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DocBrown

Member
Joined
Mar 24, 2015
Messages
362
Hey guys while i'm posting threads, I was curious does anyone else get bots spamming a skill, and it doesn't do anything to the monster?

An example is blade votrex goes right past the mob, and since my bot stands still and spams it, and the mob doesn't move (because he is attacking), it becomes a stale mate.

I've tried it with other skills too, heavy strike, blade fall.

Usually I leave it because i have other pressing matters to address (low fps, vpn's, ect) but I thought I'd ask as it gets annoying, as the only thing that breaks the cycle is if the enemy moves, or my stuck detection runs out, or my chicken kicks in and leaves.

I'd assume its a problem with the client as a human player would easily catch this and move a little and hit the monster.
 
This is just a common issue in the game, and you need a CR that detect this and responds accordingly based on whatever skill you're using.

For example, Freezing Pulse (and pretty much any other projectile that has width) can clip terrain and will never hit the target. In the past, when desync was more of an issue, your character could be out of sync, so any attack in place melee hits would not hit the target, so while the enemy was in range from a coding standpoint, it really wasn't.

There's no way to know if your attacks are actually hitting the enemy or not. You can assume they are if the health goes down, but there are cases that you still need to account for when the health/es regen of a mob surpasses your damage. Likewise, if they are taking DoT, then health would steadily decrease, but your main attacks might not be hitting.

The easiest thing you can do, is make your ranged character act as melee, so your project attacks are all super close since you're moving really close to the mob, but that kind of defeats the purpose of using ranged attacks. As a result, you need a lot more advanced CR logic to try and move around and attack from different angles or positions if you think your projectiles are not hitting the target. Depending on what skills you're using and what you can or can't do as a result of your build will affect the direction you'd want to take your CR.
 
This is just a common issue in the game, and you need a CR that detect this and responds accordingly based on whatever skill you're using.

For example, Freezing Pulse (and pretty much any other projectile that has width) can clip terrain and will never hit the target. In the past, when desync was more of an issue, your character could be out of sync, so any attack in place melee hits would not hit the target, so while the enemy was in range from a coding standpoint, it really wasn't.

There's no way to know if your attacks are actually hitting the enemy or not. You can assume they are if the health goes down, but there are cases that you still need to account for when the health/es regen of a mob surpasses your damage. Likewise, if they are taking DoT, then health would steadily decrease, but your main attacks might not be hitting.

The easiest thing you can do, is make your ranged character act as melee, so your project attacks are all super close since you're moving really close to the mob, but that kind of defeats the purpose of using ranged attacks. As a result, you need a lot more advanced CR logic to try and move around and attack from different angles or positions if you think your projectiles are not hitting the target. Depending on what skills you're using and what you can or can't do as a result of your build will affect the direction you'd want to take your CR.
thanks pushedx, having the main man answer my question himself is awesome
 
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