Just use it as a CD. And try time it with power surge and BfB. Do urself the favor of using it like this.
Just use it as a CD. And try time it with power surge and BfB. Do urself the favor of using it like this.
I've been playing DRG since beta too and I get hit if I jump into an aoe (so many poorly timed jumps). And recently on the 2nd boss in Haukke Manor HM (Ash aka DDR), the tank had the boss in one of the spinning circles and wasn't moving it lol, so I tried Jumping and I still got the heavy affect after I landed back to my safe starting position. So not sure what's going on that we're all experiencing different results with Jump.
Last edited by mero-ix; 02-22-2014 at 09:22 AM.

It should just count as a ranged attack but with an animation of you landing and hitting the enemy.
Short version is better server side positional tracking, and less server side latency allowace probably killed you.
The implication is you might not have a proper grasp of how much purposeful latency is in the game. Pre 2.16 Jump was plenty fast enough to appear to have executed while a indicator ring is still up even though the server has already calculated who all was in the radius and distributed dmg. If they optimized the position tracking this would narrow the lag factor and executing in the same manner would get you hit. Pre 2.16 most people when running normally were experiencing a 1 second uptake lag withoptimum performance, the servers were set to allow for a 2 second buffer. Jump has a .5 second count where it reads you as at the target (note it does not read you as there for the entire move-lock just for that portion. The dmg calculator takes a snapshot of who the server has registered still inside the circle at the exact time of execution on the server with a .5 second delay, it will make this calculation probably in a matter of .3-.4 ms since it does this locally and send the information back to your client which you will receive .5 seconds later, timed out to look like you receive the dmg to your hp bar at time of on screen execution. If you timed it correctly as in executed jump exactly 1+/-.1 second at optimum s/r before the bomb went off this would put you in the blast anything else and you are outside it.
What this means is you were either:
A. lagging beyond the 1.5 second buffer and the ring was always gone before the server ever picked up the action execution command (which is most likely) or
B. operating at the optimum speed hitting jump, and getting in and out in 1 second, before the buffer allowance of 1.5 seconds.
If they reduced the lag buffer down to 1 second (which it appears they have after some quick testing) this means you use .5 of the buffer for the action execution sent to the server, .5 for the jump move-lock eating up your entire grace time, resulting in you leaving meat chunks all over titan's playpen (in your given example). Its not that your timing has gotten better or worse, its that jump naturally would have the perfect timing to kill you with a 1 second buffer.
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