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Old Sep 11, 2005, 03:10 AM // 03:10   #21
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Then you're doing something incorrectly, it's really as simple as that.
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Old Sep 11, 2005, 03:10 AM // 03:10   #22
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Fragility: for 8-20 seconds, target foe takes 5-34 damage each time that foe suffers or recovers from a new condition.
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Old Sep 11, 2005, 01:14 PM // 13:14   #23
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Quote:
Originally Posted by Odd Sock
It does. That's pretty much the end of the argument right there. Unless you've tried it then please don't say anything. Either way 1.75 sec/attack - 33% = 1.17 sec/attack, add in arrow flight time and it's more than enough for it to end.
Not a criticism Odd Sock, but no bow has a 1.75 firing rate - that's wands, staves and hammers. Fastest bow is 2 seconds. 0.66*2 = 1.33 seconds, so .33 seconds in between burns. Arrow flight time is irrelevent, as each arrow has it as a constant, so the time in between shots hitting will still be 1.33 seconds, whether you have a laser bow with no flight time or the ICBM bow with a 1 minute flight time. Either way, the shots still hit 1.33 seconds apart, just that there's a delay before the string of arrows start hitting.
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Old Sep 11, 2005, 02:53 PM // 14:53   #24
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Quote:
Originally Posted by Epinephrine
Not a criticism Odd Sock, but no bow has a 1.75 firing rate - that's wands, staves and hammers. Fastest bow is 2 seconds. 0.66*2 = 1.33 seconds, so .33 seconds in between burns. Arrow flight time is irrelevent, as each arrow has it as a constant, so the time in between shots hitting will still be 1.33 seconds, whether you have a laser bow with no flight time or the ICBM bow with a 1 minute flight time. Either way, the shots still hit 1.33 seconds apart, just that there's a delay before the string of arrows start hitting.
that reasoning is ever so slightly flawed because if the target moves, the time between hits will not stay constant, but very much depend on where the person moved. although we get the point
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Old Sep 11, 2005, 04:35 PM // 16:35   #25
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Lol, ok, so there's a slight doppler effect as people move in directions other than perpendicular to flight path. I don't imagine that it is enough to the arrows look red as you recede I just meant that for practical purposes the longest flight time bow and shortest flight time bow don't make any difference as to how often the interrupting happens, only for spot-interrupts (punishing, distracting, concussion) where timing is important does the flight speed come into play.
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Old Sep 11, 2005, 09:42 PM // 21:42   #26
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Quote:
Originally Posted by Epinephrine
Lol, ok, so there's a slight doppler effect as people move in directions other than perpendicular to flight path. I don't imagine that it is enough to the arrows look red as you recede I just meant that for practical purposes the longest flight time bow and shortest flight time bow don't make any difference as to how often the interrupting happens, only for spot-interrupts (punishing, distracting, concussion) where timing is important does the flight speed come into play.
actually they should totally inplement the doppler effect in teh game. like when you see a tank run by i wanna hear the vrooom changing pitch. lol.
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Old Sep 12, 2005, 12:25 AM // 00:25   #27
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Originally Posted by carnivore
well i say it doesnt work because i never see the condition arrow go down(ever) and i dont notice any extra damage. yes i've figured the numbers to and i still say it doesnt end fast enough and yes i have played the build hence my statement.
It works, and you only see the first fragility damage number... not the second one, ever. Try the build and don't spec into Wilderness, you'll see it works. If you want to we can meet in international arenas and I can show you the effect. Fragility will trigger twice per arrow.
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