I got hit by a NB with 44k damage in 1.1 second: focused aim, incap , light attack, bash and poisoned weapon all at once (26k) then a 14k killers blade plus light attack . All were critical hits (7/7). I had 31k hp, 810 CP, 20k resists, 2800 critical resistance.
Hard to imagine how, on a laggy battlefield, you could cast Focused aim (1.1 sec plus a buggy animation that is hard to cancel), then run to the opponent so that your incap (has to be within 5 meters) lands within 1/10 of a second as the focused aim, plus do your light attack and bash in the same 1/10 of a second. Then since the opponent is stunned and defiled, execute.
But ZOS thinks this is "balanced"
About as balanced as the skinny guy who cold *** you in the bar. If you don't fall down, he runs out the door (cloak)
I got hit by a NB with 44k damage in 1.1 second: focused aim, incap , light attack, bash and poisoned weapon all at once (26k) then a 14k killers blade plus light attack . All were critical hits (7/7). I had 31k hp, 810 CP, 20k resists, 2800 critical resistance.
Hard to imagine how, on a laggy battlefield, you could cast Focused aim (1.1 sec plus a buggy animation that is hard to cancel), then run to the opponent so that your incap (has to be within 5 meters) lands within 1/10 of a second as the focused aim, plus do your light attack and bash in the same 1/10 of a second. Then since the opponent is stunned and defiled, execute.
But ZOS thinks this is "balanced"
About as balanced as the skinny guy who cold *** you in the bar. If you don't fall down, he runs out the door (cloak)
Uhh...
WTB desync fix for snipe.
Fix incoming somewhere in 2025. Brace yerrselves people.I got hit by a NB with 44k damage in 1.1 second: focused aim, incap , light attack, bash and poisoned weapon all at once (26k) then a 14k killers blade plus light attack . All were critical hits (7/7). I had 31k hp, 810 CP, 20k resists, 2800 critical resistance.
Hard to imagine how, on a laggy battlefield, you could cast Focused aim (1.1 sec plus a buggy animation that is hard to cancel), then run to the opponent so that your incap (has to be within 5 meters) lands within 1/10 of a second as the focused aim, plus do your light attack and bash in the same 1/10 of a second. Then since the opponent is stunned and defiled, execute.
But ZOS thinks this is "balanced"
About as balanced as the skinny guy who cold *** you in the bar. If you don't fall down, he runs out the door (cloak)
@Theignson
The ganking went as such, starting in melee range:
0.00: Starting to cast Snipe, the user is still cloaked (Skill GCD starts here)
0.80~ Snipe traveling to you. Bow Light attack + Incap + bash quickly chained.
0.85~ Incap lands first due to being instant, quickly followed by the light attack, snipe and bash, as well as a proc enchant. Skill GCD is reset since 0.8~ seconds have passed.
1.00~ Bow light attack > Killer's blade > Bash again.
Welcome back to respawn area.
iirc that combat log is what registers client side, not server side. Lag can alter the timing of the client side events we receive.
WTB desync fix for snipe.
Fix incoming somewhere in 2025. Brace yerrselves people.I got hit by a NB with 44k damage in 1.1 second: focused aim, incap , light attack, bash and poisoned weapon all at once (26k) then a 14k killers blade plus light attack . All were critical hits (7/7). I had 31k hp, 810 CP, 20k resists, 2800 critical resistance.
Hard to imagine how, on a laggy battlefield, you could cast Focused aim (1.1 sec plus a buggy animation that is hard to cancel), then run to the opponent so that your incap (has to be within 5 meters) lands within 1/10 of a second as the focused aim, plus do your light attack and bash in the same 1/10 of a second. Then since the opponent is stunned and defiled, execute.
But ZOS thinks this is "balanced"
About as balanced as the skinny guy who cold *** you in the bar. If you don't fall down, he runs out the door (cloak)
@Theignson
The ganking went as such, starting in melee range:
0.00: Starting to cast Snipe, the user is still cloaked (Skill GCD starts here)
0.80~ Snipe traveling to you. Bow Light attack + Incap + bash quickly chained.
0.85~ Incap lands first due to being instant, quickly followed by the light attack, snipe and bash, as well as a proc enchant. Skill GCD is reset since 0.8~ seconds have passed.
1.00~ Bow light attack > Killer's blade > Bash again.
Welcome back to respawn area.
Problem in your timing, snipe has 1.1 sec cast time. You have casting starting at 0 secs and it landing at 0.8 seconds. Maybe this works:
0:00 start casting snipe from within 5 meters range in stealth.
1.1 seconds snipe cast time ends. Ani cancel with incap. Incap and snipe land same time.
1,2 light attack/bash to ani cancle incap, so snipe, incap, light atack/bash all land at same time?
But I assume to ani cancel incap and get both light attack /bash to land, you go: light att/incap/bash. But how do you time this with the snipe cast ending?
Why doesn't standing up and casting snipe for 1.1 seconds bring you out of cloak when you are within 5 meters?
I think best explanation is that on client side I had lag and it all hit at once
WTB desync fix for snipe.
Fix incoming somewhere in 2025. Brace yerrselves people.I got hit by a NB with 44k damage in 1.1 second: focused aim, incap , light attack, bash and poisoned weapon all at once (26k) then a 14k killers blade plus light attack . All were critical hits (7/7). I had 31k hp, 810 CP, 20k resists, 2800 critical resistance.
Hard to imagine how, on a laggy battlefield, you could cast Focused aim (1.1 sec plus a buggy animation that is hard to cancel), then run to the opponent so that your incap (has to be within 5 meters) lands within 1/10 of a second as the focused aim, plus do your light attack and bash in the same 1/10 of a second. Then since the opponent is stunned and defiled, execute.
But ZOS thinks this is "balanced"
About as balanced as the skinny guy who cold *** you in the bar. If you don't fall down, he runs out the door (cloak)
@Theignson
The ganking went as such, starting in melee range:
0.00: Starting to cast Snipe, the user is still cloaked (Skill GCD starts here)
0.80~ Snipe traveling to you. Bow Light attack + Incap + bash quickly chained.
0.85~ Incap lands first due to being instant, quickly followed by the light attack, snipe and bash, as well as a proc enchant. Skill GCD is reset since 0.8~ seconds have passed.
1.00~ Bow light attack > Killer's blade > Bash again.
Welcome back to respawn area.
Problem in your timing, snipe has 1.1 sec cast time. You have casting starting at 0 secs and it landing at 0.8 seconds. Maybe this works:
0:00 start casting snipe from within 5 meters range in stealth.
1.1 seconds snipe cast time ends. Ani cancel with incap. Incap and snipe land same time.
1,2 light attack/bash to ani cancle incap, so snipe, incap, light atack/bash all land at same time?
But I assume to ani cancel incap and get both light attack /bash to land, you go: light att/incap/bash. But how do you time this with the snipe cast ending?
Why doesn't standing up and casting snipe for 1.1 seconds bring you out of cloak when you are within 5 meters?
I think best explanation is that on client side I had lag and it all hit at once
iirc that combat log is what registers client side, not server side. Lag can alter the timing of the client side events we receive.
Yet its got a 1.1 sec cast time and as you can see my ping is not bad enough to warrant that kind of delay. I might agree with you if my ping was registering above 300+ I've been playing this game since launch and never had a skill land twice in the same second except for snipe. This skill is so buggy and BS. ZoS really needs to take a look at this mechanic.
I've gone up against good players who were able to chain attacks (e.g., beetles, HA, WB, DBoS), but never hit two of the same skill at the same time let alone one with a 1.1 sec cast time in the same second. I've got all kind of screen shots and videos from strange things but never anything in the same second.
If lag is the case, why is Focused Aim the only skill that is affected by lag allowing two hits in the same second?
iirc that combat log is what registers client side, not server side. Lag can alter the timing of the client side events we receive.
Yet its got a 1.1 sec cast time and as you can see my ping is not bad enough to warrant that kind of delay. I might agree with you if my ping was registering above 300+ I've been playing this game since launch and never had a skill land twice in the same second except for snipe. This skill is so buggy and BS. ZoS really needs to take a look at this mechanic.
I've gone up against good players who were able to chain attacks (e.g., beetles, HA, WB, DBoS), but never hit two of the same skill at the same time let alone one with a 1.1 sec cast time in the same second. I've got all kind of screen shots and videos from strange things but never anything in the same second.
If lag is the case, why is Focused Aim the only skill that is affected by lag allowing two hits in the same second?
Ping is far from the defining aspect of lag. It in no way measures server lag.
So everything you said here is irrelevant to what you replied to.
iirc that combat log is what registers client side, not server side. Lag can alter the timing of the client side events we receive.
Yet its got a 1.1 sec cast time and as you can see my ping is not bad enough to warrant that kind of delay. I might agree with you if my ping was registering above 300+ I've been playing this game since launch and never had a skill land twice in the same second except for snipe. This skill is so buggy and BS. ZoS really needs to take a look at this mechanic.
I've gone up against good players who were able to chain attacks (e.g., beetles, HA, WB, DBoS), but never hit two of the same skill at the same time let alone one with a 1.1 sec cast time in the same second. I've got all kind of screen shots and videos from strange things but never anything in the same second.
If lag is the case, why is Focused Aim the only skill that is affected by lag allowing two hits in the same second?
Ping is far from the defining aspect of lag. It in no way measures server lag.
So everything you said here is irrelevant to what you replied to.
I disagree. Ping is an indication of lag. Higher the ping the worse the lag. Lower the ping the smoother the game. As the game servers are delayed in responding to the client it is reflected in your in game ping value. When its primetime and the masses of people are all stacked up defending or attacking a keep the ping goes up. The servers can't handle the density within that quadrant and are delayed in responding to your client. That is why everyone gets lag and people see red pings. When its 2am in the morning on a weekday and no one is around ping is way down. There is absolutely a tie between server performance and ping rate. But regardless, at this particular time I was not lagging. I was fighting a templar and it was smooth.
Ping is also an indication of Internet congestion and the time it takes for your connection to reach its destination. Which is why people in Australia get a ping of 300+ and the game is sluggish for them. But I assure you I have good Internet and there was no congestion because my ping was 190 which is well within acceptable levels.
You cast incap after snipe (technically with a LA inbetween but let's keep it simple). The GCD is counted between "button presses" not between skills firing. So when you cast snipe two things happen: a 1,1 second cast time starts and 0,9 second GCD starts. Since GCD is shorter than cast time you can use your next skill immediately after cast time is finished. It does not go: 1,1 second cast time + 0,9 second GCD = 2 seconds before your next skill. This is true for any skill with a cast time longer than 0,9 seconds. It is not some form of bypassing GCD.Some people are saying you can cast incap during the cast time of snipe and they will land at the same time. This would mean snipe has no global cooldown--that effectively the 1.1 second cast was the global cooldown. If this is true is there any other ability like this that can have the global cooldown bypassed?
You cancel LA animation with skills, not the other way around. LA is at the bottom of animation priorities. It is also not subject to the GCD that affects skills.Another possibility is you can cancel the animation with a light attack-- which is on a separate cooldown-- this would result in both light attack and snipe hitting about the same time.
Technically the same happens with snipe. Cast time is not relevant here. The flight time is. It acts like the 3 second delay on sub assault and allows you to land an instant cast skill before the snipe lands.With an ability like subterranean assault, two abilities can hit at the same time, because it is instant cast but has a 3 second delay. So you cast it, then run up to someone and hit them with eg reverse slice, and both hit at once.
Ok I tested this on the target dummy with Combat metrics and you guys are completely right. Its easy to land 4 attacks (eg snipe, poison arrow, light attack, bash) all within 0.1 seconds using snipe. There is no global cooldown of snipe after the cast time is done. So its true that the Snipe global cooldown starts immediately as you cast and has expired before Snipe is done casting!
This also seems to be true with Dizzying swing.
I thought the point of the global cooldown was to prevent all attacks hitting at once but this apparently is not the case.
Still lots to learn about game mechanics!
Clearly this explains ganking
iirc that combat log is what registers client side, not server side. Lag can alter the timing of the client side events we receive.
Yet its got a 1.1 sec cast time and as you can see my ping is not bad enough to warrant that kind of delay. I might agree with you if my ping was registering above 300+ I've been playing this game since launch and never had a skill land twice in the same second except for snipe. This skill is so buggy and BS. ZoS really needs to take a look at this mechanic.
I've gone up against good players who were able to chain attacks (e.g., beetles, HA, WB, DBoS), but never hit two of the same skill at the same time let alone one with a 1.1 sec cast time in the same second. I've got all kind of screen shots and videos from strange things but never anything in the same second.
If lag is the case, why is Focused Aim the only skill that is affected by lag allowing two hits in the same second?
Ping is far from the defining aspect of lag. It in no way measures server lag.
So everything you said here is irrelevant to what you replied to.
I disagree. Ping is an indication of lag. Higher the ping the worse the lag. Lower the ping the smoother the game. As the game servers are delayed in responding to the client it is reflected in your in game ping value. When its primetime and the masses of people are all stacked up defending or attacking a keep the ping goes up. The servers can't handle the density within that quadrant and are delayed in responding to your client. That is why everyone gets lag and people see red pings. When its 2am in the morning on a weekday and no one is around ping is way down. There is absolutely a tie between server performance and ping rate. But regardless, at this particular time I was not lagging. I was fighting a templar and it was smooth.
Ping is also an indication of Internet congestion and the time it takes for your connection to reach its destination. Which is why people in Australia get a ping of 300+ and the game is sluggish for them. But I assure you I have good Internet and there was no congestion because my ping was 190 which is well within acceptable levels.
You can disagree all you wish but you are wrong.
The measurement of ping you are looking at only measures travel time to and from the server, but does not even attempt to include the actual server time to compute and return information. It includes a bottleneck of data to the server itself, which is why it increases during peak times, but nothing beyond that.
Beyond that I do not have time to explain further, but you are basically leaving so much out.
Ok I tested this on the target dummy with Combat metrics and you guys are completely right. Its easy to land 4 attacks (eg snipe, poison arrow, light attack, bash) all within 0.1 seconds using snipe. There is no global cooldown of snipe after the cast time is done. So its true that the Snipe global cooldown starts immediately as you cast and has expired before Snipe is done casting!
This also seems to be true with Dizzying swing.
I thought the point of the global cooldown was to prevent all attacks hitting at once but this apparently is not the case.
Still lots to learn about game mechanics!
Clearly this explains ganking
iirc that combat log is what registers client side, not server side. Lag can alter the timing of the client side events we receive.
Yet its got a 1.1 sec cast time and as you can see my ping is not bad enough to warrant that kind of delay. I might agree with you if my ping was registering above 300+ I've been playing this game since launch and never had a skill land twice in the same second except for snipe. This skill is so buggy and BS. ZoS really needs to take a look at this mechanic.
I've gone up against good players who were able to chain attacks (e.g., beetles, HA, WB, DBoS), but never hit two of the same skill at the same time let alone one with a 1.1 sec cast time in the same second. I've got all kind of screen shots and videos from strange things but never anything in the same second.
If lag is the case, why is Focused Aim the only skill that is affected by lag allowing two hits in the same second?
Ping is far from the defining aspect of lag. It in no way measures server lag.
So everything you said here is irrelevant to what you replied to.
I disagree. Ping is an indication of lag. Higher the ping the worse the lag. Lower the ping the smoother the game. As the game servers are delayed in responding to the client it is reflected in your in game ping value. When its primetime and the masses of people are all stacked up defending or attacking a keep the ping goes up. The servers can't handle the density within that quadrant and are delayed in responding to your client. That is why everyone gets lag and people see red pings. When its 2am in the morning on a weekday and no one is around ping is way down. There is absolutely a tie between server performance and ping rate. But regardless, at this particular time I was not lagging. I was fighting a templar and it was smooth.
Ping is also an indication of Internet congestion and the time it takes for your connection to reach its destination. Which is why people in Australia get a ping of 300+ and the game is sluggish for them. But I assure you I have good Internet and there was no congestion because my ping was 190 which is well within acceptable levels.
You can disagree all you wish but you are wrong.
The measurement of ping you are looking at only measures travel time to and from the server, but does not even attempt to include the actual server time to compute and return information. It includes a bottleneck of data to the server itself, which is why it increases during peak times, but nothing beyond that.
Beyond that I do not have time to explain further, but you are basically leaving so much out.
I think we are saying the same thing but I'm not wrong. I know how this stuff works. I work in IT. It's pretty simple. The session connection is delayed on server side resulting in a slower response time back to the client. Ping goes up. communication with the destination is slowed because the client has to wait for a server response resulting in a higher ping/latency. It's analogous to the last mile. I think Your only looking at the physical, and network layers and forgetting about the transport, session and application layers. Those contribute to the time it takes for communication to happen as well. There is more to it than just routing hops and layer 1 cable mediums.
Bottom line, I wasn't lagging as evident in my ping. The fight was fluid. Now maybe the mysterious sniper used a lag switch or the server or skill is bugged to hell. I'm posting this because regardless of the reason this shouldn't happen and Zos needs to fix it. This is the only skill in the game that I'm aware of that can do this and has been doing it since launch. With so many bow spammers this is only going to get worse.
iirc that combat log is what registers client side, not server side. Lag can alter the timing of the client side events we receive.
Yet its got a 1.1 sec cast time and as you can see my ping is not bad enough to warrant that kind of delay. I might agree with you if my ping was registering above 300+ I've been playing this game since launch and never had a skill land twice in the same second except for snipe. This skill is so buggy and BS. ZoS really needs to take a look at this mechanic.
I've gone up against good players who were able to chain attacks (e.g., beetles, HA, WB, DBoS), but never hit two of the same skill at the same time let alone one with a 1.1 sec cast time in the same second. I've got all kind of screen shots and videos from strange things but never anything in the same second.
If lag is the case, why is Focused Aim the only skill that is affected by lag allowing two hits in the same second?
Ping is far from the defining aspect of lag. It in no way measures server lag.
So everything you said here is irrelevant to what you replied to.
I disagree. Ping is an indication of lag. Higher the ping the worse the lag. Lower the ping the smoother the game. As the game servers are delayed in responding to the client it is reflected in your in game ping value. When its primetime and the masses of people are all stacked up defending or attacking a keep the ping goes up. The servers can't handle the density within that quadrant and are delayed in responding to your client. That is why everyone gets lag and people see red pings. When its 2am in the morning on a weekday and no one is around ping is way down. There is absolutely a tie between server performance and ping rate. But regardless, at this particular time I was not lagging. I was fighting a templar and it was smooth.
Ping is also an indication of Internet congestion and the time it takes for your connection to reach its destination. Which is why people in Australia get a ping of 300+ and the game is sluggish for them. But I assure you I have good Internet and there was no congestion because my ping was 190 which is well within acceptable levels.
You can disagree all you wish but you are wrong.
The measurement of ping you are looking at only measures travel time to and from the server, but does not even attempt to include the actual server time to compute and return information. It includes a bottleneck of data to the server itself, which is why it increases during peak times, but nothing beyond that.
Beyond that I do not have time to explain further, but you are basically leaving so much out.
I think we are saying the same thing but I'm not wrong. I know how this stuff works. I work in IT. It's pretty simple. The session connection is delayed on server side resulting in a slower response time back to the client. Ping goes up. communication with the destination is slowed because the client has to wait for a server response resulting in a higher ping/latency. It's analogous to the last mile. I think Your only looking at the physical, and network layers and forgetting about the transport, session and application layers. Those contribute to the time it takes for communication to happen as well. There is more to it than just routing hops and layer 1 cable mediums.
Bottom line, I wasn't lagging as evident in my ping. The fight was fluid. Now maybe the mysterious sniper used a lag switch or the server or skill is bugged to hell. I'm posting this because regardless of the reason this shouldn't happen and Zos needs to fix it. This is the only skill in the game that I'm aware of that can do this and has been doing it since launch. With so many bow spammers this is only going to get worse.
You are incorrect that ping shows everything covering lag on server side. Yes it is pretty simple, but there is an aspect you are simply missing.
Just because you work in IT does not mean much. IT covers a large area and even if you happen to work with backbone infrastructure that is not the same as understanding servers and IT goes way beyond that.
Macros?