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#1
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![]() Quote:
I'm leaving room for the possibility that all those cases were just a countless string of coincidences, but there will always be doubts in my mind. Hell, if a PC sometimes tells you that 2.0 + 1.0 = 3.00001, it's possible that DirectX algorithms can go awry when just the right conditions are met.
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Kebbon Corpsewagon
Dwarf Rogue, corpse-dragging specialist and dungeon crawler extraordinaire | |||
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#2
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![]() Quote:
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#3
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![]() Well mobs do get riposte and parry chances from the front. I'm not sure how far to the side you have to be for you to be able to cancel out these abilities but the game is coded in a way that melee DPS is increased when the mob is not facing you directly.
EDIT: Never mind, I see what you're saying. I would assume that you are taking your own riposte and parry hits into consideration as well. | ||
Last edited by guineapig; 07-14-2010 at 02:39 PM..
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#4
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![]() And BTW, after reading my last post I realize it sounds like I'm suggesting Z-axis positioning must have some sort impact on hit rate. I'm not. Obviously I don't know all the code involved with swing attempts, for all I know it could boil down to merely 1) checking angle to ensure you're facing the target and 2) that you're within the required radius to hit the target. And if that's the case, and since I don't get any error messages when fighting on those hills, it really could be a countless string of coincidences that I miss so much.
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Kebbon Corpsewagon
Dwarf Rogue, corpse-dragging specialist and dungeon crawler extraordinaire | ||
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#5
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![]() Quote:
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#6
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![]() Myth: offhand weapon swings are linked to/dependent on the delay/swing/hits of the primary weapon. Note: put a lightstone in primary to see this myth debunked.
Regarding the myth that looting corpses helps things spawn faster: It's not that silly of a thought, at least not with dynamic/roaming mobs. I'm sure each zone has variables tracking 1) the max number of "active" mobs the zone can contain, and 2) the current number of "active" mobs (if they didn't you'd see thousands of pumas in EC by 5:00 AM EST). I put "active" in quotes because the server doesn't care if the mob is dead or alive — dead is just a state, one of many. That dead mob is still active as an instance being tracked on the server (i.e. occupied memory), so it's not crazy to think the original Devs would've counted dead mobs toward the max mob count for the zone. Had they gone that route it would've indeed been true that cleaning up corpses resulted in faster respawns of roamers. Anyway, I'm not saying the myth is true — I'm just saying it could've easily gone that way and it's not all that far-fetched.
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Kebbon Corpsewagon
Dwarf Rogue, corpse-dragging specialist and dungeon crawler extraordinaire | ||
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#7
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![]() If you were an NPC, I'd find your sweet spot.
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#8
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![]() that when a craftable item is trivial you can't fail making it.
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#9
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![]() The 10,000 ways to get the sand giant for the jboots quest to spawn.
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#10
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![]() this is a myth which i still believe to be true... from personal experience.
You lose HP quicker from 50% to 0% than from 100% to 50%. By that i mean you get hit for more often, and also at max damage more likely when you are at say 20% hp compared to say if you are at 90% hp. I always believe this is true. for example I can kill a blue con mob which got me down from 100% hp to 60% hp, and i thought i can kill another one before i had to rest, and ended up dying. | ||
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