Projectiles can now only be evaded if the Roll Dodge occurs within one second prior to their impact.
All it really changes is basically that projectiles fired from high ranges are no longer automatically dodged even if the dodgeroll ended or if a projectile was fired at the end of a dodgeroll.
All it really changes is basically that projectiles fired from high ranges are no longer automatically dodged even if the dodgeroll ended or if a projectile was fired at the end of a dodgeroll.
So with murkmire, if I roll after a projectile has been fired, but before it hits, will it be dodged as it is now?
All it really changes is basically that projectiles fired from high ranges are no longer automatically dodged even if the dodgeroll ended or if a projectile was fired at the end of a dodgeroll.
So with murkmire, if I roll after a projectile has been fired, but before it hits, will it be dodged as it is now?
If you time your roll correctly, then yes.
All it really changes is basically that projectiles fired from high ranges are no longer automatically dodged even if the dodgeroll ended or if a projectile was fired at the end of a dodgeroll.
So with murkmire, if I roll after a projectile has been fired, but before it hits, will it be dodged as it is now?
If you time your roll correctly, then yes.
I am pretty bad, how do Itime it correctly then?
All it really changes is basically that projectiles fired from high ranges are no longer automatically dodged even if the dodgeroll ended or if a projectile was fired at the end of a dodgeroll.
According to my tests, anything (both melee and ranged) hits if timed at the tail end of animation. The lingering dodge bonus is removed. Also, now there is a very small but substantial window of vulnerability between dodges, i.e. 100% I-Frames no longer guaranteed by spamming dodge.
According to my tests, anything (both melee and ranged) hits if timed at the tail end of animation. The lingering dodge bonus is removed. Also, now there is a very small but substantial window of vulnerability between dodges, i.e. 100% I-Frames no longer guaranteed by spamming dodge.
Illuvatarr wrote: »A Friday a few weeks ago I tested spell miss rates on my mag Sorc on live. Out of roughly 670 spells cast about 75 percent were misses/dodged due to stealth or dodge mechanic. That is binary damage mitigation of 100 percent 75 percent of the time and the number would obviously increase if numbers were calculated based upon the spells that actually landed.
On test server with the new dodge changes, roughly 80 percent of my spells landed. This level of change is dramatic and I think ranged classes will see a huge upswing in that department with this patch. That being said, the dodge and major evasion changes will impact nightblades the most out of any class and I think it will compel many to go straight stealthier/ganker build to compensate as their survivability has just taken a dramatic hit. Add in the speed changes and at least in the quid pro quo for dps delivery we may be approaching something called balance.
Illuvatarr wrote: »A Friday a few weeks ago I tested spell miss rates on my mag Sorc on live. Out of roughly 670 spells cast about 75 percent were misses/dodged due to stealth or dodge mechanic. That is binary damage mitigation of 100 percent 75 percent of the time and the number would obviously increase if numbers were calculated based upon the spells that actually landed.
On test server with the new dodge changes, roughly 80 percent of my spells landed. This level of change is dramatic and I think ranged classes will see a huge upswing in that department with this patch. That being said, the dodge and major evasion changes will impact nightblades the most out of any class and I think it will compel many to go straight stealthier/ganker build to compensate as their survivability has just taken a dramatic hit. Add in the speed changes and at least in the quid pro quo for dps delivery we may be approaching something called balance.
Interesting.
The live figures are very telling and probably pretty close to where my 'gut feel' would put it, if not tempered by a more logical 'cant be that high' thought.
According to my tests, anything (both melee and ranged) hits if timed at the tail end of animation. The lingering dodge bonus is removed. Also, now there is a very small but substantial window of vulnerability between dodges, i.e. 100% I-Frames no longer guaranteed by spamming dodge.