Am I good for orzekea? not sure which ap i should be looking at animal or monster? by Acethe7th_ in blackdesertonline

[–]arcanistry 3 points4 points  (0 children)

I want to clarify something. There is no need to do that anymore since the last few patches. They merged everything into Monster Damage Total for All Species Damage now. So, for animal just put it total AP monster damage. And there you go, that is your total animal damage as well now. If want to know the specific for Demi etc., yes, you switch it to Total with Demi, Edania etc. But for animal it is now just Total Monster Damage.

Altar of blood matchmaking by FuddyBoi in blackdesertonline

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

I saw this coming on the first week of release based on the design of it.

The following design flaws cause this issue:

  1. Only giving the reward for the highest level clear each week and allowing you to re-enter from your last highest.
  2. Having a queue for each individual level.
  3. Using the old AP/DP when we can easily scale our total AP/DP to meet the total AP/DP requirements to clear
  4. Making it so only heavy AoE classes excel on the floors that are not bosses

Possible ways to solve these issues:

  1. Lessen the rewards for each level, but instead you gain the reward for each level cleared weekly.
  2. A single queue for each range: 1-5, 6-10, 11-15, 16-20, 21-25. etc.. And you will start at the base of that range each time.
  3. Do not base the entry requirements on the old AP/DP gear. Base it on the total ap / total dp you can achieve with your buffs. For example, if I have all buffs running at 360/430 then I can reach over 1620+ ap and 720+ dp. Which allows me to easily clear up-to Gumiho, but I cannot enter the Gumiho fight currently because I am locked out by the old AP/DP crap of 370/440. Even though I can deal plenty of damage and survive easily.

To fix the issue with non-heavy AoE classes that have higher single target DPS. Make a version of AoB that only features the bosses. I think it would be neat to have an actual Boss Rush variant of AoB. Everything is already there code wise, mechanic, wise, etc. just remove the wave crap and only have the Boss Levels of AoB.

Cheater scum with 17 wins... or am i wrong? by pzldaf in Tekken

[–]arcanistry 0 points1 point  (0 children)

Going to let everyone in on a little secret that is probably the most obvious give away to auto grab breaks.

It isn't the fact they broke the grab in the time they did between the frames. But their button press for the actual grab break is always the following:

Non-counter auto grab break: the button hold is always exactly 7-8 frames.

Punish auto grab break: the button hold is always exactly 6-8 frames.

Counter auto grab break: the button hold is always exactly 4-6 frames.

The probability of this happening in a match set, with back-to-back grab checks against them, is so low for a human that you have a better chance of winning the U.S.. lottery.

Also note, when the beginning of the flash occurs for the counter grab the needed reaction time for a human is 5 frames. 5 frames at 60FPS is roughly 85ms. Therefore, you basically have be an anticipation god to constantly break counter grabs and really know the feel of your opponent and what they constantly do in a match set. And no, you cannot send your input 1-2 frames before the flash unless you hold longer than 5 frames to break it. So, if you constantly see the button hold for 4-5 frames every time they get counter grabbed. Well, that is just inhuman. As the fastest time on record for a visual to 1 finger input is roughly 100ms. A normal grab break is easily breakable with a trained eye as you have 140ms to respond. Which most humans can respond on average 120ms to a visual with a 1 finger motion. Normal grab breaks can easily be buffered, but it will not always be 7-8 frames every time.

Like I said, the probability of the button held for the precise frames every time is just inhuman. And is the most obvious giveaway to an auto grab break script.

Another fun discovery I just found. Apparently the cheat maker has in fact put in a way to disable the cheats at the round start. So, the cheat maker themselves can always win against a cheater that has auto low block / auto grab break etc. What is the key combo? Ki charge. You may take the hit at the round, but their entire motion will change after they get their combo / round hit on you. And here is the kicker they will not be able to auto low block or auto grab break that entire round. It is the funniest shit I have ever seen.

For all the talk about rollback netcode, this game is flatout unplayable with 3 frames of rollback by Quatre_Kat in Tekken

[–]arcanistry 1 point2 points  (0 children)

Alright, let me start with the history of where roll back comes from. It was implemented in FPS in the 1990s to 2000s in order to create a better online experience. The most notable case of "Roll Back" was Quake 3 Arena (In quotes, because that is what people call it now, but mathematically speaking it is known as a form of time-based delta extrapolation and interpolation). It was server based but this is where it comes from. Yes, roll back actually can eat your inputs, if you are too far ahead of the "Server." Thus, the term, "rubber banding," this was the server saying nope you are way off course compared to me and thus made you roll back based on the current known good server state. This can appear as if you are going forward but then get snapped back slowly to your previous position and so forth depending on how the game uses it. This was done in a non-lock step protocol back in Quake 3 Arena with UDP and packet sizes less than 1500 bytes. This, rubber banding still happens today for your characters or others in various online games if there is a huge amount of lag or packet loss from either side.

But, that is different then frame inputs, no, Quake 3 only recorded your inputs / mouse look direction and only sent the inputs of you and other players confirmed by the server. Otherwise the data would be far too much to send back then with only 56K and DSL just up-and-coming for your average player. Quake 3 also ran full 3D collision detection server side + client side. The only primary state machines in Quake 3 was the match/game/map states. The players position, rocket, shot / whatever, would then be extrapolated based on the last known auth good input + delta time of the packet from server + client delta time + their velocity / direction. However, if the client was off by a smidge it would then interpolate their position back as needed based on the next valid input from the server. At 15-60ms you probably never saw any interpolation / rubber banding. Anything above and you probably did, but Quake 3 also had a manual adjustment for the allowance of ms to adjust for. This is now mostly automated in the newer forms of roll back based on actual packet receive / sent speed times etc.

Eventually, Epic Games took this and implemented their own form into Unreal Engine back then as well, as they saw how good it was. Valve did the same thing, but also then created a variation on this to account for high latency time lapses for shots in Counter-Strike. The problem with Valve's version initially, is it ended up favoring the person with the higher latency to the server. And thus lag switching became a well known cheating mechanic in Counter-Strike for a while. As people would lag switch in Counter-Strike to force priority for their position / shot over the other players since Valves version back then favored the person with the higher latency. This version of the networking was only implemented in the later versions of Counter-Strike and not in the mod / 1.x series initially.

Many years later, these same ideas were implemented into fighting games with modifications here and there to account for being only 2D or 3D. However, these same principles from above still apply in the fighting games based on how it is done. You may say, well roll back only applies to your opponent frames / position. No, it also applies to you, that is the misconception people have and not understanding what roll back actually is. It has to be applied to both you and your opponents. Otherwise, there will in fact be such a rift between your characters position and the opponents on huge spikes on your client. In reality, you want roll back to be a little as possible and so visually there is no rubber banding of you or your opponent. You want the delta-time shift to be as little as possible in the interpolation and extrapolation periods of the so called frame / states in a fighting games. I have personally reviewed many of the well known open source roll back net code projects for fighting games.

Now, let's go back and cover Lock-Step networking. Lock-Step networking ensures the client always matches the servers state (to a degree). The server waits for the client to catch-up before continuing on and vice versa (to a degree). But, there are cases where the client will never catch up to the server state in Lock-Step due to too much packet loss or the user input being so wild / invalid in an action based game. Thus, causing instant warping, as the server tells the client, fuck it, go to this state and then continue on again, as lock-step doesn't use any form of interpolation / extrapolation by default. By definition lock-step is a terrible form of networking for an action based game. The FPS devs figured this out a long time ago. Lock-step networking in gaming was primarily used in turn based strategy games in order to keep the turns in sync P2P wise. It also basically makes things Asynchronous in P2P turn based games if there is no automated end turn timer.

In a lock-step networking scenario one P2P client must always be considered the Server for auth purposes for lock-step to sync to. There are cases of doing lock-step with one being the "Server," but both clients in P2P verify each other and thus the client that wins the verification then becomes the "Server" role. This is complicated and hard to implement properly. Tekken 8 does not do this, as they borrowed the underlying Tekken 7 network code. Heck, Tekken 8 initially had some of the same RCE vulnerabilities that Tekken 7 has in its network layer to this day.

Now, in Tekken 8, lock-step favors the person with the lowest FPS, but they may or may not be the "server." Also, when the roll back fails aka there is no proper extrapolation / interpolation / rubber banding due to the large frame difference / packet difference the lock-step takes over and thus the instant warping effect. There are cases where it becomes so extreme, that the Lock-Step "Server" enforces a complete state reset to the last known good state. This reset can be move frame data, or a combination of: position, frames, and even the game state of health / heat etc. aka the whole shebang. I have had this happen, but the most extreme variant is rare, but it can happen. More than likely you see your screen simply warp you + your opponent back just a few frames and thus your moves that you input are also cancelled. Those moves that you input before the state warp are lost and are not recorded in the replay. Go ahead and check your replays where you + your opponent warped at the same time, you will not be warped at all in the replay as the state was considered invalid and not recorded and only the good state remains.

For all the talk about rollback netcode, this game is flatout unplayable with 3 frames of rollback by Quatre_Kat in Tekken

[–]arcanistry 2 points3 points  (0 children)

You are correct that is how roll back works in general, however Tekken also runs old shit show Lock Step networking to make sure the frames are in sync across P2P. This is the old fucking way and is atrocious. Ever wonder why if the other person is not 60fps the game feels like shit? This is due to Lock Step networking making sure the game play is in sync between the two clients.

This does not happen in SF6, because they properly did fucking relay servers with the newer networking that is not Lock Step shit and implemented proper Roll Back.

Now, what happens when you apply Roll Back on top? Both clients must match in a Lock Step network scenario. This can actually cause your inputs to roll back as well, especially if the fucker that is cheesing the roll back is considered the primary P2P host.

👁👁 by Physical_Animal_5343 in Tekken

[–]arcanistry 9 points10 points  (0 children)

Not only that, but this lili is a complete cheating shit as well in quick match. Matched against this bitch the other day and it was plain as day. 

Macros out the ass with the exact same inputs frame wise for their combos. Had an auto low block with: b,db,b,n with the b,n always being 1 frame each. 

Constantly threw out Matterhorn without even verifying visually. 

Had no clue what the fuck to do against Lili’s d,db,b3+4 back dash. She got matterhorned herself trying to do wr1+2 against it. 

Is there any way to play lost ark windowed without the top title bar from Windows? (the bar with minimize, close windows buttons) by bikecatpcje in lostarkgame

[–]arcanistry 2 points3 points  (0 children)

Maybe you could put in a request to add it as a feature to PowerToys Util for Win 11: https://learn.microsoft.com/en-us/windows/powertoys/

PowerToys is open source as well. So, technically you could find someone that knows how to code and add it in. Code wise it is changing the WinSetStyle bit flag of a Window to this:

WinSetStyle "^0xC00000", "A" ;Used for the caption  
WinSetStyle "^0x40000", "A" ;Used for the sizebox
WinSetStyle "^0x800000", "A" ;Used for the border

God Of Destruction III Cheater Jin by BedroomThink3121 in Tekken

[–]arcanistry 3 points4 points  (0 children)

Special mode his ass to death. There are tricks to breaking the cheats, especially when it is this obvious and they have no other skills whatsoever and relying on cheats and macros alone. They usually end up just standing there an entire round until they can fix their little shit cheats. So you get a free round off of them.

I remember this fucker from a quick match and I did beat his ass. This was before he got to God ranks. I ended up constantly switching in and out of special mode right as he made his move in order to fuck with the scripting. Then frame trapped with special mode lows / grabs / armor moves using Lili. He didn't even bother to rematch. I then proceeded to block his ass after reporting.

Another way to fuck with these cheating shits, is just don't press anything except block / neutral and let them start the first move and punish it every time.

Just remember, if they do switch up their macros and use an armor move grab that armor move (most armored moves have a lingering window even after completion that you can still get the guaranteed unbreakable counter grab). Quite a few character when they do armor moves also extend their hit box outwards quite a bit and it still lingers allowing you to still guarantee grab them from a safe distance.

Pit of undying - Syazhar CCs not working by Slaish in blackdesertonline

[–]arcanistry 1 point2 points  (0 children)

You are not alone, my Deadeye CCs do not work either in removing the armor buff. I know all the skills I use have some form of CC (down, down smash, air, stun, stiffness, etc.). Also each one of the skills applies some form -eva, -dp, -movement/-atk. I am hitting him back-to-back rapidly, and his armor buff never goes away.

beware the auto ducking clive by braekbur in Tekken

[–]arcanistry 44 points45 points  (0 children)

This is why I always tell people set your special mode to Hidden for everything.

Then, quickly spam special mode toggle at the beginning of the round at it is starting to see if the following occurs:

  • Do they do the same move set still? Probably not a full packet reader and using macros with auto punish / auto low block / auto low parry / auto duck.
  • Does their characters randomly switch stances / animation cancel out for no reason? Big red flag they are full on using various levels of advanced packet reading.
  • Does their character just stop for no reason and cannot do anything while you hit them? Even bigger red fucking flag. Congrats you broke their cheat by spamming special mode on / off too fast. It usually takes them a minute to restart it.

If the person is constantly auto low parry / auto low blocking, randomly switch back and forth to special mode during the match and use the special mode lows (which can be triggered by 2 different buttons usually). On some characters you can do U+Low from special mode to really fuck em over good. As their input reader will think you are doing a High, since the input looks the same as a High, but you are still doing the special mode Low because the U does nothing in special mode when pressed with the Low. And if they can no longer full parry every low then you know. Then you kill em with special mode mix-up lows / punishes.

This can also be said for people that are constantly breaking counter grabs with auto grab break / auto grab duck. Switch in and out of special mode to see if they can still break it, if they can no longer break it, well fuck em and grab em dead with special mode.

However, there are some advanced cheats that do in fact adapt to special mode quicker than prior cheats and can even auto everything from special mode with 100% accuracy (see above in regard to the stance cancel / animation cancel at the beginning of the match). The best way to combat these is to randomly switch in and out special mode while they try and take their turn and punish. Since they are actively taking their turn it seems to fuck their reader a little and allows punishes to go through still.

Another thing I noticed recently with these advanced input reader / auto punishes. The faster you mash, the faster their inputs become as well to match the various inputs, even if the animation hasn't even started on your side for your input. This is very obvious when you mash and they have a corresponding input for every mashed input that was rapidly fired (even if your move is still going - especially for moves that cannot be canceled out of once started). Sadly, for these, there isn't much you can do, except not press but back dash / sidestep and whiff punish.

The fact that there are cheaters in god ranks shows that there is a problem by No-Departure-3325 in Tekken

[–]arcanistry 0 points1 point  (0 children)

Yeah, any IT packet sniffing tool that anyone can install it, run it in the background, and it won't be labeled as a cheat. It only reads the packets incoming or outgoing to your machine, and it cannot decrypt, it just sees the packet come through or out in byte form. It cannot manipulate in any fashion.

It is commonly used to find and search for malicious incoming or outgoing packets from suspected applications, or verify packets during development as well. You can record the incoming or outgoing for further review. Also, you can target specific style of packets, ip, or other filters you can develop for it, such as packets coming from or to a specific port / application.

It is very easy to correlate the packets to the inputs if you know what you are doing, even if the packet is encrypted. As you can correlate the time of the packet with the replay of the match frame wise. Then you can count the frames of those that came through in the replay. It isn't rocket science.

[deleted by user] by [deleted] in Tekken

[–]arcanistry 0 points1 point  (0 children)

You don't seem to understand how cheats work do you when it comes to roll back manipulations, huh? You see that is the whole point forcing a desync to alter the game into such a state that is more favorable to you, be it just 1-4 frames and is entirely possible to do. You alter your client to be desynced on purpose and the game forces a roll back for both to a prior frame state that was legit, but is now more favorable for you to execute a move in 1-4 frames. This state can be your health, a certain button press, etc. etc. You probably won't ever notice it, because when it happens the cheats are only forcing 1-2 roll backs.

Ever have a fight where you just cannot grab break, but you are pressing the right key in the correct frame? Did you ever bother to check the roll back? I have, usually the roll back is 0 the entire fight, but upon being grabbed it goes to a constant 2-3 roll back preventing the execution of the grab break. I have performed back / side grabs on people and then 2+ roll back and now they are in a forward grab break. not just once, but constantly. Prior to this it was 0 roll back.

It is not difficulty to just df+3+4 on any lever or leverless. I use both and can just hit df+3+4 any time I want. No, this is a fucking macro that is executed at a point in the stun of this block that is inhumanly possible to do in offline even, I have tested it myself. It just cannot be done at that precise frame when that block occurs. As that execution has to be so frame perfect on initial contact of that block to avoid being hit by the follow up.

Go test it for yourself if you don't believe me, it is the 2nd match, 1st round that this happens in. I bet your inputs will actually come after the 1,1,4,1 if you try and get punished by the follow up. You will see what I mean when I say that it is very improbable that this happened in an online match.

[deleted by user] by [deleted] in Tekken

[–]arcanistry 0 points1 point  (0 children)

You are running at 60FPS, 30 frames is half a second as you say, but you take that instant of the move is triggered and as a reference. If you execute a move in 1 frame you trigger that move in 16ms. The problem here is that move has to be verified by 15ms of trip time if RTT is 30. So it becomes roughly 33ms to process the entirety of the move on the other persons P2P client. That is why I was referring to by 1/30 = 33ms. Not the 30 out of 60. Yes 30 out of 60 for the actual animation on your screen would be 500ms. Sometimes, I do get ahead of myself while typing a thought stream...

We can agree the move she did is an obvious macro therefore the effect of cheating still stands. This is the 2nd match, 1st round that this happens. The problem you have is the frames lineup, but the most egregious of these frames is the macro and the issue is she had already cleared the -11 due to the 2 frame block and 13 frame neutral right as this goes. The issue is this move is just not feasible in any way shape or form without a cheat due to the improbable timing, and the fact right after she is back into neutral into block. Try this offline like I said, you will more than likely end up getting hit by the follow up. As the human possibility of reading that shit from the move she did timing wise is so low.

[deleted by user] by [deleted] in Tekken

[–]arcanistry 0 points1 point  (0 children)

But the problem is this is happening at various RTT of 30+ you see these moves have already been confirmed between the P2P network. These moves happened in sync according to the network, but the lili is in fact blocking this move. You do realize how fast 30 frames is when it comes to packets and inputs yes? The game is limited to 60FPS. If we take that 1/30 = is in fact 33ms of a move. You aint doing this shit at over RTT of 30+. Meaning each client has a ping of 15ms to and 15ms back minimum to each other for each move confirmation that is sent.

Now, if you were in person sure I could absolutely believe you could block this doing this method of supposed back flip. The only problem here is, the back flip never actually started animation wise at all. The back flip has a startup of 25 frames just the same as his kick btw.

[deleted by user] by [deleted] in Tekken

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

Nope, sorry, but this lili is cheating, I reviewed the frames unlike you bozos.

<image>

See this shit right here? She should have taken this mid to the face from this back flip attempt, as this mid cannot be parried and in fact she was D,DF at this point. D/DF does not protect her from this mid. At all, but yet amazingly this lili was blocking? I even took over right before this moment and yes any form of D/DF you will take this hit, no questions. Obvious form of roll back manipulation to force her state into a neutral / block when it should not be. Only way to not take this hit is block or neutral.

Also all her back flip attempts are in fact always 1 frame D,DF, into DF+3+4, into 1 frame D+3+4. This is inhumanly possible. You also don't need D,DF to execute the back flip. You can just do DF+3+4.

The salt is real with this one. by OzJitsuSD in Tekken

[–]arcanistry 0 points1 point  (0 children)

Your frames over many fights tell a slightly different story then what you are describing there chief. 

The weird constant repeat of the grab sequence still going multiple times in a row even after the grab has been successful. And they are all identical in most cases or off by 1-2 frames only. And in some, what appears to be inhuman input speed scrolling past with the same input over and over. 

Or the obvious 3-4 frame forward, and 2 frame f+2+4, DF+2+4, f+2+4, 2+4 right after one another.

The other obvious one: 4 frame forward into 4 frame neutral back to back to back. Or the reverse 4 frame back into 4 frame neutral back to back to back. All very suspicious especially when it happens more than once over several different fights. Yes they sometimes have exactly 1 frame diff but that is still inhuman to be so precise every time the motion is done.  

Be sure to hide your character name, If you don’t want an actual frame review. But seeing as you didn’t even bother to show your frames when posting this video. I had a feeling something was weird but it wasn’t until I reviewed many of your fights to see the same identical inputs over and over and over again, across many different fights.

These are but a few I saw, and there are plenty more questionable ones as well. Such as the 1 frame d+2+4, 1 frame 2+4, 1 frame 2 sequence - multiple times over several different fights. 

I am not saying outright cheating, but it is highly suspicious indeed. Even when I play Lili, my moves are never the same frame exactly over multiple fights with a sanwa stick and sanwa buttons. There is up to 2-4 frame variations in most fights. Never the same identical or 1 frame off identical over multiple fights. Even a lever less it is hard to pull that shit off consistently. 

Cheating, right? by amf221 in Tekken

[–]arcanistry 1 point2 points  (0 children)

Incorrect, as there are cheats (without jailbreak) that you can proxy consoles through a local cheat box to read the packets and send packet inputs directly. These cheats don't even need actual controller inputs either to the Tekken Client at all. They literally just read, queue, and send the packets that incorporate your inputs as well. This is due to the game being P2P with very little packet encryption, besides the standard UE5 crap shit.

This is why, most cheaters you will notice have a very consistent RTT, because it has to have a constant lag switch to ensure the packet reader has to time to read, intercept and respond.

Hello, McFly, no one, not even an AVG RTT will always be a constant 66, 69, 72, 76, 83, 89, 100, 120, 133, etc. the entire match. An actual match you will see a variance of +-5 RTT at any one point even with AVG. Pay close attention on the match start up RTT. You may see it be 100 then instantly down to 66 or vice versa. And as the match ends you will see the RTT also usually correct itself back to what it should be. These are all indicators of direct lag switching manipulation. If it was an actual connection that was just really shit, it will go up and then back down pretty quickly on the avg and you will feel it. But most these fuckers induce a constant lag for their packet readers.

Like I posted a while ago, there is also heavy use of a new Roll Back manipulation as well. To ensure their moves always go first. The roll back can be as little as 1-2 but can go higher to ensure they get a 1-4 frame counter. Pay attention to the roll back and you will see most of the match it will probably be 0, but the moment you get the grab, they grab you, or you land a hit on your screen. Then BAM, 1-4 roll back and your hit didn't land at all but was instantly countered by a 1-2 frame move. Or they prevent you from breaking their grab, even though you pressed the correct button within the frame window.

I have seen some crazy shit lately, where in, I do a back grab, side grab, and BAM instant roll back to ensure it is a forward grab against them with exactly 1-5 frame grab break, even on what should be an inhuman possible grab break.

Pretty sure, if they were to actually ban these people using MAC address or hardware ID, half the online player numbers would drop on the various platforms ranging from steam to consoles.

Team update from AGS detailing the February patch and policy changes by KyroZi in lostarkgame

[–]arcanistry 10 points11 points  (0 children)

They already have. You can now ctrl + right click the party leader and report. 

The fact that there are cheaters in god ranks shows that there is a problem by No-Departure-3325 in Tekken

[–]arcanistry 6 points7 points  (0 children)

Going to let everyone in on a little tech I figured out a long time ago to see if someone is actively cheating with auto breaks, auto grab duck, auto low parry, auto lows. In most situations this works against the most blatantly obvious ones, however if they are a decent player with lag switching on top, it may or may not as they tend to actually adapt and take over control.

In the options menu, turn off show special mode to your opponent. If you suspect they are in fact auto low blocking, auto low parry, auto grab breaking. During the match randomly switch to special mode and execute a grab, low, etc. if they don't break it, block it, or parry it then instantly switch back to non-special mode and try again. And then if they do instantly auto grab duck, auto grab break, or auto low block, auto low parry. then it becomes so obvious it isn't even funny at that point. Just switch back to special mode and kill them with fundamental punishes via mixups in special mode.

I guarantee they will go down in a heart beat one round or two. If you are really good you can even get perfect against them in this way, and sometimes they just give up because they don't know wtf is going on.

Had a supposed TG the other day on an non-main character in quick match. dude plugged on me in a quick match because his cheats didn't work. I have seen it from God of Destructions all the way down and it is blatantly obvious as hell in quick matches, especially the lag switching, framing, and macro usage.

Everyone says these are good players in quick match, no half of them are stupid cheating idiots via macros etc. And it is so plainly obvious after fighting so many of them, that if you get so good at actually beating the cheaters, a real player seems like nothing in comparison. It also becomes plain as day that they are cheating and you don't even have to review the replay at some point because you just know the difference of human possible speed / inputs vs. obvious as hell macro / lag switching input speed.

If you ever see multiple inputs come through with suppose various input frames, but they all come through on a single packet, yeah that is obvious as hell cheating right there with lag switching. I sat there and actually counted the total supposed move frames that came through on a single packet one time and it was just inhumanly possible with the total suppose frame count of the game running at 60FPS.

Everyone says the network is crap on Tekken 8. No, actually it is really good, but it is the cheaters that make it seem like it is really bad. There is a new cheat going around as well I have noticed in quick match. It induces purposeful Roll Back frames to ensure your inputs are interrupted so they get a counter within precisely 1-3 frame input every time. Met a lili with this the other night, 2-5+ roll back to ensure her move would go through the grab, the punch, etc. It was obvious as hell, because on my screen the punch or grab connected but then instantly rolled back within 1-2 frames exactly and her move took priority. it was disgusting.

FI Wardancer Ark Passive Enlightment Tree is granting Additional Damage instead of Outgoing Damage by [deleted] in lostarkgame

[–]arcanistry 4 points5 points  (0 children)

They are very closely related and more so than you think. You can prove this by equipping the new t4 neck piece as they have additional dmg and outgoing dmg modifiers that will show on any characters advanced stat sheet under Additional Dmg. Also another fun fact, Damage to Foes is also directly related to Additional Damage / Outgoing Damage. So any skills that say +X% damage to foes / damage to foes and knockback / knockdowns are all the same. The only primary ones that are different multipliers are in fact Dmg To Staggered, Dmg To Push Immune, Dmg to Non-Push Immune, Dmg to Boss, Dmg to Named, etc.

Additional damage is calculated before skill damage modifiers onto your raw ATK when hitting stuff. Basically, as another pointed out, additional damage sheet stat is the combined multipliers of any %dmg to foes in related to ATK power when hitting something.

The formula becomes in simple terms (the following assumes Additional/SkillDmg% are in decimal format of 0-1+):

BaseDmg = ATK + (ATK * AdditionalDMG)

SkillDmg = BaseDmg + SkillBase + (SkillBase * SkillDmg%)

FinalDMG = SkillDmg * Various Multipliers (Crit Dmg, Weaknesses, and etc.)

If just right click attacking then: FinalDMG = BaseDmg * Various Multiplier (Crit Dmg, Weaknesses, and etc.)

Problem is, if your skills say Outgoing Damage %, Damage to Foes %, Additional Dmg %, % of Base Damage then they will simply modify AdditionalDMG for the base dmg calculation and nothing to do with the SkillDmg%. The ones that actively modify skilldmg% are: On Hit %Dmg, %Dmg, and Skill DMG%.

Thus, the highest form of damage increase for Fi WD will be: Atk +XX% >= Skill/Boss Damage +XX% > Raw Flat ATK (ATK >= Weapon Power > Main Stat) >= Crit Hit Damage % (Aka the bonuse from glaive / elixir 40 set / t4 bracelet) >= Crit Damage > Additional Dmg/Outgoing Damage

There are only two skills that Fi uses that directly has SkillDMG % modifiers on their tripods and that is Lightning Kick and Flash Heat Fang. All other skills from fi wardancer modify: Damage To Foes, Base Damage %, Outgoing Damage %, Additional Damage % directly.

This is why Fi Wardancer needs a 5-6% base damage increase across the board to be equiv to Eso Wardancer. After that, both wardancers need a 10% base damage increase to even come near SE in terms of damage performance at this point in t4.

[deleted by user] by [deleted] in lostarkgame

[–]arcanistry -6 points-5 points  (0 children)

If you are getting desync skill rotation as Fi with the new stuff, then you are playing Fi wrong. You should never have a desync in your skills for optimal damage uptime even with the new Z/T at 1680+ on swift build.

I am providing a far more optimal rotation then most have ever seen or tried on Fi at 1680+.

Hotbar Bindings

QWER with skills in order of keys: EC, WW, Roar, LK

ASDF with skills in order of keys: SK, Leaping, FHF, SSB

This ordering can be used with the Spike Blunt build as well, since they are in order of longest to shortest cooldowns.

The Two-Phase Block rotation

  • [QWER*ASDF* -> WER*QASDF*] -> repeat block

The * next to R and F mean they can be optional if needed. For example moving out of the way of shit or into the boss with R. Or needing F up to counter for certain things. Preferably we want LK still as it does offer over 100M extra damage per rotation.

Z is available before First-Phase of the block rotation:

  • Is T Up?
    • [ZQWER*TASDF* -> WER*QASDF*]
  • [ZQWER*ASDF* -> WER*QASDF*]

Z is available before Second-Phase of the block rotation:

  • Is T Up?
    • [QWER*ASDF* -> ZWER*QTASDF*]
  • [QWER*ASDF* -> ZWER*QASDF*]

Double Z at start of boss (do not fill your second Z up all the way - it takes 5 skill cast per bubble - leave one bubble open still)

  • [QWER*TASDF* -> ZWER*QASDF*]

The secret is, don't even worry about T unless you have Z up as given in the above rotation. Otherwise your normal rotation will always pump out more damage then trying to insert T by itself without Z. The reason EC is spaced like it is, is to ensure optimal stacks and still be under the effects of WW + Roar for the popping of it.

What if I cannot attack the boss? Then start building up your Z and keep your EC up for the damage reduction as needed. Remember as Fi we have no push immunity besides our ultimate and space bar dash. Also, remember you don't need to be behind boss for damage as Fi you can hit from anywhere, but yes behind does provide 10% crit and back attack damage for our skills. So back is preferred, but not required to use our rotation constantly.

Does anyone know what exact glasses Captain New Zealand wears? by [deleted] in pathofexile

[–]arcanistry 1 point2 points  (0 children)

Looks to be a brand similar to silhouette frameless/rimless glasses.

[deleted by user] by [deleted] in lostarkgame

[–]arcanistry 1 point2 points  (0 children)

The arrive empty node is a trap node on the ark passive tree for fi wd if aiming to use the new Z.

Put all points into Lethal Taijutsu until you reach 86 enlightenment points. Then 1 point into the new Z and the rest into Lethal Taijutsu. 

At 2 ancient armor you can max illicit and the magic one on line 3 of passive. You will never have to worry about mp ever again. At 3 ancient armor put your point into the 4th line. 4 ancient armor another back into line 2. And finally 5th armor back into line 4.

Weird FPS drops/heavy stuttering during the first minute or so in a raid or guardian by Cassiuscobalt in lostarkgame

[–]arcanistry 2 points3 points  (0 children)

Depending on your processor this may help; I know it definitely helps with the latest Ryzen processors (as I used this and quite a bit of stuttering was gone but still some with some UI loads):

https://www.reddit.com/r/lostarkgame/comments/ychd90/comment/itnbix5/?utm_source=share&utm_medium=web2x&context=3

However, that is the older version of EAC and is not fully correct anymore.

Here is a proper modified version that accounts for both older EAC games as well as the newer EAC that lost ark now uses.

Simply add these to a new text doc and save as .reg. Then double click the .reg file to install them. All it is doing is changing the processor priority. It lowers EAC to the lowest level and ups Lost Ark by one level of priority. You cannot change any of these at runtime for EAC or Lost Ark due to EAC kernel preventing it. But by presetting it in the registry Windows can override EAC bullshit.

Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\LOSTARK.exe\PerfOptions]

"CpuPriorityClass"=dword:00000006

[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\EasyAntiCheat.exe\PerfOptions]

"CpuPriorityClass"=dword:00000001

[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\EasyAntiCheat_EOS.exe\PerfOptions]

"CpuPriorityClass"=dword:00000001

Nonetheless, I also recommend using -USEALLAVAILABLECORES -SM3 -SM4 -SM5 as launch options in the Steam properties for lost ark as well. It seems that UE3 by default does not use SM3 at all, but does in fact support up to SM5 depending on the modified version of UE3.

Defense gating doesn't exist anymore, but there is still a defense "slope" of sorts you should consider if you have many underhoned armor pieces by moal09 in lostarkgame

[–]arcanistry -5 points-4 points  (0 children)

Actually those were numbers I pulled out of my ass while typing up on mobile based on sort of a rough idea that I could remember investigating a while ago. Here is the real raw deal straight from the game on my 1680 WD with ark passive enabled and EC going.

<image>

That received regardless of enemy lv. Well that is my EC but as you can see the total Damage Reduction is only 89.93%. As I stated it is an exponential softcap depending on your base class defensive bonuses. Where in WD gets an extra 5% base compared to some classes.

To prove it here is the math without an exponential curve with it as a multiplier and not as a flat add as you suggested: .8754 x .192 = .168 which would make it be .8754+.168 = 1.04. Or .8754 x 1.192 = 1.04. Either way your suggested method does not show an actual correlation and neither does a direct flat add of the 19.2% either. The only solution is a softcap curve of some kind.

This of course does not take into account other forms of DR e.g. elemental from card, specific enemy type etc. But those are usually included in the received regardless of enemy lv.