I like to melee on RNG. Max melee distance for "normal" size mobs is 3.4, for example, puks flies imps weapons etc. On larger mobs, such as Trolls and Jnuns, you can get back to 4.X.
I like to melee on RNG. Max melee distance for "normal" size mobs is 3.4, for example, puks flies imps weapons etc. On larger mobs, such as Trolls and Jnuns, you can get back to 4.X.
Boo, I missed my chance to key in.
Even though it's pretty much proved already, there was a detailed post about this on I think the KI RNG forum like a year ago (shortly after the plugin was released).
Many RNGs would try to find exact values of the distance needed and would say stuff like "Best damage using a Gun is always 8.7" and then other RNGs would have different results. In the end, they proved what was just done in this post... That windower counts the range between you and the center of the mob, while the game counts the range between you and the body of the mob.
It makes perfect sense really if you think about it. If the sweet spot for throwing weapons is at like 1.0, how would you be able to reach that spot on mobs like Tiamat where the closest you can get to it's center is limited by it's huge body?
Also for the "outside of gates but inside ululation" question, keep in mind that some AoEs are centered on the target, not on the mob itself.
This is readily apparent if you're fighting JoFaith and someone barely doesn't get out of breakga range. You can be 35+ units from Faith and receive the effect of petrification, because your friend who is 15 units from you is the center of the effect.
Oddly enough, Mijin Gakure will always hit its primary target but the center of effect is the mob who uses it. In Dynamis-Xarcabard, when we time nuke the ninja from behind the platform, one black mage always eats it and everyone else is untouched.
Maybe actions from a Mob originate from its center while actions from a player hit a mob on the outside?
I dunno, 20.1 seems to be the magic number for being out of range of just about everything.
this isn't entirely right because it doesn't scale correctly. melee distance on wyrms is like 3.9. melee distance on wyverns and even stuff like atomic clusters is back to 5. when you back up to the edge on the latter mobs, you're swinging your weapon into nothing but air.Originally Posted by RKenshin
you get a boost to casting distance if you own a ridill
true story
Maybe the actual point is elevated, such that on wyrms its higher since they are taller, so you need to be closer to reach up there, and on small mobs, its low enough you can stand further back.Originally Posted by shat
Pics or it never happened.Originally Posted by Zalius
ranger tip: stand 4.9 distance away from fafnir/nidhogg, its the most distance that u can get without it moving if you get hate
I'm pretty sure it's just poor design. Have you ever tried meleeing a behemoth mob being kited around? It can be a real pain to actually get some swings in without gravity. Keep in mind, wyrms and behemoths aren't nice round circles, so I'd wager the min/max distance varies depending on the overall shape.Originally Posted by shat
Protip: Getting hit with the wyrms tail causes less damage than getting hit by it's face. Make sure your tanks line up behind it and kite to use this to your fullest advantage.Originally Posted by exceed
if your wars go /blu and melee fafnir from behind with ridill they are UNSTOPPABLE K OKOriginally Posted by Rocl
Frightful Roar works really well on Fafnir, too.Originally Posted by Zalius
How is distance plugin not cheating? It gives you a distinct gameplay advantage over people who follow the ToS. Not that I care much if you people cheat. Just don't understand the not cheating argument.
It's nothing you cant do. I mean it's nothing you cant do with a calculator and paper.
another "The more you know <shootingstar>" : black magic has a shorter casting range than white magic.
You can be outside of the range of all of JoL's AoE tp moves as the tank. Move as far back as JoL will allow without moving too, and you are safe from TP.Originally Posted by Kuropiko
Sorry but I was very disappointed when I saw you didn't take it to 0 with 6, because Cerb is pretty easy before 25%. Nothing special. If you did do that it would've been worth making a topic for.
If at all possible, just run slightly in front of the kited mob. You'll be able to hit it pretty regularly, then. The reason you can't actually hit a moving mob from behind is because what you see on your screen in relation to positions isn't what the game perceives. Slight lag, basically. Using that to your benefit by running slightly ahead of the mob generally lets you hit it pretty often.Originally Posted by Sci
Then go do it.Originally Posted by Zetah
I had a ton of fun, figured I'd make a thread about it.