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CC Changes On Float and Damage NOT Going Off On Imune When NOT In iFrames.

Discussion in 'Resolved' started by DarknessBDO, Jul 2, 2018.

  1. DarknessBDO

    DarknessBDO New Member

    Joined:
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    Bug Name:
    CC Changes On Float and Damage NOT Going Off On Imune When NOT In iFrames.
    Bug Description:
    Skills: Any skills with floats on them. Example used in video:
    https://bdocodex.com/us/skill/2119/ Serpent Ascension III
    https://bdocodex.com/us/skill/944/ Floor Sweeping II
    Class: ANY
    Skill Name:: Serpents, or any other skill
    Skill Level: lvl 1-max
    What the skill is doing: Not floating on ground and missing damage when its immune. Floating doesn't work on server even after waiting on get up, when it does get up it immune all damage because of the other bug.
    What is expected of the Skill: To float on ground disregarding the cc limit and damaging even if its immune.
    How to reproduce/proof:
    RETAIL:
    A round up for the cc changes on retail, you can watch the floating part from this link.
    Time-Stamp: 1m22sec's Video:


    GAMEZ_BDO:
    Gamez view of skills, (Watch whole video with different tests. long and short nothing changes and damage is immune when cc doesn't go off.)
    Video Link:

    (Watch whole video with different tests. long and short nothing changes and damage is immune when cc doesn't go off.)

    Convo with Kolka stating any class is valid for this test: https://i.imgur.com/5PB9syS.png
     
  2. LordXenon

    LordXenon Proficient

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    This isn't true nor is it a bug.
    What's going on here is that gamez uses the old cc system from retail, not the new one.

    Old System
    Certain cc limits are applied in certain situations.
    Combos are as follows:
    Opponent is standing -- Stiff -> Stun; Stun -> Stiff; Stiff -> Stun -> Stiff; Stun -> Stiff -> Stun. Maximum of 3 of these in a chain before their resistance is heavily raised to the next stiff or stun. You cannot do two stiff or stuns in a row. Knockbacks can follow up on either one.
    Opponent is standing into a knockdown -- Rules as above apply, followed up by a bound, knockdown, or float. Opponent is grounded now. No float, bound, or knockdown can be applied until after the opponent gets up again, except on one occasion. A Ninja grabs an enemy with flash bondage, waits for the bound to finalize, and follows up with a serpent, which will float them off the ground. Otherwise -- Knockdown/Float/Bound -> Downsmash -> Grab -> Downsmash -> Grab -> Downsmash or Knockdown/Float/Bound -> Grab -> Downsmash -> Grab -> Downsmash.
    CCs can be evaded via the evasion stat.

    New system
    Stun variant = Knockback or stun. Grounding variant = float, bound, or knockdown.
    Hard enforced cc limit counter of 2. When that counter value is met, 5 seconds of cc immunity is gained. There's a default 5 second immunity to grabs gained when a grapple effect is completed on the character.
    Stiff is worth 0.7 of that 2 counter, everything else is worth 1.
    2 Stiffs can be applied together, followed by one stun variant, one grab, or one grounding variant.
    One stun can be applied together with one grab or one grounding variant.
    One grab can be applied with one grounding variant or two grounding variants can be applied together.
    All grounding variants can be placed on a target regardless of their standing or grounded position as long as they haven't previously hit their cc limit, unlike the old system.
    Stiffs and stun variants will not effect a grounded target.
    Airsmash is now 100% guaranteed. Downsmash is now a 30% chance to apply, can be applied infinitely as long as the target is grounded.
    CC limits are unique to the attacker, and not the target. Meaning that if Player A reaches his 2 cc limit on Player B, Player B is now immune to Player A's CC but not Player C's until Player C hits his 2 cc limit.
    CCs can no longer be evaded via evasion stat, and are only effected by resistance. CCs are first hit of a skill on a target only, additional hits will not apply a cc. As an example:
    Skill A has a hit count of 8, float on good hits. If the skill is used, hit one does not reach the enemy, but hit 2-8 do, hit 2 will apply cc while hit 3-8 will not. Hit 1 isn't applied at all. If we were to hit on hit 1, hit 2-8 would not apply cc to the enemy. Any hit of a skill can apply cc, but only the first one to hit the enemy will apply cc. The rest won't.
     

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