How does S/C Debuff work?

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playfull
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Postby playfull » Sep 13, 2017 01:54

Check this vid out

1. Duel someone
2. I s/c debuff him
3. I nuked him
4. He take no damage??!?




ISSUE TRACKER IS HERE:
https://www2.uthgard.net/tracker/issue/ ... t_register
Last edited by playfull on Sep 13, 2017 07:14, edited 1 time in total.

playfull
Myrmidon
 
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Postby playfull » Sep 13, 2017 07:12

I did some more testing.
It seems there is a damage threshold if you immediately attack after the debuff.

BUT
The s/c debuff seems to kick in AFTER A ~3 SECOND WINDOW PERIOD OF TIME and target takes full damage
Last edited by playfull on Sep 13, 2017 16:49, edited 1 time in total.

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Pao
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Postby Pao » Sep 13, 2017 10:25

I will test too when I am on later this afternoon.
Hope GMs are fine with what they have stated, that they are fine with just 80 people (300ppl was Trishin Statement long time ago) playing the game under their vision.
Its important to leave this server running doesn't matter how low the numbers will be. The other servers can fail but Uthgard still will be there, thats Uthgards only chance.

Edit 19/09/21: Well Uthgards chance has come.

trademark
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Postby trademark » Sep 13, 2017 18:11

playfull wrote:I did some more testing.
It seems there is a damage threshold if you immediately attack after the debuff.

BUT
The s/c debuff seems to kick in AFTER A ~3 SECOND WINDOW PERIOD OF TIME and target takes full damage


I wonder if the new HP value, post-con debuff, is only recalculated when the next "HP Regen" calculation is made. So while it may be 3 seconds last time you tested, if you timed it right/wrong, it could be anywhere from 1 to X seconds, where X is equal to however long it is between HP ticks.

Two questions:
- How many HPs does the str/con debuff shave off?
- What happens if you nuke for a value greater than that str/con debuff? Does it effectively buffer the difference, and then the target takes the remaining damage?
Alainna

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Abydos
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Postby Abydos » Sep 13, 2017 18:55

Health updates timing to players have a small delay due to performance reasons when we had thousands of players in small areas. We will see if we can adjust these to be a bit quicker.

Romps
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Postby Romps » Sep 13, 2017 19:34

After debuff it still took my full pre-debuff hps to kill my healer. 10-12 seconds of nuking, so after that 3sec threshold still needed to deal my full pre-debuff hps

My ui showed i was down to 1567 hps yet it still required the full 1894+ to drop me

Once debuff dropped my hps dropped

I sound like a broken record, just trying to be detailed

playfull
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Postby playfull » Sep 13, 2017 20:28

trademark wrote:
playfull wrote:I did some more testing.
It seems there is a damage threshold if you immediately attack after the debuff.

BUT
The s/c debuff seems to kick in AFTER A ~3 SECOND WINDOW PERIOD OF TIME and target takes full damage


I wonder if the new HP value, post-con debuff, is only recalculated when the next "HP Regen" calculation is made. So while it may be 3 seconds last time you tested, if you timed it right/wrong, it could be anywhere from 1 to X seconds, where X is equal to however long it is between HP ticks.

Two questions:
- How many HPs does the str/con debuff shave off?
- What happens if you nuke for a value greater than that str/con debuff? Does it effectively buffer the difference, and then the target takes the remaining damage?


Answers:

- It is delved 66 debuff con so around 300 HP.

- If the value of my nuke is say 400 HP. It only registers to be around 100 dmg on the UI health bar (400 - 300)
- if the value is less than 300, it just doesnt register damage at all.

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Caemma
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Postby Caemma » Sep 14, 2017 12:49

Wow, that's a pretty nasty bug, quite incredible it is real.. 8O
Abydos wrote:Health updates timing to players have a small delay due to performance reasons when we had thousands of players in small areas. We will see if we can adjust these to be a bit quicker.

According to the effects, it can't be a refreshing issue nor lag, considering that he dealt 2xx damage to him, and then when the healer try heal herself you can see the resist effect on her head (which indicates she is full life already).. So based on this video only, it look like those damages are being lost..

Another possbility is that the HP bar lowers its hps to what it should be reduced (con debuff), but the damage dealt is pointing on the "undebuffed" hps amount pool, therefore if the damage is lower than the hps reduction from the debuff, it's not noticiable/considered..
(Of course i'm just guessing.. needs some more practical testing)

EDIT: This would perfectly explain those answers:
playfull wrote:Answers:

- It is delved 66 debuff con so around 300 HP.

- If the value of my nuke is say 400 HP. It only registers to be around 100 dmg on the UI health bar (400 - 300)
- if the value is less than 300, it just doesnt register damage at all.
There was a time when Uthgard 1.0 existed and maaaany toons and arrpees arose... but now:
ImageImageImage

Warkeen
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Postby Warkeen » Sep 14, 2017 13:07

Abydos wrote:Health updates timing to players have a small delay due to performance reasons when we had thousands of players in small areas. We will see if we can adjust these to be a bit quicker.


Is this only affecting casted versions of debuff con str/con, or poisons aswell?
Just kinda suprised this never came up.
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Rhil
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Postby Rhil » Sep 14, 2017 14:55

If the debuff has always had a few seconds of delay, that means a lot of wasted mana and inconveniences. More so in situations where u have only 3s and kinda counted on the insta effect of the debuff. hope this can get corrected asap!
Is this purely an hp related thing, or does it also apply to eg str or dex debuffs taking effect?

Cirath
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Postby Cirath » Sep 14, 2017 19:49

I have noticed something similar with str/con debuff poison. Since it has always been applied AFTER the melee hit, you just need to live with str/con debuff eating a large portion of your PA damage, however if you miss PA, or open with another style (e.g. garrote) the debuff should result in more hp lost than the melee hit. I am seeing similar to playfulls in that there seems to be a couple second buffer period where melee damage does not seem to reduce the opponents HP bar. I always just assumed it was server lag or something, but maybe not...

playfull
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Postby playfull » Sep 19, 2017 02:32

Any update on this Abydos?

As of now, a S/C debuff is essentially giving the enemy a ~ 300 hp buff barrier for the first 3 seconds.

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Torgo
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Postby Torgo » Sep 19, 2017 16:19

While you are looking at S/C debuffs see if you can fix it so it does not interrupt archery as it currently does. (Stat debuffs should not interrupt).

EDIT: Just to clarify...when you resist a S/C debuff it counts as an interrupt... for archery at least...

So put all those gray versions of spells on your bar and exploit away.
Last edited by Torgo on Sep 19, 2017 19:42, edited 1 time in total.

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Abydos
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Postby Abydos » Sep 19, 2017 16:24

playfull wrote:Any update on this Abydos?

As of now, a S/C debuff is essentially giving the enemy a ~ 300 hp buff barrier for the first 3 seconds.


I'm sorry what?

The health update is simply the indicator to update your view of the enemy health, not the server. I've seen this when I use damage commands vs. high level mobs (lets say -- dragon) in quick succession. Even if I subtract 1000 hp and spam the command, the health bar only updates at a certain time. That doesn't mean the earlier hits didn't go in, just that I didn't get to see the update.

Blue will need to review the health update bits.

Romps
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Postby Romps » Sep 19, 2017 18:01

So would u say they work? From 1 night of testing the strength part worked as it encumbered me, tho we didnt test my output dmg.

The constitution, not at all. 1567 hps debuffed i didnt die after 1680dmg was dealt. Took 1 more dd, 1960 to drop me, 1960damage(1897hps self buffs)

Sup?

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