A Challenge to the Status Quo? Whirlwind: IAS DOES NOT MATTER* der

I've been playing ww'ing barbs sence the 1.08 days. There is one flaw to this whole statement other than I agree... only have so many chances to hit in a ww attack... however they're are increased opportunities with the faster weapons. I have, for example, tested a base non IAS'd weapon with high AR and could visually see the attacks hit less often. The difference is litterally THAT great. Sure the #'s say otherwize but info can be wrong or buggy.

Now switch over to my ebotd great poleaxe and there is a huge increase to how many monsters are getting hit. It's easily 3x as great. Without 60% IAS... I'll hit Meph in hell (this was the monster I tested on because all the other monsters usually die in about one of my ww passes) 4x in one pass max. With I'll hit him easily 8-12x in one pass.
 
Tests versus monsters with obtainable weapons are NOT controlled. Too many variables are in play: block, defense, damage randomization, effects like deadly strike, crushing blow, critical strike, open wounds.

Do some controlled tests versus a specifically configured player opponent (as described above) and let us know your results.
 
hes saying your idea means poo because its a pain in the *** to whirl every monster, if we are talking pvp hes saying you might have something, altho dual weilding in pvp can lead to broken neck disease due to the loss of shield, basically what im hearing is that if you wanna use a legendary mallet to hit casters with, the chance that you will win is just as good as if you use a berserker axe...

phelix
 
royalsego said:
GOD, JUST PLAY THE GAME! quit worrying bout pitty issues. slap on a botd, and you wont need to worry bout ww speed.

I agree with this bloke. Does it really matter? I mean so what if it's true a botd still is 1 of the games highest dmg weapons. BotD has huge dmg and reaches the kast breakpoint. So its got a side to both worlds.

And just because someone has a botd doesn't mean they ebay.
 
Buliarios said:
I agree with this bloke. Does it really matter? I mean so what if it's true a botd still is 1 of the games highest dmg weapons. BotD has huge dmg and reaches the kast breakpoint. So its got a side to both worlds.

And just because someone has a botd doesn't mean they ebay.
Some people have too much time on their hands. :)

Now, I don't know the exact WW mechanics, but I know I've witnessed in dueling, range 5 barbs (ghost spear or great poleaxe) hitting me from much farther away from their person then say your typical BA botd barb. Maybe, a bit less then half an inch on my screen. I'm 99% sure I've seen this, and if you're trying to say WW range is always the same I think you're wrong.
 
rikstaker said:
Right.That is a totally absurd claim.Wep range does matter in ww.i don't see my ik barb hitting as many monsters as a gpa barb.
Yup, and when I've tested, GPA hits a lot more monsters, and faster then a war pike botd.
 
You need to read carefully what he's saying. Granted he did not clearly bullet his points, and he generally gathered data for 3 different phenomena from a single experiment (not generally the best idea), his data are striking.

Main point most are missing is that he's only talking about the first 8 frames of the WW attack. Anything after that is EXACTLY like what has been demonstrated.

A quick summary of his data:
-The first 8 frames of WW do not behave like the rest of the duration.
-Regardless of weapon speed you will ALWAYS attack at frames 4 and 8 (thus ALL weapons are 4fpa for the first 8 frames).
-If dual wielding, the 8th frame attack will include BOTH weapons. And attacks from both weapons are still eligible following the first 8 frames.
-The first two attacks do not consider weapon range.
 
I have to agree with Shaft.ed.

I think what mcm has posted here is extremely interesting. I read through the whole first post and through the larger post that followed. What he said definately makes sense. Now, since I usually play online with other people, I think server lag would misconstrue anything we would see normally, unless someone in PvP would stand around like a guinee pig.

When I duel casters, I almost always use the tele-whirl technique. I use a botd egpa. Of course, I try to get as close as possible and whirl them. I'm sure my range helps when I'm not as accurate as I'd like to be. But, if I can kill them in less blows with a more powerful weapon by using what mcm has posted, then I would definately use a botd eth thunder maul.

By the way, mcm, nice testing. I really do think that you should try to do some more trials to make sure that what you saw previously isn't some kind of fluke.
 
I never said that the weapon range does not matter (at any point in the WW action) based on any demonstratable evidence. However I will say that when testing, the weapon range had a remarkably small effect on the attackable area available though there was a difference when WW'ing away.

For tele-ww stomping, I think range is moot since you will never/rarely be in a situation where the range from teleport landing to opponent is increasing due the opponent running/walking away. Rather they will most likely be teleporting, so name locking tele-ww will always achieve negligible range to the opponent when the window of opportunity is available.

As far as the 4/8 frame hits and double attacks for dual weilding goes, I have repeated these experiments a number of times and achieved the exact same results.

Please also note that I did not find this information, but rather credit is due to those at the Lurker Lounge, Amazon Basin, and possibly other forums. Specifically Hammerman was responsible for the disassembly of the ww finishing function which these experiments merely confirm.
 
wow, from all the comments towards me, i'm little scared... seems like you all got me figured out..... all.. figured.. out..

so, whos the idiot that says he associated with botds to cheaters? well whoever you are, you're a noob.

whos the one that said i live with my mom and they give me money to buy stuff off ebay? i do live with my mom. though i dont buy stuff from ebay, and i have a job.

whos the idiot that says i cant spell? why do you care? you cared enough to reply to me, which makes your life seem worthwhile correct?

kk
 
I was hoping, I could avoid getting dragged into this. It doesn't get more meaningless than this.Note:My arguments are directed at your claims regarding range only,I can't muster the interest to look into your other 'findings'

-but, it BUGS me, when anyone tries to complicate things which are rather simple. That too without any viable purpose or benefit. Come on, is it that hard to find a ww wep that hits the final bp and has decent range, with all those runewords, rares & upgradeable uniques.

-If u are trying to propogate the usage of higher dmg weps that fall short in the range & bp criteria ,like the thunder maul in tele ww against casters, since according to you wep range & bp won't matter in the initial few frames in which the target is in range, SO how do u plan to fill in the gaps like resists, more mana for tele & ww, fcr-all provided by the like of wizzy or hoto? Most will agree that a botd/fury along with a wizzy/hoto is by far the best setup against casters, u will lack staying power otherwise.

RE:
Your first test…

mcm The first test of range resulted in the same proximity being required to hit with ww for either weapon setup (dual range 1 or two handed range 5.) [B said:
What's more, ending a WW at a point where a hit was made with the range 1 weapons, then attempting to shift-attack resulted in no hit[/B], in fact, if I tried to attack from that range where WW was successful, the offensive character walked quite far towards the meat bag to strike, confirming that weapon range has no effect on WW range. As has been suggested before, weapon range only seems to effect a maximum number of hits possible on a stationary target with a single WW pass (I believe the number is weapon_range + 3.)


My arguments.

1.You were using a range 1 wep, that means the target will enter late and exit early from ur range, and ur movement speed will take u away too quickly from the target that was in range a millisec ago, meaning even the slightest delay in 'ending' a ww after the last hit is made will take u out of range, and u will never land a hit with any shift attack, not to mention the fact that u have to predetermined with ww on were u'd stop.

2. How sure are u that u 'ended' the ww at 'the point' u landed the last hit? Do u even have the means to do that? ww is a pred. attack, so are u accurately guessing and clicking at the point where u think u will land the last hit?

Any average player should tell, that the conditions of this test are scratchy, the results of which cannot be established as facts.


You 'refactored' your test after someone questioned the logics of the test.

Your 2nd test

mcm said:
I refactored my test for this by using the weapon of specific range to normal attack from a distance first, stopping where the attack took place, then trying to whirl away or perpendicular to the target vector. The test of significance is where the normal attack is made with a range 5 weapon, getting into range 5, then switching to range one and doing the WW. Indeed it appears there is a difference between the weapons with respect to range as WW away never hit from range 5 with the range 1 weapon, and the range 5 weapon occasionally did. However ww perpendicular to the target vector with the range 1 weapon from range 5 did occasionally hit. There seems to be very little difference with respect to range and the proximity required to hit with WW, I believe what led me to think that range did not matter was that I originally did this test with a range 3 vs 5 weapon and the difference is so small I would almost call it insignificant.


My arguments:

-There is nothing wrong with the conditions of this test,in fact I cant think of a better way to test whether wep range does matter in ww. The problem lies in the way you interpreted the results of the test.

-The result contradicted yr initial claims in the first test,and instead of acknowledging and reestablishing the fact that wep range does infact matter,u slapped on a condition to yr claim 'wep range matters when whirling away from the target'

- Then comes yr second claim with 2 conditions slapped,which further complicates the issue.

'1) Weapon range appears only to affect maximum hits possible on a stationary target.'

Why only 'stationary'? Why only ' a target'? Is it because ur tests were based on those conditions? One can interpret:

- A longer range wep will get equal number of hits to a shorter range waapon against mobile and/or multiple targets.

Your claims go against the widely established/proven/accepted concensus which I'd some up in a few phrases:

- Longer range weapons will have more targets in range and for a longer time than short range weapons,whether mobile or stationary.(this goes for pvp too,since even single targets will be in range for a longer time) even if it is marginal,like u are saying, and that is just the thing which makes a huge differnce in pvp: marginal advantage.period.
 
blah blah blah blah

heres my test, a duplicate of mcm's but with stricter controls. this strictly has to do with the first 8 frames, and specifically to application for tele-whirl barbs in pvp

i used a editor to give myself a lvl 99 stun with a 200 second freeze, so that the zombie i was testing on would stay put. then i namelocked and teleported to the zombie, and whirled. for weapons of all speed, and also dual wielding or not, i got the same number of "smack" noises.

the key to finding out whether both weapons hit at once lay in changing the animations. I had 1 fire damage on the primary weapon and 1 poison on the other. I already know from lots of previous testing that ONLY the primary weapon hand hits on the first 4 frame. what i saw after 2 hits was 2 fire animations and the zombie turned green for an instant. That means the primary hand hit both times, while the secondary also hit but only once, on the 8th frame.

so mcm is right, for duelers, this means dual wielding = good. Im also curious about the blockability of the simultaneous attacks... the patch says that one cannot block right after a previous block anymore, so if two different attacks hit the same person at the same time, chances are he could only block one. That is also very cool if you're dual wielding against someone with 75% block.
 
rikstaker said:
-but, it BUGS me, when anyone tries to complicate things which are rather simple. That too without any viable purpose or benefit. Come on, is it that hard to find a ww wep that hits the final bp and has decent range, with all those runewords, rares & upgradeable uniques.

Clearly you have an issue with complicated topics (and I'm sorry kid, but most of the internal mechanics of this game are inherently complicated.) So, stop reading, you clearly don't have any interested in this thread. Nobody said you had to.

rikstaker said:
SO how do u plan to fill in the gaps like resists, more mana for tele & ww, fcr-all provided by the like of wizzy or hoto? Most will agree that a botd/fury along with a wizzy/hoto is by far the best setup against casters, u will lack staying power otherwise.

40fcr is sufficient to catch most casters, rings + spiderweb. Botd and fury or Botd and beast do not have any resist, mana, or fcr bonuses so your "gaps" already exist. Lastly I never said not to use anything.

rikstaker said:
2. How sure are u that u 'ended' the ww at 'the point' u landed the last hit? Do u even have the means to do that? ww is a pred. attack, so are u accurately guessing and clicking at the point where u think u will land the last hit?

On a stationary target, the end of the effective attack is at the last hit. Why this is so hard for you to comprehend, I do not know.

Simplified: There are two tests: 0-8 frames, >8 frames. One performed by starting a whirl of a short distance next to the opponent. The other performed by starting the whirl from a screen away. Should be pretty obvious which is which.

rikstaker said:
Any average player should tell, that the conditions of this test are scratchy, the results of which cannot be established as facts.

Read previous post above, I acknowledge that the range tests have no demonstratable evidence.

rikstaker said:
-The result contradicted yr initial claims in the first test,and instead of acknowledging and reestablishing the fact that wep range does infact matter,u slapped on a condition to yr claim 'wep range matters when whirling away from the target'

I never said this.

In addition, I believe a statement like "Indeed it appears there is a difference between the weapons with respect to range" is exactly an acknowledgement that weapon range does in fact matter, apparently you disagree?

rikstaker said:
- Then comes yr second claim with 2 conditions slapped,which further complicates the issue.

'1) Weapon range appears only to affect maximum hits possible on a stationary target.'

Why only 'stationary'? Why only ' a target'? Is it because ur tests were based on those conditions? One can interpret:

- A longer range wep will get equal number of hits to a shorter range waapon against mobile and/or multiple targets.

I think you need to take a class in reading comprehension. The statement above says nothing about conditions outside of a stationary target. Why you infer something I never stated from this, I do not know.

rikstaker said:
Your claims go against the widely established/proven/accepted concensus which I'd some up in a few phrases:

Proven? Sources please?

rikstaker said:
- Longer range weapons will have more targets in range and for a longer time than short range weapons,whether mobile or stationary.(this goes for pvp too,since even single targets will be in range for a longer time) even if it is marginal,like u are saying, and that is just the thing which makes a huge differnce in pvp: marginal advantage.period.

Agreed, again note that I only ever provided a visual interpretation on the range issue (for your benefit, the terms "seems to" and "appears to" are used in such statements) lacking demonstratable evidence.

As an aside, It is my opinion (rikstaker, this means that you need to take what im about to say with a grain of salt) that desynchronised character positions (an issue most people are aware of) probably plays a greater role than weapon range with respect to chance to hit. Comments?
 
dumbpig said:
Im also curious about the blockability of the simultaneous attacks... the patch says that one cannot block right after a previous block anymore, so if two different attacks hit the same person at the same time, chances are he could only block one. That is also very cool if you're dual wielding against someone with 75% block.


Excerpt from the patch text that seems to support this:

"- Block lock' has been eliminated. When a player character has just
blocked an attack, the player cannot block again for a short period of
time, the length of which increases as Blocking speed increases."

I wonder what a "short period of time" is exactly. Also note the curious rule "the length of which increases as blocking speed increases".. this would seem disavantageous for fast blocking shields, perhaps a typo?

Though, if this were true and the double hits were considered separate attacks that must be blocked individually, it would mean that the 8th frame attack would hit an opponent of relatively low def (given sufficient AR) 95% of the time (cap on chance to hit.) I've certainly seen situations where an opponent has blocked complete whirls, sometimes multiple times! I can only speculate that this is because the double hits at frame 8 onwards are considered a single attack that is blocked once for both potential hits..

Hmm I wonder how to test this.. How about two weapons, one with just dmg, another with a huge +AR boost. Normal AR being 0.. this should give one weapon (the right, or default weapon, the one that hits at frame 4 of ww, left on the player inventory screen) a 5% chance to hit, the other 95%. So if with this setup on a player with moderate defense you always saw a hit on the 8th frame it would confirm separate attacks for the two weapons on frames >= 8. Depending on whether you interpret Myrdinn's statement "Each time you score an attack, you switch weapons" to mean the weapons switch on a successful attack or merely on an attack attempt, means this may or may not be the case.

I guess that could easily be tested in the same way though.. One high chance weapon one low change weapon with some effect like you mention (fire.. psn.. massive dmg for instant kill?) The default weapon is the characters right hand weapon (left hand on the inventory screen) so if this weapon has a minimal chance to hit and weapon swapping only occurs on a successful hit (*SMACK*) then you should only hit with the other weapon 5% of the time. Otherwise if you consistently hit with the other weapon (which has a stellar chance to hit) in this scenario then it would indicate the weapons swap when an attack is *checked* rather than strictly when it was successful. Comments? Hell, I'm going to try this now..
 
Had a play around and here is what I found regarding weapon switching:

WW has a listed AR from the default weapon only, however each weapon maintains its own chance to hit.

For example, equipping just the 15 AR weapon results in very very few hits.
Equipping just the 5000 AR weapon results in many hits.
Equipping both, regardless of order or listed AR for WW, results in very very few hits.

Now here's something else that is quite interesting. After dual weilding the weapons (one low, one high AR) and taking off the low AR weapon, the character only begins to hit very often once a hit has been made (any hit, even from normal swing attack.)

Some other anomalies:

1) Dual weild low and high AR weapons with fire and cold damage respectively, place the high AR weapon on the default (character right, inventory left) hand by placing it there first.

2) Swing (normal attack) at the opponent, note the hit occurs due to high AR on the first swinging (default) weapon.

3) Stand adjacent to the opponent, start a whirl through the opponent. Repeat steps 2 and 3. Note that you rarely (5%) achieve more than two hits, and almost always (95%) achieve exactly TWO hits, one from each weapon (existence of fire and cold effects.)

4) Swing (normal attack) at the opponent so that your last swing (attack attempt) misses due to it being the low AR weapon (the swing following a cold effect from a successful high AR weapon attack.)

5) Stand adjacent to the opponent, start a whirl through the opponent.
Repeat steps 4 and 5. Note that you rarely (5%) achieve any hits!
 
it was an interesting read, i am surprised how many few can actually read what you stated instead of forcing you to regurgitate all that you have already said into bullet form/summaries cause they are too slow to comprehend.

i am not sure if this is the right place to ask this, but since you've been doing a lot of tests on 2 weapons ww, i was curious on a certain issue. If also, have you tested this yourself prior to this experiment.

I have heard from many people that using 2 weapons with different base speeds may offer more hits in a ww? so, using say a collossus blade and a phase blade would give more additional hits than wielding 2 collosus blades?

sorry if this is not the right place to post this.

thanks in advance.
 
Back
Top