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Old 07-07-2011, 08:10 AM   #1
Gawyn_Trakkand
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Default phantom swings >.<

a pvp with phantom swings back in force as before

I appologise for the audio in advance youtube audio swap it should be within temptation stand my ground

http://www.youtube.com/watch?v=txFK_o8DKSI
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Old 07-07-2011, 09:03 AM   #2
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Phantom swings on knocked targets never went away....
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Old 07-07-2011, 09:58 AM   #3
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the first two he's actually stood up :/ but i've only just noticed that they're getting bad again maybe its because i'm play barb now.
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Old 07-07-2011, 09:58 AM   #4
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This video is also a nice demonstration of this problem: PhantomSwings
I think, this problem is too big to fixing it for NGD!
it will probably never be solved.
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Old 07-07-2011, 10:32 AM   #5
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This is one of the reasons why I'm making a warlock now, instead of still playing my barbarian...
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Old 07-07-2011, 11:37 AM   #6
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In fact, I think a big part of not facing knocked targets comes from this thing:

Hit point is NOT the red circle under the target.

I made a video months ago that shows relation between red circle and hit point on knocked target, and it's still relevant in v1.7.6
> http://www.youtube.com/watch?v=aGtWH5ZPF-g

I didn't make deep tests on enemies, but it seems to work exactly the same way as on 2-legged mobs. You have to focus on their legs.

The best way to be sure to hit a knocked enemy is to go on its side, to counteract the delay caused by bad network code (past/real/future position computed by the server, not located exactly on client side) and focus on its legs. You can strafe left and right to increase your chance of succeeding.

This bug can be fixed by NGD if they move the hit point in a similar way than the decal under the 3D mesh when a target get knocked. It shouldn't be so hard and be fixed in less than 1 day.
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Old 07-07-2011, 01:12 PM   #7
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Quote:
Originally Posted by _Nel_ View Post
In fact, I think a big part of not facing knocked targets comes from this thing:

Hit point is NOT the red circle under the target.

I made a video months ago that shows relation between red circle and hit point on knocked target, and it's still relevant in v1.7.6
> http://www.youtube.com/watch?v=aGtWH5ZPF-g

I didn't make deep tests on enemies, but it seems to work exactly the same way as on 2-legged mobs. You have to focus on their legs.

The best way to be sure to hit a knocked enemy is to go on its side, to counteract the delay caused by bad network code (past/real/future position computed by the server, not located exactly on client side) and focus on its legs. You can strafe left and right to increase your chance of succeeding.

This bug can be fixed by NGD if they move the hit point in a similar way than the decal under the 3D mesh when a target get knocked. It shouldn't be so hard and be fixed in less than 1 day.
Only in my dreams.

The "red circle" from a selected mob jumps with the knockdown animation to a visual point, where the player can´t hit --> not facing or phantom swing --> and jumps back to the right visual position, if the knockdown ends.
Thats the problem.
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Old 07-08-2011, 02:35 PM   #8
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The best way I've found to mitigate phantom swings on a standing target is with maxing passive attack speed as much as possible.

It still does not correct the knocked/immobilized "not facing enemy" errors resulting in so many phantom swings there.

And I still get plenty of phantom swings on standing/moving targets (just not as many as before with less attack speed). Sooner or later I would hope that the melee system would be refined to be less frustrating and haphazard.
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