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Multihits: most frustration problem with "The Underlurker"


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As is has posted already someware and often discussed with other players the most commen reason for wiping at "The Underlurker" ist that he Multihits some player so he gets an hard drop which cant be compensated in time or an instand death, all cursed by Multihits. So Players doesn't get one hit from on attace of the boss (about 5+15k depens on ability, class and disciplin) but up to ten hits is the most i have ever seen. An average attace of "The Underlurker" hits a player 4 times.

We have long discussed and observed where the problem could come from. So we also looked at the combatlog and what ever we could reach for information. At least we observed some more Problem and so we concluded that ther is an problem with the server client synchronisation. The biggest problem hiere is that the server/client don't check the time stamp or id of the information they get and also don't ignore information they already got. So Players get multihits or get proted out of functional areas.

Maybe there can something be fixed or improved.

 

 

Ok, again, step by step.

 

Everyone who has done "The Underlurker" in hm know the he somtimes or more likely often mak Peopel harddrop or even one hit them with abilitys whish schould only do about 5- 15k dmg.

 

If u read the combatlog, by parser od by hand u'll see that u got more that one hit by the same abilytie at the same time (same timestamp). that what we called Multihit.

 

And no CrazyGreggy when an ablity is intendet to do more than one hit thes doesn't get the same timestamp.

 

In our raidgroupe are maney people with informatics background, some are also programmers, so we also talked about network problems, server-client-komunikations-problems and much more.

 

Ist commen that somtimes pakiges get lost or deleyed while the trvel through the net, ist no problem, as long as enuve get to the target to deliver the information. On long ways sometimes pakejes get also doubled.

 

To prevent that somthing is counted to often, most programmer uses headder for ther information to identifie them clearly mostly they use an timestap in it. Ant when they get an packed they chack wether they have it already or whether it isn#t up to date anymore. This prevents at least in part for rubberbands and Multihits.

 

So we intended to ask wheser ther is such an identifikation in the client-server-komunikation, whether thery use it or whether ther are reasons why not.

 

Maybe this is more simpel or english to understand. normaly i dont use so many sentence when it ist one thought and can be written in one, but that not what they do in english.

Edited by grinsh
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Hier also an part of an combatlog:

 

[21:12:29.298] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [Hurl {3426125476790272}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (8654 kinetic {836045448940873}) <8654>

[21:12:29.298] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [Hurl {3426125476790272}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (8654 kinetic {836045448940873}) <8654>

[21:12:29.298] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [Hurl {3426125476790272}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (8654 kinetic {836045448940873}) <8654>

[21:12:29.384] [@Marn'ktar] [@Marn'ktar] [ion Pulse {2199843594305536}] [Event {836045448945472}: AbilityActivate {836045448945479}] ()

[21:12:29.384] [@Marn'ktar] [@Marn'ktar] [] [spend {836045448945473}: energy {836045448938503}] (15)

[21:12:29.704] [@Shîgû] [@Marn'ktar] [slow-release Medpac {3406415871868928}] [ApplyEffect {836045448945477}: Slow-release Medpac {3406415871868928}] ()

[21:12:29.742] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [ion Pulse {2199843594305536}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (2318* elemental {836045448940875}) <4636>

[21:12:29.904] [@Shîgû] [@Marn'ktar] [Kolto Cloud {1147159994957824}] [ApplyEffect {836045448945477}: Heal {836045448945500}] (731) <329>

[21:12:29.994] [@Marn'ktar] [@Marn'ktar] [] [Restore {836045448945476}: energy {836045448938503}] (1)

[21:12:30.578] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [smash {3484519852146688}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (7789 kinetic {836045448940873}) <7789>

[21:12:30.578] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [smash {3484519852146688}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

[21:12:30.579] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [smash {3484519852146688}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (7789 kinetic {836045448940873}) <7789>

[21:12:30.579] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [smash {3484519852146688}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -miss {836045448945502}) <1>

[21:12:30.797] [@Shîgû] [@Marn'ktar] [Kolto Cloud {1147159994957824}] [ApplyEffect {836045448945477}: Heal {836045448945500}] (731) <329>

[21:12:30.798] [@Marn'ktar] [@Marn'ktar] [Adrenaline Rush {801251918872576}] [Event {836045448945472}: AbilityActivate {836045448945479}] ()

[21:12:30.799] [@Marn'ktar] [@Marn'ktar] [Adrenaline Rush {801251918872576}] [ApplyEffect {836045448945477}: Adrenaline Rush {801251918872576}] ()

[21:12:30.799] [@Marn'ktar] [@Marn'ktar] [Adrenaline Rush {801251918872576}] [ApplyEffect {836045448945477}: Heal {836045448945500}] (774) <774>

[21:12:30.885] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [shocked {2044520397013249}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (123 energy {836045448940874}) <986>

[21:12:31.034] [@Fagos] [@Marn'ktar] [Healing Trance {812964294688768}] [ApplyEffect {836045448945477}: Heal {836045448945500}] (3007) <1353>

[21:12:31.142] [@Marn'ktar] [@Marn'ktar] [Adrenaline Rush {801251918872576}] [ApplyEffect {836045448945477}: Heal {836045448945500}] (774) <774>

[21:12:31.143] [@Marn'ktar] [@Marn'ktar] [stockstrike {801367882989568}] [Event {836045448945472}: AbilityActivate {836045448945479}] ()

[21:12:31.144] [@Marn'ktar] [@Marn'ktar] [] [spend {836045448945473}: energy {836045448938503}] (15)

[21:12:31.144] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [shocked {2044520397013249}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (186* energy {836045448940874}) <1489>

[21:12:31.145] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [ion Cell {801312048414720}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (514* energy {836045448940874}) <1028>

[21:12:31.312] [@Marn'ktar] [@Marn'ktar] [Adrenaline Rush {801251918872576}] [ApplyEffect {836045448945477}: Heal {836045448945500}] (774) <774>

[21:12:31.656] [@Vicayah] [@Marn'ktar] [Force Valor {875503313485824}] [RemoveEffect {836045448945478}: Fortification {875503313486158}] ()

[21:12:31.656] [@Marn'ktar] [@Marn'ktar] [Pulse Engine {3172602147241984}] [RemoveEffect {836045448945478}: Pulse Engine {3172602147241984}] ()

[21:12:31.656] [@Vicayah] [@Marn'ktar] [Force Valor {875503313485824}] [RemoveEffect {836045448945478}: Lucky Shots {875503313486145}] ()

[21:12:31.657] [@Vicayah] [@Marn'ktar] [Force Valor {875503313485824}] [RemoveEffect {836045448945478}: Force Valor {875503313485824}] ()

[21:12:31.657] [@Vicayah] [@Marn'ktar] [Force Valor {875503313485824}] [RemoveEffect {836045448945478}: Force Might {875503313486141}] ()

[21:12:31.657] [@Marn'ktar] [@Marn'ktar] [Power Screen {2842082938978304}] [RemoveEffect {836045448945478}: Power Screen {2842082938978304}] ()

[21:12:31.657] [@Shîgû] [@Marn'ktar] [Kolto Cloud {1147159994957824}] [RemoveEffect {836045448945478}: Kolto Cloud {1147159994957824}] ()

[21:12:31.658] [@Shîgû] [@Marn'ktar] [Kolto Cloud {1147159994957824}] [RemoveEffect {836045448945478}: Invigorated {1147159994958254}] ()

[21:12:31.658] [@Shîgû] [@Marn'ktar] [slow-release Medpac {3406415871868928}] [RemoveEffect {836045448945478}: Slow-release Medpac {3406415871868928}] ()

[21:12:31.658] [@Marn'ktar] [@Marn'ktar] [shield Enhancers {3389991916929024}] [RemoveEffect {836045448945478}: Shield Enhancers {3389991916929024}] ()

[21:12:31.658] [@Marn'ktar] [@Marn'ktar] [Adrenaline Rush {801251918872576}] [RemoveEffect {836045448945478}: Adrenaline Rush {801251918872576}] ()

[21:12:31.659] [@Fagos] [@Marn'ktar] [Rejuvenate {812809675866112}] [RemoveEffect {836045448945478}: Protected {812809675866388}] ()

[21:12:31.659] [@Fagos] [@Marn'ktar] [Rejuvenate {812809675866112}] [RemoveEffect {836045448945478}: Rejuvenate {812809675866112}] ()

[21:12:31.660] [@Marn'ktar] [@Marn'ktar] [sprint {810670782152704}] [ApplyEffect {836045448945477}: Sprint {810670782152704}] ()

[21:12:31.660] [@Marn'ktar] [@Marn'ktar] [] [Restore {836045448945476}: energy {836045448938503}] (1)

[21:12:31.709] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [Neural Jolt {801316343382016}] [RemoveEffect {836045448945478}: Taunt {801316343382296}] ()

[21:12:31.728] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [stockstrike {801367882989568}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (3720* kinetic {836045448940873}) <7441>

[21:12:32.119] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [Melee Attack {3411415213801472}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (4154 kinetic {836045448940873}) <4154>

[21:12:32.119] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [Melee Attack {3411415213801472}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (0 -dodge {836045448945505}) <1>

[21:12:32.119] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [Melee Attack {3411415213801472}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (4155 kinetic {836045448940873}) <4155>

[21:12:32.120] [The Underlurker {3462263331618816}:4327002480407] [@Marn'ktar] [] [Event {836045448945472}: Death {836045448945493}] ()

[21:12:34.243] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [shocked {2044520397013249}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (116 energy {836045448940874})

[21:12:35.449] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [static Field {2043940576428032}] [RemoveEffect {836045448945478}: Trauma (Physical) {2043940576428330}] ()

[21:12:35.966] [@Fagos] [@Marn'ktar] [Revival {812826855735296}] [ApplyEffect {836045448945477}: Tenuous Force {812826855735572}] ()

[21:12:37.294] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [shocked {2044520397013249}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (116 energy {836045448940874})

[21:12:37.294] [@Marn'ktar] [The Underlurker {3462263331618816}:4327002480407] [ion Overload {2044520397012992}] [RemoveEffect {836045448945478}: Shocked {2044520397013249}] ()

[21:13:11.231] [@Marn'ktar] [@Marn'ktar] [] [Event {836045448945472}: Revived {836045448945494}] ()

[21:13:13.176] [@Zin'thara] [@Marn'ktar] [Force Valor {875503313485824}] [ApplyEffect {836045448945477}: Force Valor {875503313485824}] ()

[21:13:13.178] [@Zin'thara] [@Marn'ktar] [Force Valor {875503313485824}] [ApplyEffect {836045448945477}: Force Might {875503313486141}] ()

[21:13:13.179] [@Zin'thara] [@Marn'ktar] [Force Valor {875503313485824}] [ApplyEffect {836045448945477}: Lucky Shots {875503313486145}] ()

[21:13:13.179] [@Zin'thara] [@Marn'ktar] [Force Valor {875503313485824}] [ApplyEffect {836045448945477}: Fortification {875503313486158}] ()

[21:13:13.746] [@Marn'ktar] [@Marn'ktar] [Fortification {1781488009871360}] [Event {836045448945472}: AbilityActivate {836045448945479}] ()

[21:13:13.747] [@Zin'thara] [@Marn'ktar] [Force Valor {875503313485824}] [RemoveEffect {836045448945478}: Fortification {875503313486158}] ()

[21:13:13.747] [@Marn'ktar] [@Marn'ktar] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Fortification {1781488009871360}] ()

[21:13:13.747] [@Marn'ktar] [@Fagos] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Fortification {1781488009871360}] ()

[21:13:13.747] [@Marn'ktar] [@Shîgû] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Fortification {1781488009871360}] ()

[21:13:13.747] [@Marn'ktar] [@Zin'thara] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Fortification {1781488009871360}] ()

[21:13:13.748] [@Marn'ktar] [@Imperiús] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Fortification {1781488009871360}] ()

[21:13:13.749] [@Zin'thara] [@Marn'ktar] [Force Valor {875503313485824}] [RemoveEffect {836045448945478}: Lucky Shots {875503313486145}] ()

[21:13:13.749] [@Marn'ktar] [@Marn'ktar] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Lucky Shots {1781488009871626}] ()

[21:13:13.749] [@Marn'ktar] [@Fagos] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Lucky Shots {1781488009871626}] ()

[21:13:13.749] [@Marn'ktar] [@Shîgû] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Lucky Shots {1781488009871626}] ()

[21:13:13.749] [@Marn'ktar] [@Zin'thara] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Lucky Shots {1781488009871626}] ()

[21:13:13.750] [@Marn'ktar] [@Imperiús] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Lucky Shots {1781488009871626}] ()

[21:13:13.750] [@Zin'thara] [@Marn'ktar] [Force Valor {875503313485824}] [RemoveEffect {836045448945478}: Force Valor {875503313485824}] ()

[21:13:13.750] [@Marn'ktar] [@Marn'ktar] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Valor {1781488009871637}] ()

[21:13:13.750] [@Marn'ktar] [@Fagos] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Valor {1781488009871637}] ()

[21:13:13.751] [@Marn'ktar] [@Shîgû] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Valor {1781488009871637}] ()

[21:13:13.751] [@Marn'ktar] [@Zin'thara] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Valor {1781488009871637}] ()

[21:13:13.751] [@Marn'ktar] [@Imperiús] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Valor {1781488009871637}] ()

[21:13:13.751] [@Zin'thara] [@Marn'ktar] [Force Valor {875503313485824}] [RemoveEffect {836045448945478}: Force Might {875503313486141}] ()

[21:13:13.751] [@Marn'ktar] [@Marn'ktar] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Might {1781488009871651}] ()

[21:13:13.752] [@Marn'ktar] [@Fagos] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Might {1781488009871651}] ()

[21:13:13.752] [@Marn'ktar] [@Shîgû] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Might {1781488009871651}] ()

[21:13:13.752] [@Marn'ktar] [@Zin'thara] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Might {1781488009871651}] ()

[21:13:13.752] [@Marn'ktar] [@Imperiús] [Fortification {1781488009871360}] [ApplyEffect {836045448945477}: Force Might {1781488009871651}] ()

 

It took the Underlurker 3 globle cooldowns to kill an full life tank while getting healed, how shall any groupe compensate such boss dynamiks if they don't get lucky?

Edited by grinsh
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One more point why hier should somthing be impruved: "The Underlurker" seems only be the Boss where ist causes the most problems (wipe after wipe cause of missing luck), it also makes problem by other pve challenges and much more in pvp.

In pvp u get jumping Player position because of the same problem, or using u stumbrack and u remain stund.^Also the rubberbandeffekt is caused by this.

Edited by grinsh
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BioWare have this thing about wanting massive damage on the tanks to keep the healers on their toes, but their approach to spike damage is to divide the big hits up into smaller components to give the spikier tanks ie shadows/assassins, a chance to survive as their mitigation is much more shield-based than the other tank classes.

 

Sometimes they screw the methodology up.

 

It's BioWare.

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Maybe u review ur post when u get for 100% to 0 in one attace (jump) as Sorcerer or Sage cuz u get 5 times 15k dmg. This doesn't happen to often but if u have read the thred ist happen often enuve. And the longe the fight goes the more likly "bad things" are happening. But sometimes u have lunk and u and ur teams dont fail, than u can kill him. But normaly not in thurstday evenings.
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I don't mean to be rude but man I can barely understand a tenth of what you wrote in those posts...

 

Yes, underlurker is buggy as hell... He sometimes hits people for 40k give or take. Sometimes the cross will be green and kill 1-2 players while hitting many more for 20-40k. Sometimes the cross will turn red and no damage will go out at all.. couple minor hits on the tanks... It's a very buggy boss... Will/CAN bioware do something to fix this? Not before 4.0... Maybe they will have it working better when that happens but, I wouldn't hold your breath.

 

But really dude, i'm guessing your main language is not english, so I suggest you get google translate to type this stuff out for you because I don't really know what you were saying in many of your posts..

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Ok, again, step by step.

 

Everyone who has done "The Underlurker" in hm know the he somtimes or more likely often mak Peopel harddrop or even one hit them with abilitys whish schould only do about 5- 15k dmg.

 

If u read the combatlog, by parser od by hand u'll see that u got more that one hit by the same abilytie at the same time (same timestamp). that what we called Multihit.

 

And no CrazyGreggy when an ablity is intendet to do more than one hit thes doesn't get the same timestamp.

 

In our raidgroupe are maney people with informatics background, some are also programmers, so we also talked about network problems, server-client-komunikations-problems and much more.

 

Ist commen that somtimes pakiges get lost or deleyed while the trvel through the net, ist no problem, as long as enuve get to the target to deliver the information. On long ways sometimes pakejes get also doubled.

 

To prevent that somthing is counted to often, most programmer uses headder for ther information to identifie them clearly mostly they use an timestap in it. Ant when they get an packed they chack wether they have it already or whether it isn#t up to date anymore. This prevents at least in part for rubberbands and Multihits.

 

So we intended to ask wheser ther is such an identifikation in the client-server-komunikation, whether thery use it or whether ther are reasons why not.

 

Maybe this is more simpel or english to understand. normaly i dont use so many sentence when it ist one thought and can be written in one, but that not what they do in english.

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I'm not sure but I think you are referring to split attacks, which was actually put in by Bioware at request of or result of player feedback during 2.X.

 

Eg if a single 50k unmitigated attack is split into 10 simultaneous 5k unmitigated attacks, the probability of not defending/shielding all 10 and taking the full 50k unmitigated damage is much less likely than not shieldijg the single 50k attack. This was put in to reduce spike damage Shadows were suffering from in NiM SnV especially where certain attacks could one-shot if not shielded.

 

If that's not what you were talking about then ignore this comment.

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I'm not sure but I think you are referring to split attacks, which was actually put in by Bioware at request of or result of player feedback during 2.X.

 

Eg if a single 50k unmitigated attack is split into 10 simultaneous 5k unmitigated attacks, the probability of not defending/shielding all 10 and taking the full 50k unmitigated damage is much less likely than not shieldijg the single 50k attack. This was put in to reduce spike damage Shadows were suffering from in NiM SnV especially where certain attacks could one-shot if not shielded.

 

If that's not what you were talking about then ignore this comment.

 

Pretty sure it IS what he's talking about but thinks it's not intended.

 

To the OP: You either weren't in tank stance or didn't have tank gear(especially a shield) equipped. As a Vang tank not shielding even 1 attack out of 10 and dodging only one simply isn't possible. Or maybe you forgot to repair your gear(happend to me once, charged Lurker, get hit by 30k ->insta death)

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Pretty sure it IS what he's talking about but thinks it's not intended.

 

To the OP: You either weren't in tank stance or didn't have tank gear(especially a shield) equipped. As a Vang tank not shielding even 1 attack out of 10 and dodging only one simply isn't possible. Or maybe you forgot to repair your gear(happend to me once, charged Lurker, get hit by 30k ->insta death)

 

Yep, but he's already had a pop at me for suggesting that. As it appears your first language is also German, maybe you can explain it to him :)

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Yep, but he's already had a pop at me for suggesting that. As it appears your first language is also German, maybe you can explain it to him :)

 

Yeah, if he asks nicely :p

 

Seriously, someone coming to this forum, only ranting about stuff they don't understand in barely readable english and then telling people who explain it to read his posts again... Can't say I have a sudden urge to explain it to him/her in a language he can understand ;)

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First, i didn't get what u where intending to say and also dont get what it ist to do with this problem, cuz sometime u get 1 hit for an attack, its reals seldom, and sometimes u get 10 hits for thesame attack. Most of the time its about 3 to 4 hit from it. But it apears to mit that on some evenings u cant du The Underlurker, cuz he hits much more often,then on outher days, one Thursdays we can't do him, even if we have our best group setup, on Thusedays we only have little problems even if we have to carry someone through.

 

And i postet an Tank log cuz it got much more hits from The Underlurker to show what i mean, but it happen also that he onehits some of our dds with his jump cuz of multihits. I didn't do the boss as dd or heal recendly so i have no log for that at the moment.

 

But if Multihits are intended as u say, why isn't the number of hits constant. It feels more like Orlok hm/nm in upcoming 3.0, wher his adds did one hit people where they didn't does damge bevor.

 

And maybe the posted log is an bad example cuz it could be only an unlucky try an a "good" day.

 

And that with the timestamp and id it is for attacks like hammershot and so one, do anyone know when or where the released noths about damagesplitting on abilities of "The Underlurker" or are u only guessing that it may work hier the same.

Edited by grinsh
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The split attack was put in as a response to feedback about the city boss in Scum and Villainy, his "terminate" style attack on the tank was initially a one point of damage that was something like 45k damage, at the time this was a lot higher than any health pool and completely put the fight on a minimal amount rng rolls of the tanks' defense stats. In response to this they made it several attacks that occur at the same time but for a reduced damage of about 10k so that you have 4-5 chances of rng working in your favor and the tank surviving the attack but still taking a large amount of damage. They then continued doing this for all new content after the change as a way to make some insane spike damage points more navigable.

 

Working as intended

 

As to dps getting hit, I believe KBN explained it in another thread similar to this that when underlurker has a successful cross there is still a couple hits of random damage that go out supposively on random targets; however, at times these randomly targeted 5-10k hits can all target the same person because, reasons (bioware basically sucks at coding). Sometimes you will notice that at the end a successful cross everyone takes a small amount of damage, other times one person takes massive damage and the rest don't get a scratch.

Edited by g_land
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sure but why i get normaly (on days when u are able to kill him, at least with much luke cuz he also he should one hit or hard drop anyone who cant reackt anymore) 3 or 4 hits of the same attack and sometiomes only one or more often much more hits as said up to 10, i haven't that log anymore or can't find it, but it is seen, on tanks as well as an others with diferent attacks which normely does much less hits. Edited by grinsh
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  • 3 weeks later...

I've never been sure if the multihits are the result of a bug, a mechanic no one understands, or just weird bad programming of the fight as some people have suggested (big hits broken down into several smaller ones intended to be partially mitigated by sins / pts.)

 

I think HM UL is a fun fight...but the unpredictable one shots are super frustrating.

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