LtDrebin
27-12-2005, 18:22
Is LS the same as CL, but with many more hits but less damage? I have made a LS zon and I have noticed it does not hit many times, due to the nextDelay bug I assume. However, it seems that after about 5 arcs, the lightning just stops doing damage to any enemy.
From my understanding of nextDelay, if the same enemy is hit by the lighting within 4 frames of the last hit, that current hit of lightning is negated. If the lightning comes to the enemy in 3-frame periods, then the enemy will only be hit by every other arc of lightning. For LS, it seems to me that once nextDelay is triggered, the damage from the lightning is negated for every hit after that. Thus, for groups that I would expect to be decimated by a few strikes of LS, it just doesn't seemt to work out. It looks like LS has so much potential (and it looks just plain cool when it hits for about 30+ hits), but not a lot of people choose to use it (stupid LF).
I'm making a CL/FO sorc and I was wondering if the same weird bug(s) are present with CL. I don't have any good items, so I really can't tweak my sorc so much with FCR and +skills that I wouldn't notice CL bugs.
Also, here's something I was confused about in m0nk's excellent CL/FO guide:
" 1970 average damage * 11 targets * 4 CL = 86680 average damage per 1.2 seconds
That's a ton of damage and it's a screen killer. But...with the 4 frame penalty in effect thats only 7880 average damage to each individual enemy. This is what I am talking about when I say CL slows down in high player hell games. 7880 damage doesn't really cut it due to monster/player count scaling. But it is more than adequate for solo or low player games. "
How did he arrive at 7880? I don't understand how he arrived at 7880 because I thought that nextDelay is only an issue for small, closely spaced groups and does not show itself on larger groups, unless the CL bounces between the same 2-3 enemies for some reason.
From my understanding of nextDelay, if the same enemy is hit by the lighting within 4 frames of the last hit, that current hit of lightning is negated. If the lightning comes to the enemy in 3-frame periods, then the enemy will only be hit by every other arc of lightning. For LS, it seems to me that once nextDelay is triggered, the damage from the lightning is negated for every hit after that. Thus, for groups that I would expect to be decimated by a few strikes of LS, it just doesn't seemt to work out. It looks like LS has so much potential (and it looks just plain cool when it hits for about 30+ hits), but not a lot of people choose to use it (stupid LF).
I'm making a CL/FO sorc and I was wondering if the same weird bug(s) are present with CL. I don't have any good items, so I really can't tweak my sorc so much with FCR and +skills that I wouldn't notice CL bugs.
Also, here's something I was confused about in m0nk's excellent CL/FO guide:
" 1970 average damage * 11 targets * 4 CL = 86680 average damage per 1.2 seconds
That's a ton of damage and it's a screen killer. But...with the 4 frame penalty in effect thats only 7880 average damage to each individual enemy. This is what I am talking about when I say CL slows down in high player hell games. 7880 damage doesn't really cut it due to monster/player count scaling. But it is more than adequate for solo or low player games. "
How did he arrive at 7880? I don't understand how he arrived at 7880 because I thought that nextDelay is only an issue for small, closely spaced groups and does not show itself on larger groups, unless the CL bounces between the same 2-3 enemies for some reason.