Quick question - Quick answer

Ducks said:
edit: iirc damage canceling isnt exactly that. it takes whatever the lesser of the damages dealt was? or some such

no, it doesn't. it cancles both.

what I've noticed from watching a time attack video of row is that, if you deal with a single hit more damage than the enemy has hp, you cant get dmc'ed. even if it's being hit by gifoie or zalure/jellen. in the video im talking about 3 hucasts used vjaya with 4way pb and they were dealing like 3,4k damage with it on bootas, which one shot them. same doesnt seem to apply to dark flow for instance, which hits the target 5 times.
 
It doesn't cancel both.

The way damage cancel works is that 2 players hit an enemy at the same time and they both send a 60 0C packet saying how much HP the enemy has.

You have player A with a good connection who sends that the enemy has 2000HP, and B with a bad connection saying the enemy has 4000HP. Player B's connection is too slow to receive the 2000HP packet in time, and the 4000HP packet is received by the server later making the server send back a 4000HP packet back to all players.

As the above post says though, you cannot cancel a finishing blow, the enemy will be reported as dead which ignores anymore HP packets.
 
Matt said:
It doesn't cancel both.

The way damage cancel works is that 2 players hit an enemy at the same time and they both send a 60 0C packet saying how much HP the enemy has.

You have player A with a good connection who sends that the enemy has 2000HP, and B with a bad connection saying the enemy has 4000HP. Player B's connection is too slow to receive the 2000HP packet in time, and the 4000HP packet is received by the server later making the server send back a 4000HP packet back to all players.

As the above post says though, you cannot cancel a finishing blow, the enemy will be reported as dead which ignores anymore HP packets.

This doesn't seem to be the full technical explanation then. There are certain scenarios such as self inflicted dmc or two players attacking a nearly dead opponent. For instance setting off your trap with tjs special (or time trapping in general) can cancel your own damage or say you were dealing HH on a vulmer and know that another H would be the killing blow, but you and your other mate attack it both dealing similar damage and it still doesn't die. DMC isnt some sort of magic, though I have my doubts you have any technical insight on that. Maybe soda?

Edit: Regarding the killing blow, what about hell? there are occasions where you can clearly tell that your hell activated ( by the purple effect) and the enemy doesn't die, because someone else was attacking it.
 
Never seen Hell not kill because someone else was attacking it, you're gonna have to show me that one. You can see other peoples' Hell supposedly activate, but it didn't roll on the Hell'ers client so it didn't die.

Self-inflicted DMC occurs because of other players in the game. Traps are separate from a singular player sending HP packets, I'm not entirely sure, but a 4P game with full EU players never caused trap DMC on my end, but when I was playing with a US player, trap DMC happened all the time.
 
Not sure if I'm understanding correctly, but was Last Swan's combo unlocked on Sega servers? Or is the combo locked on this server like MR?
 
I've noticed that the CDs sold by Gallons shop don't match-up with the ones on PSOworld. Is there a reason for this? I really want that Sonic Adventure 2 Battle "Escape from the City" song. ~_~
 
They do match up; 4 & 5 were never officially released by Sonic Team. Sodaboy could put them in if he wanted to though.
 
is kondy PoD only or are there other quests to fight it as well?
can you see it in free runs?

also is there a semi decent guide or tips for sham/saint/kondy?
if not someone should write one
 
Ducks said:
is kondy PoD only or are there other quests to fight it as well?
can you see it in free runs?

Shambertin is the only one that's PoD exclusive.


Ducks said:
also is there a semi decent guide or tips for sham/saint/kondy?
if not someone should write one
Don't die.
 
Anyone know at what point nano dragons stop growing/buffing up from getting killshots on other mobs? Always wondered to what extent they would grow, or if there's even a cap coded in for something like that. I guess technically there would be a theoretical cap in whatever room has the most monsters besides a nano, but other than that I'm curious.
 
Funny thing is they don't get any stronger, just bigger.
You can get them really big in the end room of 2-1.
 
ive had like 6 or 7 lvl 20 techs come from those sand rappies at the start of ult ma4b while looking for h/batt
 
CTB said:
posw is lies, where do I find level 20 sdjz+resto?

thanks

Ult dragon boxes, caves 1 ult, ma4a/b/c crater interior. Most common locations I've found 20's.
 
Ducks said:
humar jellen/resta spam was god tier trolling on scht with segai merge and df users trying to special

demons and hell can dmc too (and be dmc'd on their own)
anytime you hit an enemy with pretty much anything its gonna dmc to a degree if other people are hitting it.

edit: iirc damage canceling isnt exactly that. it takes whatever the lesser of the damages dealt was? or some such


Just to clear the air on this topic, jellen and zalure don't cause damage cancel. Freeze, paralyze and confuse don't either. The game uses seperate flags for status effects and a change in an enemy's hp. In order for an attack to cause damage cancel, it must somehow alter the remaining HP of the target. This is why you can use resta as a shield in the game. HP going up overrides any source of damage. Hell and demons can cause damage cancel and be canceled themselves as they set the targets hp to 0 or 1/4 of it's current respectively. The way the game moves debuffs, status effects and loss of hp are all calculated separately.

The myth that jellen and zalure cause damage cancel comes from the fact that they count as a hit on a dark bringer. The count towards the number of hits it takes before charging it's cannon. However, they won't cancel damage from a blow.
 
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