Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...
Yes.
http://forums.ddo.com/showthread.php?t=248378:
Standing:
Unarmed centered Monk (thanks to Artilleriae for testing): Longest range standing attack (109-115% of Greataxe)
All animations hit out to 2.94-3.12 (didn't range it in exactly)
Moving:
Unarmed centered Monk (thanks to Artilleriae for testing): Shortest range standing attack (42.1-50.5% of Greataxe/et al)
All animations hit out to 2.29-2.75 (didn't range it in exactly)
Monks, use your Kamas for fighting on the run!
The problem isn't the reach of unarmed, and it isn't exactly a lag problem. You can't change the fact that different people will have various pings. What they can change though, is how they handle various latencies.
Example:
I have a ping of 50 (I really do)
When I run against a fleeing mob, I almost never get attack rolls on my monk. When I'm on my rapier-wielding Bard, I get a few more attack rolls, but they are still rare if the mob is running away. This tells me that between my client's lag and the server's processing, I am just slightly out of range of fleeing enemies.
My imaginary friend might have a ping of 200.
He would absolutely never hit a fleeing mob with any weapon when he is running directly behind it and against it. The server thinks he is more than 10 feet away even when he sees himself shoving the bastard sword into the troll's butt.
What can they do?
Change the client and server code. Right now, it only matters where the server thinks you are. If they change it so clients can tell the server they are 1 foot from an enemy, you would get attack rolls every time. The only problem is, this would open up a vulnerability which allows players to cheat and attack enemies with melee attacks from very far away. To counter the threat of cheating, extra code would have to be executed by the CPU's to detect if a player is legitimately hitting a mob or exploiting a vulnerability. Extra processing done means more server-side lag on these already stressed-out servers.
Point 1 seems to be for any weapon not just HW's. I can't even count how many times I have been chasing the mob chasing the Ranged Ranger or Caster kiting the mob around the room before I finally said screw it and sat down because of the attack box's from behind seeming to be fubar'd
It doesnt matter if its a bug or lag . The problem exists and it needs to be solved .
I dont know if they have to fix it from client server point of view or increase the handraps range.
The point is that if you use handraps you cannot ever hit a running mob unless you run in front of the mob . That needs fixing.
One Monk To Gimp Them All
Europe Devourer Beta Player
Arise Founder
Daemus, Daemons, Daemonicus Thelanis Server
Clerics and mages suffer from a similar quirk in which we can't cast on a mob because we're not facing them... what??? I'm looking up the damned giant's loincloth and I can count the hair in the ogre's nose but the game thinks I'm not facing him. Theres definitely issues with proximity in this game
"Beauty is in the eye of the beholder, and it may be necessary from time to time to give a stupid or misinformed beholder a black eye." - Miss Piggy
Someone ever tries to kill you, you try to kill 'em right back.~ Cpt. Mal Reynolds
~Peechie Keene~ THAC0
Sure, how about you add it to the oh so flexible water stance?
And yet, you can hit a poor mob 100 yards away with a CoC (or other spray spell) but miss the one 10 feet in front of you or you can hit with otto (which is a touch spell relatively speaking) to a mob 5 feet in front of you, but god forbid you try to do that with a feared/fleeing mob -- might as well waste the SP on circle of death or spawn screen. So, yes there is a really bad proximity/distance problem in this game that needs to be addressed (and hasn't in the last 3+ years since I first came to the game).
Todays lesson on DDO...
It has little or nothing to do with reach.
DDO is a client server game. To prevent cheating the server keeps the absolute position of everything in game. But to avoid the game seeming to be slow and un-responsive your client guesses as to where stuff is.
The more you move around, the worse it gets. When you are chasing the monster, it isn't exactly where it appears to be so when you swing, you miss because its not really there on the server. When you stop moving it syncs up better. Ranged combat has some buffer to handle this (some) but melee not as much.
So, reach or no reach you would have the same problem, I certainly get this with just about any weapon. Its a limitation of this kind of game running in real time on the internet.
Back the monsters up against a wall, thats what I tend to do, or pull out a shurikin and finish them off. Use an attack that slows their movement like crippling. Its just something you have to figure out ways to play with.