Powers landing after defeat
QR
Spent the last few years not eating vengeance deathblows from enemies.
This just started (again) recently. With the new issue maybe? Something broke.
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This sounds like a bug the way you've described it. Logically, you'd assume once an attack is initiated, especially ranged attacks with travel times, that the attack would still do damage even if the mob was defeated while the attack was in route.
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Logic aside, it didn't work that way for about 4 years.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I have noticed this with animations too, for instance one day I was one shoting lowbie enemies in atlas on one of my higher levels while waiting for a friend and when I took out someone who was doing the purse snatching emote after the snatchee ran off the snatcher was holding a floating purse and pulling it while flopped over.
[edit] just did the same with a lowbie and still the same continuing animation after he died. I think this is a bug and someone needs to pm the devs about this.
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Nop, always been this way. Effects are calculated after interrupt windows, or at activation for powers without interrupts. Hold, knock back, even killing the foe wont stop the effects from landing if the to-hit was successful.
Have been in a few double KOS due to this in the past.
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It hasn't always been this way. I repeatedly took my Archery/Energy blaster into Brickstown and mowed down entire spawns with RoA, and on every occasion, every critter would attack before being defeated, but all of the defeated critters' attacks would deal 0 damage. The damage was removed before the attacks landed. I even pointed this out in numerous Archery and RoA threads.
Last night I was getting shot and blasted by critters which I had defeated before their attack animations had started. That's completely opposite of how it was working previously.
I don't know exactly what has changed, I don't know when it changed, but something has changed.
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This sounds like a bug the way you've described it. Logically, you'd assume once an attack is initiated, especially ranged attacks with travel times, that the attack would still do damage even if the mob was defeated while the attack was in route.
Also, I would suggest posting combat logs to support an argument. Animations are only approximations of what the game engine is doing.
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Logically you would expect a DoT like Full Auto to stop doing damage to you when the gun in the mob's hands slumps to the ground and is pointing in the complete opposite direction. That's not what happens though. If you defeat them in the first second of animation that gun that's not pointed at you, is laying on the floor still chattering, and still doing damage to you.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I've been seeing this as well. I've seen it on multiple toons, but it's been most noticeable on my Stalker. Seems really strange that the mob I 1-shotted from behind can turn around, pull out a weapon, wind up, and strike me with it all after being defeated.
I've also seen the mobs aggroing immediately on attack activation, long before being affected. I was ready to chalk that up to lag or perception error, but if others are seeing it as well...I guess I should trust myself more. ;P
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I've been seeing this as well. I've seen it on multiple toons, but it's been most noticeable on my Stalker. Seems really strange that the mob I 1-shotted from behind can turn around, pull out a weapon, wind up, and strike me with it all after being defeated.
I've also seen the mobs aggroing immediately on attack activation, long before being affected. I was ready to chalk that up to lag or perception error, but if others are seeing it as well...I guess I should trust myself more. ;P
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My BF's Dark Stalker has been having this issue lately. I simply chalked it up to an issue with Dark... but there seems to be no reason for them to notice him as early as they do (he is not high enough to have any non-self-effecting armors).
Yep, confirmed happens with DB/Nin stalker assassins strike as well.
It just occured to me today, is this the bug that's letting the repairmen in the STF get their repairs off immediately? Sounds like death is no longer interrupting powers that are queued up, which would lead to the behavior described here, and to the unstoppable repairs on the STF towers.
119088 - Outcasts Overcharged. Heroic.
It just occured to me today, is this the bug that's letting the repairmen in the STF get their repairs off immediately? Sounds like death is no longer interrupting powers that are queued up, which would lead to the behavior described here, and to the unstoppable repairs on the STF towers.
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Yes I have noticed this as well recently. It makes leveling certain builds unbearable right now.
The more I get hit by stuff long-since defeated, the more this bugs me. I really hope this isn't intentional.
The Bacon Compels You.
A certain change I've noticed: When you hold a foe, they still will get off their attack (and still animate in a block of ice). In the past a hold effect would stop them immediately and halt an attack from occuring (save a DoT from finishing)
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
That's always happened to me, now and prior, and works in reverse. If you activate a power before getting mezzed, the power will finish and, sometimes, you'll keep animating. They never interrupted attacks that were already "in progress".
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Couple notes:
The Hitting post death thing has always happened but it was fairly restricted to which powers caused it prior to I15. Engineering has found the cause and a fix should be in I16.
As for the AI being alerted as soon as you activate a power (and not on being hit or missed by the power) again, this has always happened but been relatively unnoticable due to certain other restrictions. By broadening the tolerances of those other restrictions (which gives me some freedom to do some things that previously were not possible) this issue became much more visible. We're still looking into solutions to address this in a better fashion.
Couple notes:
The Hitting post death thing has always happened but it was fairly restricted to which powers caused it prior to I15. Engineering has found the cause and a fix should be in I16. As for the AI being alerted as soon as you activate a power (and not on being hit or missed by the power) again, this has always happened but been relatively unnoticable due to certain other restrictions. By broadening the tolerances of those other restrictions (which gives me some freedom to do some things that previously were not possible) this issue became much more visible. We're still looking into solutions to address this in a better fashion. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Couple notes:
The Hitting post death thing has always happened but it was fairly restricted to which powers caused it prior to I15. Engineering has found the cause and a fix should be in I16. As for the AI being alerted as soon as you activate a power (and not on being hit or missed by the power) again, this has always happened but been relatively unnoticable due to certain other restrictions. By broadening the tolerances of those other restrictions (which gives me some freedom to do some things that previously were not possible) this issue became much more visible. We're still looking into solutions to address this in a better fashion. |
I've also noticed this being a bigger issue with ranged powers that have relatively slow moving projectiles compared to those with fast ones. Compare Fire Control's Char with Ice Control's Block of Ice; the first needs to travel to the target, the second hits instantly. I've noticed that "held" mobs get off an initial attack with the former a lot more often than the later. This may or may not be related to the changes... I never really played fire control prior to the dom changes.
Couple notes:
The Hitting post death thing has always happened but it was fairly restricted to which powers caused it prior to I15. Engineering has found the cause and a fix should be in I16. |
As for the AI being alerted as soon as you activate a power (and not on being hit or missed by the power) again, this has always happened but been relatively unnoticable due to certain other restrictions. By broadening the tolerances of those other restrictions (which gives me some freedom to do some things that previously were not possible) this issue became much more visible. We're still looking into solutions to address this in a better fashion. |
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Nop, always been this way. Effects are calculated after interrupt windows, or at activation for powers without interrupts. Hold, knock back, even killing the foe wont stop the effects from landing if the to-hit was successful.
Have been in a few double KOS due to this in the past.
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It hasn't always been this way. I repeatedly took my Archery/Energy blaster into Brickstown and mowed down entire spawns with RoA, and on every occasion, every critter would attack before being defeated, but all of the defeated critters' attacks would deal 0 damage. The damage was removed before the attacks landed. I even pointed this out in numerous Archery and RoA threads.
Last night I was getting shot and blasted by critters which I had defeated before their attack animations had started. That's completely opposite of how it was working previously.
I don't know exactly what has changed, I don't know when it changed, but something has changed.
[/ QUOTE ]
This sounds like a bug the way you've described it. Logically, you'd assume once an attack is initiated, especially ranged attacks with travel times, that the attack would still do damage even if the mob was defeated while the attack was in route.
Also, I would suggest posting combat logs to support an argument. Animations are only approximations of what the game engine is doing.