effect is still bugged as well. It's a silly bug but I doubt Joymax will ever fix it along with the numerous other bugs just because..well, they're Joymax.
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SoAyame
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Post subject: Re: Animation/Skill Posted: Mon Nov 24, 2008 8:49 pm |
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Joined: Sep 2008 Posts: 694 Location:
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Holy word is gay shouldnt be 100% very unbalance maybe 60%-80% not 100%. 
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Shadowfox542
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Post subject: Re: Animation/Skill Posted: Tue Nov 25, 2008 2:21 am |
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Joined: Jul 2008 Posts: 914 Location:
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SoAyame wrote: Holy word is gay shouldnt be 100% very unbalance maybe 60%-80% not 100%.  Meh, I think it is fair at 100%, but just change it so that it goes away after you switch weapons.
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GimmeMo
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Post subject: Re: Animation/Skill Posted: Tue Nov 25, 2008 6:39 pm |
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Joined: Sep 2008 Posts: 480 Location: Behind You
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Gz JM!!! 
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JoyFax
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Post subject: Re: Animation/Skill Posted: Tue Nov 25, 2008 7:03 pm |
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Joined: May 2008 Posts: 1095 Location: PORTUGAL
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NuclearSilo wrote: - some more things else will appear in later updates such as stun resist and other warlock status resist.
Warlock depends on stun and debufs if they make people even MORE imune then joymax might aswell give lock some nukes and then we have 2 eu. wiz! yay! -.-
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Pan_Raider(`_´)
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Post subject: Re: Animation/Skill Posted: Tue Nov 25, 2008 7:17 pm |
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Joined: Jul 2006 Posts: 4737 Location:
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Nuclear is right, thats another thing thats been bugging people in SRO Some attack skills are way too fast and most of the time, a cold/dull status doesn't really help
but i don't think they'd change the system too soon
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frankaslt1
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Post subject: Re: Animation/Skill Posted: Tue Nov 25, 2008 7:28 pm |
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Joined: Jul 2007 Posts: 421 Location: leit
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Pan_Raider(`_´) wrote: Nuclear is right, thats another thing thats been bugging people in SRO Some attack skills are way too fast and most of the time, a cold/dull status doesn't really help
but i don't think they'd change the system too soon JM won't change anything ever, look, they fcked up ranged skills , it been 2 weeks and nothing, euro class skills are bugged since they were impleneted nothing was done. They don't give a fck, jm is worst company ever... The game will die when good, advanced private servers appear. Actually i haven't seen any new players in my server for long time, besides turks who never reach 70+ .
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Extrme_G
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Post subject: Re: Animation/Skill Posted: Tue Nov 25, 2008 7:37 pm |
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Joined: Oct 2007 Posts: 748 Location:
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frankaslt1 wrote: Pan_Raider(`_´) wrote: Nuclear is right, thats another thing thats been bugging people in SRO Some attack skills are way too fast and most of the time, a cold/dull status doesn't really help
but i don't think they'd change the system too soon JM won't change anything ever, look, they fcked up ranged skills , it been 2 weeks and nothing, euro class skills are bugged since they were impleneted nothing was done. They don't give a fck, jm is worst company ever... The game will die when good, advanced private servers appear. Actually i haven't seen any new players in my server for long time, besides turks who never reach 70+ . you are right  soon i am gonna quit this game my giuld almost dead. i have lag since nov 11 and bow bug >.> i pay money and they cant fix bugs >.> i am waiting for Aion 
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Mirosuke
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Post subject: Re: Animation/Skill Posted: Tue Nov 25, 2008 7:41 pm |
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Joined: Aug 2008 Posts: 6735 Location: Love the way you are.
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is Like being hitted even u use Phantom speed to stay away.. but u get dmg anyways =(
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