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  Click here to go to the first Dev post in this thread.   Thread: Dunestride sword

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    Default Dunestride sword

    I’ve got 2 major issues with new sword:

    1. No matter how I stand (by boss) and if there is a mob or a crate nearby (definitely not closer to me than boss) sword will still proc on a mob or a crate,

    2. Mechanically swords proc is the same as Neptaris I suppose, but the “ticks” of it are pure RNG. Sometimes I’ll find myself hitting the boss 3 times of which I see 1 proc or “tick”, other hits are completely ignored, this issue is happening every single time at random point of the interval making it impossible to predict.

    Adding more to that, those kind of items always used to give roughly same damage output on each of those ticks, this sword just can’t keep doing the consistent damage unless you get lucky after X amount if runs.
    It was tested while having 100% crit as well.

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    Default

    Option to target lowest/highest hp monster as a setting. I had the same problem. Try to proc on boss and hits furthest mob or crate . Longest hi-5.

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    Default

    The Dune bosses dodge. Also try to make sure you character is forward facing the boss and stutter step a few times before proc'ing to ensure your target has been updated. That would mostly rely on your ping as well.

    The dodging makes these weapons suck badly. Hoodwinked.

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    Default

    Quote Originally Posted by Gravely View Post
    The Dune bosses dodge. Also try to make sure you character is forward facing the boss and stutter step a few times before proc'ing to ensure your target has been updated. That would mostly rely on your ping as well.

    The dodging makes these weapons suck badly. Hoodwinked.
    I mean every single boss in the game not only dune bosses, and I assure you any other weapon would hit the initial target unlike this weapon

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    The sword procs on first initial charge then within next 3-4 hits sometimes it literally is not hitting the boss at all (any boss). That's also happening when you can see that the sword proc timeframe is counting down (green icon) so why would the weapon have RNG hits? It needs a fix.

  7.   Click here to go to the next Dev post in this thread.   #6
    Design Department Cinco's Avatar
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    A few things on this that ought to help...

    - Removing the chance for the basic attack to be dodged will address enemies with high dodge (monsters all over the game can have sufficient dodge stats to avoid the combo).
    - Increasing the targeting radius for the basic and charged attacks should help with bad ping (or not so bad ping combined with best speed set).
    - Increasing the range for the basic and charged attacks should also help (an addition 1, 1.5m slop should reduce the chance for it to fall short).

    Still have not been able to make this happen for me on Live or in development context so I remain open to any additional info.

    Thanks!
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    Default

    here’s more info you requested

    @cinco

    https://youtu.be/oDm54P4VjoY?si=2_gGqaLNl6973ImB

    sword is missing on 5th hit this time, like I said it’s random

    https://youtu.be/84nEJZB5VqI?si=t_z_8VhtMxvTU-Gp

    and here’s boss targeting, sword visibly procd on mob

    ping is also visible in case

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    Default

    Quote Originally Posted by Voorge View Post
    here’s more info you requested

    @cinco

    https://youtu.be/oDm54P4VjoY?si=2_gGqaLNl6973ImB

    sword is missing on 5th hit this time, like I said it’s random

    https://youtu.be/84nEJZB5VqI?si=t_z_8VhtMxvTU-Gp

    and here’s boss targeting, sword visibly procd on mob

    ping is also visible in case
    That helps a lot!

    Angle and distance are certainly playing a role in this. I am not sure you can even get that 5th hit without more Haste but I can see about adjusting the period on the target component so there is a bit more time.

    I can set up a local test w the dungeon encounter in the second vid and debug why it's not choosing the boss.
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    Default

    Quote Originally Posted by Cinco View Post
    I am not sure you can even get that 5th hit without more Haste
    60% haste while in guildhall, blood helm should allow me hit the inital cap, how can I get more good sir

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    To most effectively address the concerns w this I'm going to rework all of the Dunestride weapon combo stuff to be more generous:

    + I'll set it up so that the combo vulnerability is applied to multiple targets instead of just one so we avoid missing bosses / minibosses in a mixed group.
    + I'll also change the combo vulnerability period to be a bit longer so that you can get another hit (or maybe a couple of hits if you are indeed reaching the Haste cap).
    + For symmetry / synergy I'll go ahead and increase the caster buff period a tiny bit too so the periods match.
    + Lastly, while the sword targeting radius is the same as others, the targeting range is 1m shorter than others - so I'll extend it.

    Testing all of this now and should hopefully be good to go for the next update.
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    Default

    thank you! great news mister developer.

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    Quote Originally Posted by Cinco View Post
    To most effectively address the concerns w this I'm going to rework all of the Dunestride weapon combo stuff to be more generous:

    + I'll set it up so that the combo vulnerability is applied to multiple targets instead of just one so we avoid missing bosses / minibosses in a mixed group.
    + I'll also change the combo vulnerability period to be a bit longer so that you can get another hit (or maybe a couple of hits if you are indeed reaching the Haste cap).
    + For symmetry / synergy I'll go ahead and increase the caster buff period a tiny bit too so the periods match.
    + Lastly, while the sword targeting radius is the same as others, the targeting range is 1m shorter than others - so I'll extend it.

    Testing all of this now and should hopefully be good to go for the next update.
    When would that update potentially happen?

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