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Post by slayernz on Aug 16, 2014 22:46:10 GMT -5
"Over there, Vraes", Tami exclaimed. "There are some more Cultist Initiates. My gods there are a lot of them!" Vraes charged forward, and predictably got surrounded by no less than 7 cultists at once. Tami smiled, and laid down three volleys of Ranged Onslaught. With the last shot, the fifth, sixth and seventh cultist fell to the ground. "I was going to hit one", Vraes complain. "You could have left one for me" Ole Shifty Eyes muttered a bit and set the nearest signpost on fire. Ranged Onslaught is fantastic! At level 4, you can hit up to 6 targets at once, doing really decent damage! I'm talking 100+ points of pain on a regular basis. My only complaint is that the enemies are just too slow and don't clump together enough to get the 10 kills in one turn record ... yet Tami is Awesome!
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Post by fallen on Aug 16, 2014 22:48:57 GMT -5
slayernz - couldn't agree more. Pump your Critical %!
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Post by CdrPlatypus on Aug 16, 2014 22:51:50 GMT -5
Tam is a selfish kill thief she should have saved at-least one for vraes and kj
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Post by slayernz on Aug 17, 2014 0:32:13 GMT -5
She currently has 10% crits and I'm working on more
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mataeus
Templar
[ Elite & Star Traders 2 Supporter ]
From summer sands, to armageddons reach.
Posts: 820
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Post by mataeus on Aug 17, 2014 2:24:18 GMT -5
Ole Shifty Eyes muttered a bit and set the nearest signpost on fire
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Post by tenbsmith on Aug 18, 2014 9:34:14 GMT -5
I agree, the Shifty Eyes comment was funny. Poor old Kjartan is getting quite a pyromaniacal rep.
The diagram for Ranged Onslaught 1 shows an arrow hitting the corner of one square and then effecting 3 adjacent, downstream squares. Does RO only effect adjacent downstream squares? I'll probably adopt ranged onslaught for the Travelers group I'm currently playing.
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Post by fallen on Aug 18, 2014 10:30:21 GMT -5
tenbsmith - it has the same AoE routine as Lightning Spear. The directional diagram is the best we can do to estimate the alogrithm.
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Post by tenbsmith on Aug 19, 2014 9:52:42 GMT -5
Thanks fallen, but I have no experience with Lightning Spear. :-( Does Ranged Onslaught 1 hit up to 3 adjacent, downstream targets regardless of the angle of incoming fire? Like in the following diagram? ___ ___ Evil ---> Evil Evil ___ ___ Evil
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Post by En1gma on Aug 19, 2014 10:08:47 GMT -5
tenbsmith- I remember them saying something about enemies being within a 30° angle to determine if it would chain or not. But this isn't always the case, as the algorithm changes if the target is hit at a 90° angle. It seems to change from an acute angle template to an obtuse template, as it hits targets directly adjacent to the original target, flattening out it you will.
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Post by fallen on Aug 19, 2014 10:10:44 GMT -5
tenbsmith - per your diagram yes. If Tamilin was 1 square farther north, and 5 squares farther west, its based on angles so the result will be potentially different. Put her another square farther north, potentially different again.
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Post by crimsonking on Aug 19, 2014 10:38:47 GMT -5
In general, LS and RO cover everything starting at the target square and farther away from the character. This is quite easy to handle in most cases. If the target square is in vertical or horizontal position, some really weird effects can happen, up to opening the angle in which enemies are targeted up to 180 degrees.
You can do stuff like this with LS at level 1:
oooyo oooxo coooy
or even
oooy coox oooy
With c being your character, x being the target square and y being secondary targets that are affected. So 90 degrees ain't the limit. All in all the targeting capacity is really good once you understood how it works. Since you target the corner and not the center of the affected area the real range is higher than just the number. This in combination with 2 AP and low SP cost makes LS the best blasting talent IMHO. At level 10 you can hit more than 10 targets up to 7 squares away 3 times a turn for tremendous damage. Didn't try Ranged Onslaught until now, though, since I usually play with Selen.
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Post by tenbsmith on Aug 19, 2014 12:40:19 GMT -5
Thanks all, I totally get RO now.
My current Tamilin is primarily damage focused. Currently at level 5 with a Talent Point saved for Deadly Intuition where she'll spend most point for a while, with 1-2 points for Blacknight to reach the fabled Stealth of 12. Tempted to throw 1 point in Torrent of Steel for the 3 strong accuracy dice for those rare occasion when enemies get next to her... gurph, ug... No, stay focused. I think I'll save a point for RO when approaching level 18 where the <gollum voice> sneaky little Treseses </gollum voice> fail to provide a talent point.
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Post by slayernz on Aug 20, 2014 4:20:49 GMT -5
Note at level 4, you can hit targets that are spread out a little more - and they don't have to be standing side by side ... SO Tami can hit the following targets ... T....EEE ........ .......E
Target the first enemy (Marked Red E) And you have a good chance that you will hit all three other E's (total of 4 targets) Crits are calculated on a per-target, meaning you might have 2x Crit hits and 2x normal hits, or you could even have 2 misses, 1 hit, and 1 crit. That's the great thing about RO. You get a chance to hit each target separately - it's not a "All or nothing" deal
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Post by Cory Trese on Aug 23, 2014 17:50:48 GMT -5
The limit is the delta of the vector between the shooter, the first target, and the second target. The most confused posts above comes from crimsonking so I'd be careful basing any strategy on what was written there. Luckily for us, we are able to use a built in <vector> toolkit which is part of the C++ standard -- bulletproof. It's really a matter of getting a "feeling" for the targetting, much less obvious visually than a normal AoE. That's on purpose, a carefully balanced equation and vector fuzzing that gives an organic feel that provides a unique player skill -- predicting hits. Players who are well practiced with Vincent will find RO most predictable, as they both use the same vector math and fuzz.
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Post by crimsonking on Aug 24, 2014 1:38:49 GMT -5
The limit is the delta of the vector between the shooter, the first target, and the second target. The most confused posts above comes from crimsonking so I'd be careful basing any strategy on what was written there. Luckily for us, we are able to use a built in <vector> toolkit which is part of the C++ standard -- bulletproof. It's really a matter of getting a "feeling" for the targetting, much less obvious visually than a normal AoE. That's on purpose, a carefully balanced equation and vector fuzzing that gives an organic feel that provides a unique player skill -- predicting hits. Players who are well practiced with Vincent will find RO most predictable, as they both use the same vector math and fuzz. Thanks . I'm running Lightning Spear a lot in my state of confusion and it works quite well. But if I understand this correctly, when you're farther away, the area within the delta widens. Good to know. Thanks.
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