Issue information

Issue ID
#67
Status
Working as Intended
Severity
None
Started
Hercules Elf Bot
Sep 18, 2007 18:43
Last Post
Hercules Elf Bot
Sep 18, 2007 18:43
Confirmation
N/A

Hercules Elf Bot - Sep 18, 2007 18:43

Originally posted by [b]theultramage[/b]
http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=67

This topic documents the observed behavior of the knight quest skill 'Charge Attack'.
All info was thoroughly tested and is accurate for Aegis episode X.4.
Please report any official updates to this skill here.

This skill has five notable components
  • range
    This skill's range is 9 cells aegis-wise (9 cells between you and target), meaning... range 9 on eathena as well?.
    The range doesn't extend when holding a spear.
    There are no max. escape distance criteria - the target can run away, but the skill will still hit successfully.
    The skill will only start casting if there is a direct walkable line to the target - shoot-through squares in moc_pryd03 or in aldeg_cas01 emproom don't work.
  • cast time
    Cast time gets (obviously) calculated at cast-time. 0-2 cells spacing = 1x, 3-5 = 2x, 6-8 = 3x, 9 = 3x also.
  • damage
    Damage is also calculated at cast time. 0-2 cells spacing = 1x, 3-5 = 2x, 6-8 = 3x, 9-inf = 3x also.
  • translocation
    On WoE grounds, this skill has no position-change effect.
    On non-WoE grounds, this skill will move the knight on top of the target.
    The position change will always succeed, because hard pathfinding is used (walls/obstacles don't block it) when tracing the path.
    It is also able to get you out of situations like Ankle Snare, Fiber lock or Close Confine (but you won't be able to walk until the status ends).
  • knockback
    On WoE grounds, this skill has no knockback effect.
    On non-WoE grounds, this skill will cause knockback equal to the distance between the knight and the target (17 cells were successfully achieved during test).
    The knockback direction is always to the left, because that's the default aegis choice when source and target stand on the same cell.
Known glitches
  • If the target (player) runs out of view range, the client won't display the damage numbers, skill animation or flinch animation.
    You can tell that it hit by noticing the HP loss and the 'pull-back' (return a few cells back due to a fixpos packet not acknowledged by the client).
  • If the target moves behind an obstacle, the skill succeeds only partially: translocation happens, but the attack doesn't
    (no animation, no damage, no knockback) !!!.
  • It does not matter how far the target runs - even snapping across 2 screens isn't enough to escape. But if the target flywings, the skill will not trigger, even if the target teleports right next to the knight.


This post has been edited by theultramage: Mar 11 2008, 07:50 AM