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Forum Name Announcements
Topic subjectTimed Attack Improvements
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=3&topic_id=2086
2086, Timed Attack Improvements
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I've made the following improvements to Timed Attack:

1) I rewrote the helpfile to give more information on what each of the flavors of TA does.

2) Parts of the sword and spear specials formerly weren't implemented correctly, but now should be.

3) If you're trying to timed attack someone you've been observing, you have a chance to get the TA off slightly faster. In the best case this chops TA from a 3 round skill to 2.

4) Hunters no longer forgo all attacks while preparing to timed attack; instead, they attack normally but their attacks are much, much more likely than normal to be blocked or avoided. My feeling is that in most cases this won't up their damage during the preparation period, but it should be at least a little less obvious in telegraphing what they're doing.

As always we'll keep an eye on how these changea play out and adjust further from there, but taken together I thought this was significant enough to merit my posting.
2907, did this ever get implemented?
Posted by keijrai on Wed 31-Dec-69 07:00 PM
second hunter and i have spent a few hours with timed attack but i am not seeing #4 working

thank you
2908, RE: did this ever get implemented?
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Yes, it was implemented and working at the time the above was posted.
2909, great! just bad luck so far in seeing it in action (n/t)
Posted by keijrai on Wed 31-Dec-69 07:00 PM
notext
2911, update is that it works now as you said but
Posted by keijrai on Wed 31-Dec-69 07:00 PM
the success rate seems to have been cut in half from before the update. when i posted this i never got the 'fake' attacks. now that i get those the skill is unreliable even though it's even higher in learned %
2092, Thank you for listening~
Posted by Abernyte on Wed 31-Dec-69 07:00 PM
~
2090, similar for healing curse?
Posted by incognito on Wed 31-Dec-69 07:00 PM
I'm not playing an imperial, but when the change went in so that healing curse did damage, my main issue was this:

a) It was designed to stop it being used repeatedly on slept people. Fine, although personally I think insects should work similarly.
b) The fact it does damage when you are already in combat means that it tips off people as to what you are trying to do. That's the bit I'd like to see change, if at all possible.

Summary: Healing curse damage on a slept person, no damage on an awake person. Reasonable?
2091, No:
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I can't be totally immune to healing curse by choosing to briefly flee at the right times. I'm not that concerned that it telegraphs.

2087, Well done
Posted by Torak on Wed 31-Dec-69 07:00 PM
Glad it finally got some attention, kudos.

Can it still be stopped by just lagging the hunter? This was a huge downside given three rounds - albeit it's harder to notice since they are still attacking, but since most fights involve lag of some sort it greatly hampers the usefulness.

Owaza, morosa's charge, and many other "charge-up" skills doesn't get interrupted by lag...
2088, RE: Well done
Posted by Daevryn on Wed 31-Dec-69 07:00 PM

>Can it still be stopped by just lagging the hunter?

I haven't changed how this works with respect to timed attack at this point.
2089, FYI
Posted by Malakhi on Wed 31-Dec-69 07:00 PM
>Owaza (...) and many other "charge-up" skills
>doesn't get interrupted by lag...

As an FYI, that's not true. Owaza can be interrupted by lag.
2910, I think cancelled? is the better word
Posted by Sarien on Wed 31-Dec-69 07:00 PM
I've been lagged while trying to owaza...and the owaza just fires after I unlag. Unless I die? I've never had owaza "cancelled" by lag though? I didn't know it could be?