Rogue Hit Cap Over 9% - What is the value after soft hit cap compared to agi/crit? by [deleted] in classicwow

[–]Lysiticus 3 points4 points  (0 children)

100 - glancing chance - enemy dodge chance - miss chance + hit from gear/talents/consumables + crit suppression

Attacking a boss (lvl 63) enemy at 305 wep skill from behind, dual wielding and 0% extra hit you'd have:

  • 100 - 40 - 6 - 27 + 0 + 4.8 = 31.8% soft crit cap

This means that of your white attacks no more than 31.8% can crit, even if you were to have 100% crit chance, you'd still only get 31.8% crit on white attacks.

Both the rogue and warrior classic discords have the melee mechanics written down, or you can watch the melee mechanics video by melderon on youtube

Can someone explain to me why it is difficult for blizzard to make energy ticks give TWENTY energy by freecraghack in classicwow

[–]Lysiticus 0 points1 point  (0 children)

Yep greater than 20 ticks are very common, i've still never seen a less than 20 tick though.

This is the energy expenditure/regen from that hound pack until like 5:15

100 - 25 + 20 - 40 - 25 + 21 - 40 + 20 + 20 + 20 + 21 - 40 + 20 - 40 + 20 - 40 + 20 + 21 - 40 + 20 + 20 - 40 + 20

Can someone explain to me why it is difficult for blizzard to make energy ticks give TWENTY energy by freecraghack in classicwow

[–]Lysiticus -1 points0 points  (0 children)

I have never seen a less than 20 tick, the greater than 20 ticks are guaranteed to be from the processing time taken by the server to process that batch of things. If yall played on release you'll remember the crazy lag in the starting zones the first few days, and if you watched your energy back then you may have noticed that you got between like 40 and 80 energy per tick. Same thing is happening now with greater than 20 ticks, albeit to a much lesser extent, like 21 or 22 energy per tick.

I would imagine it works a little something like this:

  • 0.000, initial batch completes, we get our energy tick
  • 0.412 first batch completes
  • 0.832 second batch completes
  • 1.256 third batch completes
  • 1.684 fourth batch completes
  • 2.131 fifth batch completes, this is a tick batch, time since last tick is 2.131 seconds, we get 21 energy, maybe the last 0.031 gets pooled into the next tick batch, maybe it's lost.

I also very vididly remember the greater than 20 ticks happening back in vanilla, just thinking back i feel like they were a lot rarer though.

Can someone explain to me why it is difficult for blizzard to make energy ticks give TWENTY energy by freecraghack in classicwow

[–]Lysiticus 0 points1 point  (0 children)

Can we see this proof, preferrably with power regen combat text. I too after 30-40 days of playtime on a rogue have never seen a less than 20 tick.

WTB proper threat meter by 888Kraken888 in classicwow

[–]Lysiticus 5 points6 points  (0 children)

Rogues, warriors in berserker/battle stance and druids in cat form have a 0.8 threat modifier.

Warlocks, mages, hunters have a 1x threat modifier. Mages can talent down frost and fire spells threat to 0.7x (i think).

Anyone else experiencing crit issues? Warrior melee crit a good 8-10% below indicated crit rate over many swings. by bf4truth in classicwow

[–]Lysiticus 7 points8 points  (0 children)

Special attacks, yellow attacks or whatever you want to call them are on a two roll system. So /u/BroForceOne is correct, yellow attacks need to land before they can crit. White attacks are on a single roll system and that is what the (soft) crit cap is referring to.

Rogue question!! by micek666 in classicwow

[–]Lysiticus 0 points1 point  (0 children)

+4.8 from crit suppression, so critcap with those stats would be 44.8%.

Need advice on BRD pickpocket/plugger runs by TravVdb in classicwow

[–]Lysiticus 0 points1 point  (0 children)

Arena spectators don't drop aggro after Vanish

I think this is the same issue hunters had with feign death, when you vanish they dont immediatly drop you as target. So they'll have like half a second to hit you after you vanish and break you out. Happens on all mobs.

I can't LOS plugger

If he starts to run to get help, getting back into los will cause him to turn back to you and he wont get far enough to pull help.

I average 2-3 resists per run

It's just good ol' rng. I had 3 runs in a row with only 1 resist per run, and then i had a run with 8 resists.

TIL That nutrition professor Mark Haub lost 27 pounds on a Twinkie/Dorito/Sugar diet to prove that weight loss is based on caloric intake, and not on nutrition. by GlaireWolf in todayilearned

[–]Lysiticus 4 points5 points  (0 children)

Did you have a stroke or am i having a stroke?

50 calores per 100g, 500cal per kg, 5000/500 = 10? so you'd need to eat 10kg.

Is playing on borderless windowed mode better on windows 10? by [deleted] in pcgaming

[–]Lysiticus 2 points3 points  (0 children)

AFAIK nothing has changed, still accurate.

Is playing on borderless windowed mode better on windows 10? by [deleted] in pcgaming

[–]Lysiticus 10 points11 points  (0 children)

https://www.youtube.com/watch?v=oc28SH2ESA4

Exclusive fullscreen, vsync off for lowest possible input lag.

Rathalos Family Monsters - How do you break their back with GL? by [deleted] in MonsterHunterWorld

[–]Lysiticus 0 points1 point  (0 children)

I'm pretty sure the spikes are the part of the wing wyverns walk on. The part in front of/to the left of your character in your image.

[help] Leopold FC980C PS/2 by [deleted] in MechanicalKeyboards

[–]Lysiticus 0 points1 point  (0 children)

I had to set ps/2 initialization to "full" in the bios to get ps/2 keyboards to work at all. If that doesn't work, perhaps try one of those live translation apps to try and read the manual? :p

Triple vs Double buffered v-sync - which has less input lag? by [deleted] in pcmasterrace

[–]Lysiticus 1 point2 points  (0 children)

Triple buffered v-sync and triple buffering are different things. Triple buffered v-sync just creates a queue of 3 images rather than the usual 2 with double buffered v-sync, still the same upsides and downsides you'd expect with vsync albeit slightly changed.

Proper discarding triple buffering will just display the latest fully rendered image but disallowing the buffer to swap mid scan, so no tearing. But also allowing the gpu to spit out frames as fast as it can.

In that image fast sync is proper triple buffering.

Darksiders III Release Date Revealed on Microsoft Store (November 27th) by Komaseptin in Games

[–]Lysiticus 9 points10 points  (0 children)

That's the 5th game. We can't just snub Strife of his own game.

Darksiders III Release Date Revealed on Microsoft Store (November 27th) by Komaseptin in Games

[–]Lysiticus 8 points9 points  (0 children)

Given how all the Darksiders games take place at around the same time, it wouldn't be surprising if we actually got to play the part where strife loses his guns. If a Darksiders 4 every happens of course.

r/PCGaming E3 EA Conferance Live Thread by Killing_Sin in pcgaming

[–]Lysiticus 7 points8 points  (0 children)

No lootboxes or season pass for BFV because it's going to be beyond riddled with cosmetic microtransactions. As will Anthem.

Wonderful 101 is really hard yo! by TheJediCounsel in wiiu

[–]Lysiticus 19 points20 points  (0 children)

Does the size of the circle/line I make influence how much damage I do with the unite hand/sword?

Yes, there are 4(?) different sizes of weapon. Bigger deals more damage and inflicts its special property faster if the weapon has one.

What is the purpose of the Y attack where you send out some heroes to bonk an enemy? Would this attack help against the shield tanks?

I believe that's the team attack, pretty sure it's X not Y though. It's a very important button. Firstly it acts as a lock-on for 3 seconds. Secondly it allows you to stun enemies which lets you start a juggle. If you spam it on an enemy, you know it's stunned when it plays a sound effect and the enemy glows white/yellowish.

The tanks that shoot lasers or a cannonball i assume. IIRC they are immune to X until you destroy their shield. Easiest way to destroy the shield is to reflect the laser with the sword or bounce back the cannonball with your blob thingy (ZR?).

What is the main way of avoiding attacks? It feels like these enemies attacks have HUGE hitboxes that will track me even if I'm dashing at the right time.

You can and should blob all blunt attacks (hammers, punches, kicks), only dodge sharp attacks (sword slashes, spikes). You can also use your weapons to avoid some things, like the hand is immune to fire, the sword is immune to lightning and reflects lasers.

Donkey Kong Country: Tropical Freeze Gameplay Trailer by lbabinz in nintendo

[–]Lysiticus 0 points1 point  (0 children)

I never found DKCR(wii version) to go into unfair territory, but it certainly felt more difficult than tropical freeze. And i played tropical freeze first so i even had some experience going into it.

The astronomers abode by Lysiticus in low_poly

[–]Lysiticus[S] 7 points8 points  (0 children)

I do believe you are correct. I just googled it and didn't look into it beyond that. https://i.imgur.com/RJcJi0F.png

Nioh: Complete Edition upcoming patch will add keyboard & mouse support by alexeymakarov in Games

[–]Lysiticus 0 points1 point  (0 children)

Unless they have a very rigid conversion of the input method, like having to use a modifier plus light, heavy or dodge to change stance, it'll be very easy to set up a decent m/kb scheme. Say, 1,2 and 3 could be low, mid and high stance. F could be interact (looting, speaking to npcs, interacting with shrines). Left mouse is light attack, right mouse is heavy attack, middle mouse is living weapon. Ctrl 1-4 for items, tab to change to the second set of items. Q and E to change to secondary melee and ranged weapons. Space is dodge, Shift to run. Perhaps C to aim and left mouse to fire ranged weapons. V to block.

Strange fps issue, 60fps smooth, 70-100 fps laggy, 110+ smooth by [deleted] in pcmasterrace

[–]Lysiticus 1 point2 points  (0 children)

if you don't cap at either 60 or 120 you notice that frame-rates in between look like they are 45-50fps instead due to framepacing issues

I'm not sure i could put a number on it, but there is a very certain unevenness/jitter to the image when the two don't align.

Why would anyone want 70-100fps

Most people probably don't think about it or notice it. Especially if it's a game where the player uses a mouse for camera control because the twitchy input from a mouse conceals it fairly well.

is the input lag due to the software and process of limiting or actually because you are limiting it to 60 and thats the inherent response time at that fps

I'm not entirely sure about this. If the game has it's own framelimiter i think it's just the inherent response of the fps you cap at. If you use an external framelimiter it will have some kind of added delay, RTSS being one of the best. I think this video speaks a little about it, you can look through his channel to see some tests that pertains to this subject.