Dots - strange behavior
Old 08-13-2018, 04:36 AM   #1
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Default Dots - strange behavior

In PVE, not sure if it applies to PVP, i've noticed a strange behavior regarding high poison ticks.
  • Starting from: 6k tick, chance of applying a new poison dot is highly reduced (high resists)
  • When having up to 3-4k ticks, shaft triggers easily resulting in up to 40k damage
  • When having high poison ticks (>6k) shafts are usually between 500-5k (bow hit rating is reduced)

Please let me know if you really need video recordings and statistics in order to investigate the hard caps you have there for dots.

Thank you.

PS: Rune of quickrot enhances the penalties to both hit rating with a bow and chance of applying a new dot.

Last edited by Brau; 08-13-2018 at 04:38 AM..
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Old 08-13-2018, 05:48 AM   #2
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Quote:
Originally Posted by Brau
In PVE, not sure if it applies to PVP, i've noticed a strange behavior regarding high poison ticks.
  • Starting from: 6k tick, chance of applying a new poison dot is highly reduced (high resists)
  • When having up to 3-4k ticks, shaft triggers easily resulting in up to 40k damage
  • When having high poison ticks (>6k) shafts are usually between 500-5k (bow hit rating is reduced)

Please let me know if you really need video recordings and statistics in order to investigate the hard caps you have there for dots.

Thank you.

PS: Rune of quickrot enhances the penalties to both hit rating with a bow and chance of applying a new dot.
The lower shaft with higher tick is because it's stacked so far that the older tick damage has faded away but it's all stacked into a larger tick. bigger shafts happen around 3-4.5k ticks. the longer it goes without a shaft near 5k ticks the lower it will be.

as for more resists... NEVER state something without proof of numbers. record 100 fights and tally what happens, otherwise don't make a statement like that
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Old 08-13-2018, 06:37 AM   #3
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Quote:
Originally Posted by Raidens
The lower shaft with higher tick is because it's stacked so far that the older tick damage has faded away but it's all stacked into a larger tick. bigger shafts happen around 3-4.5k ticks. the longer it goes without a shaft near 5k ticks the lower it will be.

as for more resists... NEVER state something without proof of numbers. record 100 fights and tally what happens, otherwise don't make a statement like that
As discussed on private chat, my problem is not the shaft amount, but the fact that i miss all bow shots when the tick is high (sustained high poison tick = enough remaining dot amount to trigger at least the same shafts: 30k+). Sometimes the shaft doesn't happen at all or it happens when boss is nearly dead thus having a very small shaft. Last shaft was of 677 when the tick was about 5k which was sustained by 2 dotters in a group fight.
Unfortunately the shaft does not show the entire remaining dot when procing, it shows only the amount until boss is left with 0 HP (in the other words, it does not perform an overhit, leaving the boss on negative amount of hp when it dies).

Regarding resists and to not state something without a proof ? why would you say that ? my question about if i need to provide proof for my statement was addressed to the master of glitches, not to you. Is there a specific post stating that any complain or theories should be accompanied by proofs ? how the heck can i create such a proof when the game does not allow any kind of debugging functionality.
Having hard caps in the backend of this game has a precedent, those were denied, then after proof was provided, the complain was accepted and fixed.

@Glitchless: can i use a packet sniffer to perform analysis ? will you accept this kind of logs ? is it legal to perform such analysis without breaking rules of the game ?
I'm sure that if you are a real developer, you can isolate the context and perform unit and integration tests or white code review in a more faster manner than me performing black box testing.
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Old 08-13-2018, 06:41 AM   #4
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Should be really easy to track. You know exactly how much pending damage each of your gems will do. You can see how much has ticked away. Record, do math. Post findings.
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Old 08-13-2018, 05:27 PM   #5
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Quote:
Originally Posted by Brau
@Glitchless: can i use a packet sniffer to perform analysis ? will you accept this kind of logs ? is it legal to perform such analysis without breaking rules of the game ?
I'm sure that if you are a real developer, you can isolate the context and perform unit and integration tests or white code review in a more faster manner than me performing black box testing.
So many cool terms used here. I feel like I'm watching CSI Miami.

A quick glance at the code shows there's no way for current DoT amount to affect ranged hit/miss chance. And as a fake developer, I am going to insist that you record statistically significant video evidence.
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Old 08-13-2018, 05:43 PM   #6
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Wait Glitch is a fake developer?
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Old 08-13-2018, 07:31 PM   #7
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Quote:
Originally Posted by Darklords
Wait Glitch is a fake developer?
He's also a fake Glitchless, but shhhhh that's a secret.
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Old 08-16-2018, 04:16 PM   #8
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Quote:
Originally Posted by Glitchless
So many cool terms used here. I feel like I'm watching CSI Miami.

A quick glance at the code shows there's no way for current DoT amount to affect ranged hit/miss chance. And as a fake developer, I am going to insist that you record statistically significant video evidence.

Who watches CSI Miami? It was like.. the worst CSI.

@ thread itself lul.

I would like to make my own report that as staff dot I only seem to rupture for 3k less than a regener's max hp then can't rupture again until they're full hp. This seems bugged and makes me feel very sad. pls fix this. Also if you could do something about my hit chance vs 1k cnt that'd be great. kthxbai
Sarcasm if it wasn't obvious enough. Though if you do feel bored.. =p
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