Stun bug for Archers

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arjunt1
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Postby arjunt1 » Apr 07, 2017 03:54

I've seen this happening in the last week or so:

You slam/bash whatever for the stun, switch to bow and try to shoot. This works 98% of the time but occasionally you'll get a message that the mob interrupted you, while the mob is still stunned.

I've tested this and with a 9s slam you still have plenty of time to requeue the shot and get it off. I've seen it happen on several different types of mobs and doesn't seem to be entirely random.

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Yevon
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Postby Yevon » Apr 07, 2017 04:53

I might be wrong, but I think it has to do with the way the code is written for interrupts. Even though the enemy is stunned, they still have an active timer going for you being attacked, based on the enemy's attack speed. If you attempt to cast or shoot a bow during this time, it will still count towards you being interrupted by the enemy.

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Nezix
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Postby Nezix » Apr 07, 2017 05:22

IIRC this is how it should/did work on live. Depending on the timing. Best course of action is slam, run a few feet away, then turn and shoot
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Blue
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Postby Blue » Apr 07, 2017 12:23

Intersting question. I'm not sure if a mob should still interrupt when its mezzed or stunned meanwhile. If someone could bring some light into this issue that would be good. Common sense says it should not interrupt but logic applied to DAoC often failed to work.
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Zocci
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Postby Zocci » Apr 07, 2017 13:21

Blue wrote:Intersting question. I'm not sure if a mob should still interrupts when its mezzed or stunned meanwhile. If someone could bring some light into this issue that would be good. Common sense says it should not interrupt but logic applied to DAoC often failed to work.


Common sense says it should not interrupt but logic applied to DAoC often failed to work.
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Grignr
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Postby Grignr » Apr 07, 2017 14:36

Its the same for casters though, you can quickcast a stun and still be interrupted on the next cast, so you can't recast the actual damage until the interrupt timer runs out. Honestly, it doesn't feel wrong, logic aside, but it might be an idea to see how it works on live now.

Expfighter
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Postby Expfighter » Apr 10, 2017 16:05

Blue wrote:Interesting question. I'm not sure if a mob should still interrupt when its mezzed or stunned meanwhile. If someone could bring some light into this issue that would be good. Common sense says it should not interrupt but logic applied to DAoC often failed to work.


Been this way since 2002! Slam, 2-3 times you can shoot, that 1 time you are interrupted before the shot! Some mobs and guards are at a 100% interrupt rate!

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KatinaZ
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Postby KatinaZ » Apr 11, 2017 20:32

got this problem to. Im playing Daoc since beta, never had this problem. Sometimes once was maybe interrupted, but not 2 or 3 times -.-

I have opened new Issue 4065

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Requin
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Postby Requin » Jun 28, 2017 07:42

Depends on the attack delay of the mobs.
If the mob has a delay of 5.5 seconds.
If you stun it for 9 seconds.
You have to wait for his attack delay to be finished.

So lets say the cyclops has an attack delay of 3 seconds.
He attacks you block it for 7 seconds just 0.5 seconds after.
so you have to wait 2.5 seconds before launching a crit shot, or the mob would still be considered swinging!
After the attack delay has expired, the mob will be considered standing still.

Check:
Critical Shot

Raising your bow specialization also grants you higher critical shot styles:
- Critical Shot I is obtained at the third train in bow and has a draw time of 2.0 times your normal draw time.
- Critical Shot II is obtained at the sixth train in bow and has a draw time of 1.9 times your normal draw time.
- Critical Shot III is obtained at the ninth train in bow and has a draw time of 1.8 times your normal draw time.
- Critical Shot IV is obtained at the twelfth train in bow and has a draw time of 1.7 times your normal draw time.
- Critical Shot V is obtained at the fifteenth train in bow and has a draw time of 1.6 times your normal draw time.
- Critical Shot VI is obtained at the eighteenth train in bow and has a draw time of 1.5 times your normal draw time.
- Critical Shot VII is obtained at the twenty-first train in bow and has a draw time of 1.4 times your normal draw time.
- Critical Shot VIII is obtained at the twenty-fourth train in bow and has a draw time of 1.3 times your normal draw time.
- Critical Shot IX is obtained at the twenty-seventh train in bow and has a draw time of 1.2 times your normal draw time.


The damage multiplier for critical shot is based on your level, and is determined by the difference between your level and the targets level, indicated by the target’s con. The multiplier is a maximum of 2.0 and a minimum of 1.1. As a broad generalization which does not take the continuous curve nature of this into account, critical shots will do 2.0 times normal damage to all targets that con grey, green, blue, or yellow. They will do approximately 1.7 times normal damage to high- orange targets, 1.4 times normal damage to high-red targets, and 1.1 times normal damage to purple targets.

Please note that critical shot will work against targets that are: sitting, standing still (which includes standing in combat mode but not actively swinging at something), walking, moving backwards, strafing, or casting a spell. Critical shot will not work against targets that are: running , in active combat (swinging at something), or Mezzed. Stunned targets may be critical shot once any timers from active combat have expired if they are not yet free to act; i.e.: they may not be critical shot until their weapon delay timer has run out after their last attack, they may be critical shot during the period between the weapon delay running out and the stun wearing off, and they may not be critical shot once they have begun swinging again. If the target was in melee with an archer, the critical shot may not be drawn against them until after their weapon delay has run out or it will be interrupted. This means that the scout's shield stun is much less effective against large weapon wielders (who have longer weapon delays) than against fast piercing/thrusting weapon wielders. Also note that if the target has a shield or are being guarded by someone with a shield, and the one holding the shield is facing the archer and is in combat mode (actively swinging or not), their block rate against arrows is DOUBLED. If they are using engage against you, you’ll only get past their defences about 5% of the time.
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