Tree of Savior Forum

Sapper Combo "Stake Stockades + Punji Stake" is doing multiple hits on enemies

Date and Time : 13/April/2016 / 9:58pm EDT

Game Control Mode (Keyboard/Joypad/Mouse) : Mouse

Where it happened (which map, which quest, which npc, etc): Alemeth Forest (Lv. 220)

Bug Description : The combo Stake Stockades + Punji Strike is doing multiple hits in the targets

Steps to reproduce the issue :
1) Push a Enemy with the Full Draw Skill Knockback
2) Set up Stake Stockades 2x
3) a bit behind Stake Stockades, set up Punji Strike
4) Lure the Enemy to the Traps and see lots of numbers poping

In the video i have a linker to help demonstrate better the combo [Bug?]

Screenshots / Video :

System

  • CPU : Intel Core i7 2600
  • RAM : 12 GB
  • Graphics Card : GTX 660ti 2GB
  • Mainboard : ASUSTeK P8Z77-M
  • Storage : 1TB
  • OS : Windows 7 64 Bits
  • Internet Connection : 35mb
  • Country, Region : Brazil
2 Likes

This is (most likely) not a bug.

Works the same for Catar Stroke’s attribute. Every time an enemy hit by the skill colides with something, it will get damaged and do damage to what it colided with.

To me I’m guessing it is a bug. But here’s what I think is happening.

When Punji launches the enemy it looks like it doesn’t count the launch as a single collision but rather something similar to the above graphic, perhaps borrowing from the physics engine to create multiple unexpected collisions. Like in physics, in real life, if you drop a ball it will bounce, go back up a bit, fall again, go back up a bit, fall again etc until there near the very end you could have 50 micro “bounces.”

It looks like the stockades eat the full force of all of those little blip-type bounces because, regardless of where the enemy is displaced, the game recalls that Punji moved them to the stakes and expects that is where the countless little bounces are at.

I could be wrong XD

But I agree, likely a bug, and perhaps if I’m correct then the physics engine could stop all those little almost immeasurable bounces at, say, 4-5 actual “normal” bounces, instead of counting them all as actual collisions.

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