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Old 07-14-2010, 02:32 PM
frefaln frefaln is offline
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Quote:
Originally Posted by Shaun421 [You must be logged in to view images. Log in or Register.]
I'm sure that it really doesn't exist in the code but I still swear that possition does seem to matter. I cannot be the only one who could stand there attacking a mob and miss 20 times in a row, but as soon as I turn 10 degrees to the left or something I start connecting for maximum damage.
I've got to chime in here and agree. And you're right, I'm sure some might look at the code and swear that positioning doesn't matter (beyond the obvious of having to face the mob), but I've had experiences very similar to the one you describe. However, in my case it's usually not about degrees left or right, but positioning on hills. I can't tell you how many times I've stood on a hill or zone wall, looking down at a mob while I'm fighting it, and I miss constantly until I reposition myself to be eye-level with it.

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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  #2  
Old 07-14-2010, 10:18 PM
Mournblade Mournblade is offline
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Quote:
Originally Posted by Omnimorph [You must be logged in to view images. Log in or Register.]
I used to think that having the "right" angle whilst facing the mob increased the success rate of hitting it with melee... in a way... i sort of still do [You must be logged in to view images. Log in or Register.]
I swear there is a sweet spot. There has to be.
  #3  
Old 07-14-2010, 02:37 PM
guineapig guineapig is offline
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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.
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  #4  
Old 07-14-2010, 02:55 PM
frefaln frefaln is offline
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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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  #5  
Old 07-14-2010, 07:23 PM
mmiles8 mmiles8 is offline
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Quote:
Trivial loot codes. People swore up and down that it was implemented in all sorts of zones back in 2001 but I don't think any of them had any proof.

At the time it was only in the Warrens, and later in Stonebrunt I think.
This was real, it was just exclusive to the Firiona Vie server. I played there.
  #6  
Old 07-14-2010, 08:22 PM
frefaln frefaln is offline
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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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  #7  
Old 07-14-2010, 10:29 PM
mmiles8 mmiles8 is offline
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If you were an NPC, I'd find your sweet spot.
  #8  
Old 07-15-2010, 01:21 AM
jyaku jyaku is offline
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that when a craftable item is trivial you can't fail making it.
  #9  
Old 07-23-2010, 09:01 AM
Feather Feather is offline
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The 10,000 ways to get the sand giant for the jboots quest to spawn.
  #10  
Old 07-23-2010, 09:39 AM
Remiel Remiel is offline
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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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