16ms… Or 160ms?
If your ping is 16ms you must live across the road from the server. 16ms is less than 1 frame at 60fps. If the server is getting your inputs at that speed, there is really no way for inputs to be meaningfully better.
16ms… Or 160ms?
If your ping is 16ms you must live across the road from the server. 16ms is less than 1 frame at 60fps. If the server is getting your inputs at that speed, there is really no way for inputs to be meaningfully better.
Sorry, I did mean around 160ms. Though in less crowded areas I manage around 60-80ms.
We could honestly calculate this. It depends on the number of frames that an attack requires before accepting another input. (because it lacks a buffer)
At 160ms, your max attack speed will be 6.25 attacks per second. Assuming that the server only allows one “attack” message to be sent to the server before accepting the following “attack” input.
We would have to know what the theorhetical max attack speed is and calculate from there to get a very accurate idea.
If the max attack speed is faster than 6.25/second then 160ms will be a limiting factor.
If max attack speed is slower than 6.25/second then it will not make a difference, other than possibly being an additional amount of time added onto the end of every attack.
I would honestly say that based on feeling from playing Monk, you need under 100ms or you can feel the added lag. Under 80 being most preferable.
If IMC would add an input buffer to the game like every game in the FGC then this issue would be eliminated, the server would have your second input after your previous input saved server-side during the attack animation of your previous input. This would eliminate the lag issues that attack speed has. I do not know why this was not implemented a long time ago, it’s a quality of life improvement that’s been extremely commonplace in games for over a decade now.
Many thanks for the answer, man. That was really informative.
I think I’ll give it a go as QS for now. I’ve checked a few times during my dungeons today and I was getting about 80ms inside. If during the reset event I feel the lag’s affecting it too much, I’ll change.
I think I might reset my A2 Hunter C3 Falcon to Archer C3, Scout C2, Falconer C3.
Get Perspective Distortion with Aiming and Circling.
Seems like more general team support than growling since bosses aren’t affected by it.
then which archer is good at bossing?
either fletcher3 or ranger rogue hakka
Thanks. What about wugu 3 musk2? Can it keep up with fletcher3? Wugu poison tics while having nice burst from musk skills. Plus, probably a future prof choice. What do u think?
depend on which boss do you fight? stationary boss fletcher3 win, for agile boss like ella wugu3 musk2 win
Does anyone fully understand the mechanism that causes the Hawk to NOT fly away from time to time when using pre-emptive strike?
It seems almost entirely random when it will fly away and when it will not.
In my experience, it just does not fly away while under preemtive strike.
I still use call to force the hawk to use other skills while it is using circling.
When you use a skill when under preemtive strike, the hawk won’t fly away. If you don’t use call after that, the bird will fly away once preemtive strike has worn off.
Hmm. Would you mind testing? That’s not my experience, flies away, but not every time.
EDIT: Actually, I’ll PM you.
Unless things have changed.
Notice at minute 1. The bird stays stills, yet it remains there.
It will continue to execute sonic strike aslong as preemtive strike is active. Other skills might be used, but in my experience they’re less reliable in that state. So, I just keep on using call.
@Composition My friend… RIP HUNTER!
I just tested, rush dog is now part of the hunters skill damage instead of the pets. Revenge seven fold now hurts you instead of pet.
So far, only good thing about this is the ability to infinitely scale hunters damage. This is of course at the cost of retard levels of investment.
Called it.
Now… If only rush dog had a wider cone… Cause now it must be using the Hunter’s AoE atk ratio.
Thank god for aiming, but it could be better…
Yep. Looks like I’m only going hunter 1
So just to clarify after some light testing.
Rush Dog no longer uses pets damage, or is the source of damage when going up against reflect skills.
The Train:Ground Companion allows for you to, in theory, infinitely increase your hunter damage. Same can be said with Falconer.
I’m liking these changes, Now I’m able to even throw pheasant at the rotation.
Pheasant is great. Rush dog is a bit lower damage in comparison to sonic strike.
Sonic strike is amazing aswell.
I think circling expand plus oblique shot is bugued.
It seems to be spawning far too many replicated hits.
Yes, there was something about skills replicating. I do not know which -after patch- version iToS has received.
Fletcher crossfire
archer oblique shot
scout split arrow
ranger bomb arrow (infinite knockback explosion chain…)
Or they’ve decided to change circling:expand into its true meaning for iTos
I don’t dislike it.
I don’t dislike it either, it is amazing.
But, it is too good to be true
It is obvious that it is using an instance of replicated damage to replicate more damage until enemies within are dead.