1. #1
    Bitter Old Fart Dribble Joy's Avatar
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    Default [00276][R#178] Mob damage rebound

    This is something that has been around for years, and never seemed to happen back in the day and I'm not sure exactly when it began.

    As many of you know, mob dmg nearly always bounces back. You only take dmg at what seems like random, without any action by the mob. This also make melee mobs almost harmless, only ranged mobs seem to actually do anything unless you stand near a melee mob for a good period of time.

    This makes many low level mobs no threat to a fresh runner. I remember when a small sewer rat as actually something to be wary of as a 0/2. Not you can stand next to one (or several for that matter) and swing away.

    Is this something to do with the client and server not being aligned? It's as if the client does one thing, which is then rejected, and the server says another, which isn't acted on by the client except for the dmg. If the server says that a mob makes an attack, shouldn't that make the client perform the animation/effect as well as the dmg and the client not to do anything by itself?

  2. #2
    NC2 were u fight bugs from NC1
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    Quote Originally Posted by Dribble Joy View Post
    This is something that has been around for years, and never seemed to happen back in the day and I'm not sure exactly when it began.

    As many of you know, mob dmg nearly always bounces back. You only take dmg at what seems like random, without any action by the mob. This also make melee mobs almost harmless, only ranged mobs seem to actually do anything unless you stand near a melee mob for a good period of time.

    This makes many low level mobs no threat to a fresh runner. I remember when a small sewer rat as actually something to be wary of as a 0/2. Not you can stand next to one (or several for that matter) and swing away.

    Is this something to do with the client and server not being aligned? It's as if the client does one thing, which is then rejected, and the server says another, which isn't acted on by the client except for the dmg. If the server says that a mob makes an attack, shouldn't that make the client perform the animation/effect as well as the dmg and the client not to do anything by itself?
    I've mentioned something similar to this before, were I will be hit by a mob and my health drops say 600 to ~50 for a second, and then bounces back up to the level it should be after the damage has been calculated (lets say it worked out the mob did 150 damage to me, so my health bounces up to 450).
    However if the mob does 2 attacks in quick succession I will die. Even though each attack should only be doing 150 damage (which should leave me at 300 health), the second attack hits me when my health is sitting at 50 before bouncing back and I die.

    It definitely seems to happen much more than it used to, and I agree that melee mobs seem to be affected bay attacks seemingly not registering/hit you as if the server thinks that your character is not beside the mob or it hasn't caught up position wise yet.

    This is something I will be trying to test on the test server when I get on later tonight.
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    Neocron Senior PsiCorps's Avatar
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    I don't believe this was in NC1 untill the anti-oneshot mechanics were in place.
    Ever since then, it's been screwy.
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    Registered User nabbl's Avatar
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    Can confirm that. Problem exists with Small Spiderbots also. Their attack does 200 damage. but 180 damage gets neglected. But if you are at 200 HP or less their shots are insta kills.

  5. #5

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    This has always annoyed me since I started playing Neocron, I never knew it didn't happen in NC1, I thought this was always here and always will be. Needless to say, I hope it gets fixed.

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    Bitter Old Fart Dribble Joy's Avatar
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    Sometimes there's no dmg at all after the bounce. Warbot beams, doomreaper/chaser beams, mauler/perci blasts, even spiderbots. All take dmg off but bounce back with nothing lost at all.

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    Xpertz William Antrim's Avatar
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    This problem was in nc1. At the time it was explained as resists kicking in by people who I thought had mire knowledge than me. I have therefore never honestly questioned it but I have to agree with you guys. If it got fixed I'd be well happy.
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    The REAL Walker
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    Quote Originally Posted by William Antrim View Post
    This problem was in nc1. At the time it was explained as resists kicking in by people who I thought had mire knowledge than me. I have therefore never honestly questioned it but I have to agree with you guys. If it got fixed I'd be well happy.
    In the current state of the game, I wouldnt..
    I hope that they balance mobs (any everything else, but I start to sound like a broken record here hehe) before fixing something like this.
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    Loving Titan L0KI's Avatar
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    Regeant's is a prime example of this. The parasites can hit you constantly and the HP just bounces back up. It's only when you get a couple of contamination stacks on you that it actually causes issues.

    Also, Grim Persecutors. They hit really hard with what seems to be burst force damage. My HP can go from 800 -> 200 -> 780. If I happen to be on 500 when they hit, it's insta-death.

  10. #10
    NC2 were u fight bugs from NC1
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    Quote Originally Posted by L0KI View Post
    Regeant's is a prime example of this. The parasites can hit you constantly and the HP just bounces back up. It's only when you get a couple of contamination stacks on you that it actually causes issues.

    Also, Grim Persecutors. They hit really hard with what seems to be burst force damage. My HP can go from 800 -> 200 -> 780. If I happen to be on 500 when they hit, it's insta-death.
    This. ^

    Makes farming on my spy somewhat tricky when I die from a mob hit that shouldn't have killed me.
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  11. #11

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    This bug actually makes PVE manageable. If not from that, PVE would be A LOT harder. Like 4x harder.

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    für einen freien Geist Deus Ex Machina's Avatar
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    Quote Originally Posted by Kame View Post
    This bug actually makes PVE manageable. If not from that, PVE would be A LOT harder. Like 4x harder.
    I don't think the bug is not that it bounces back, but that it first goes down so far. And sometimes kills you in the process. So it would actually be easier without the bug.
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  13. #13

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    Endlessly see this happening, espesially in hacknet. The Phoenix CPU doing 300-400 dmg a hit sometimes then it bounces and turns into about 20. This isnt to bad as his attack timer is aweful and as a 127/127 he cant even kill someone with the 40-50int hacknet stuff.
    However the mobs like the "Ping of Death" mobs that are 124/124 they hit for about 300 or so and normally sticks about 100ish after the bounce and can shoot 2-3 times in a second some times for no apparent reason.

  14. #14
    Fat Ugly Dirty Bastard
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    Default [00789][R#179] "Health Lag"

    Hi,

    i just was outside and tried my re-specced Spy on fire mobs (just increased RC and WPL) and noticed the "health lag" to be worse than in R178.
    I'm talking about the "lag" where you get damage and shortly thereafter your health bar jumps back to full/more health.

    In R178 I took a hit from a Persicutor and my health jumped back after about 1 second.
    Now I battled with one of these beasts just now and noticed it takes about 2-3 seconds for my health to re-adjust.

    Anyone else noticed this?

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  15. #15
    Xpertz William Antrim's Avatar
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    Had this issue in the last two days, fighting against mad copbots at battledome and they take small amounts of health off me whilst I heal back up. It seems that gatlin bursts from their guns only do a tiny amount of damage per hit but the rof is enough to give the impression of constant damage.

    Warbots and spiderbots however (with a totally different attack and different ROF) have killed me. Health starts to go down, get into the red and die as normal or go down to 0 from a particularly crunching hit only to go back up to 14 or so (sometimes more this is just an example) a few seconds later.


    Strangley hasnt happened in pvp though - at least not that I noticed in the last few days.
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