I respect that you admit it is not based on a players abilities/skills & that it's a glitch of some sort.
Also the reason I reacted the way I did and said you're the only one i've seen doing it is because thats true for me. I've never seen it before.
Also no you haven't explained it to me, all you said was "there is some variable"
I was not trying to expose you of using macro, I brought it to the forums because firstly I wasn't told what it was/how it was done (by you) and secondly it's something that needs to be fixed so the devs needed to take a look.
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Yes, I do it in pvp too. It is a great technique you can use in clashes. I think every single frequently pvping tank does it. You might be talking about something different to me though since everyone uses the technique I'm talking about.
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I thought I had explained, partly, how it worked but perhaps not.
I'll explain now.
-Your target needs to be in range of your first shot in order for the second one to connect.
-The target can be moving but if they run out of range or go behind a bend then it will miss
-Double aimed or double nox are the only skills it works with. None of the other skills will work (sorcerer's and warriors can't do the bug).
- You can do a double charged aimed shot or noxious bolt as well as a normal, uncharged one.
-You can predict your opposition's position in such a way that if they run into range of your first shot (despite this one missing) the second one can still connect.
That is pretty much all you need to know about the glitch. Excluding, of course, the method to do it XD.
Truth did find out how it's done but I think he is yet to work out how the charged version works.
And I appreciate you did not accuse me of macro or cheating etc but a delinquent (Terrorshock1) did so I added that small bit to my original post.
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I wanted to test this so I created 2 new accounts, role- mage, Leveled them to level 5 (skills- fireball, shield, lightning) and opened them on Firefox, 1 on my pc and 1 or my laptop. Connected on Ethernet with around 300 ping on both.
Mage1 (M1)- PC
Mage2 (M2)- Laptop
Tests are done in TDM.
Action 1: M1 move close to M2.
Result: On PC I am standing beside M2 on Laptop I see M1 coming towards M2 after few seconds.
Action 2: M1 takes a round of the map and comes back to M2, shoots the fireball skill. M2 moves away as soon M1 comes in the frame.
Result: On PC I see the skill missing the target even though its in front. On laptop it misses the target because M2 is away. Then I see on PC that M2 running to the new spot.
Action 3: M1 goes to M2, M1 shoots fireball, M2 uses shield skill.
Result: On PC I see the skill hit M2 before the shield comes up. On Laptop I see Shield up 1st then the fireball hitting.
Mind that all these tests were done on almost same and stable ping, +- 10 ping. If my understanding of latency is correct then till the time the ping is stable on the client side and is synced with the opposite client, then the result should be same on both clients irrespective of when the server is registering the action. So the delay to make use is more than .5 secs well its more than 2sec.
Unless my clients are connected to 2 different servers in a cluster that are channeling the information to each other (which I believe is not the case here, as you guys host on AWS, and I believe its 1 server with multiple endpoints). So In an idle scenario don't you think there is an issue here?
PS: I am confident that client side does not affect the given scenario. To make sure I tested PvP of WOW the same way and I did not get such issues. Unless its a difference between browser based and client based, well then GG I guess. Ty.
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