Sometimes when I'm shooting at a baddie my bow attacks seem to drop randomly. The animation plays, but there's no hit/damage, no "miss" notification, nothing.
Has anyone else noticed this on their characters?
Sometimes when I'm shooting at a baddie my bow attacks seem to drop randomly. The animation plays, but there's no hit/damage, no "miss" notification, nothing.
Has anyone else noticed this on their characters?
Those are not pebbles surrounding the urn filled with Human teeth. They are megaliths!
this is an all too frequent occurrence; as noted, the lack of any feedback is perhaps the most frustrating thing.
Well, that or still receiving incoming damage whilst making futile ineffective bow animations; that's pretty annoying too.
Perhaps the attacks are being suppressed to "reduce lag"?
is there anything we as players can do to mitigate, or should we just switch to repeating crossbows, which seem relatively immune to these symptoms?
Last edited by Oxarhamar; 10-23-2021 at 11:57 AM.
We do have a theory about why this is happening, and happening more frequently in recent years. If we're right (specifically about the interaction between homing angles and the Precise Shot feat with IPS turned off), the key components are all working as designed, but it means there are cases where you fire arrows and they do not hit your intended target (or any other target), offering no feedback in the process, which isn't good. We're hoping to do some further investigation post-U51.
We don't only build for the builds that exist.
We don't only build for the builds that are good right now.
The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.
Thanks for letting us know that this is on your radar.
I can confirm that this is a common problem for knife-throwers as well, but I will add this curiosity, on the very outside chance it helps with diagnosing the issue: I didn't TR or ETR my capped Aasimar scourge vistani thrower (18 Ranger, 2 Rogue) after about May 2020, and he didn't have hardly any "dry firing" problems in the raiding sessions I did with him twice a week since then. Other people in our group playing throwers in this period complained about this problem, but I seemed to be fine. However, I ETR'd him 2 weeks ago and now it happens frequently. Same build, same gear, same ED (Shiradi), and in raids I use Archer's Focus almost exclusively, so the only thing that changed was the ETR.
To be honest, I'd not noticed it as being a problem with repeaters; possibly because each projectile is being treated separately it becomes more noticable for a conventional bow.
I'm not sure that any of the feats mentioned can be causal when I'm seeing the symptoms on a rogue 1 / ranger 1 having none of precise shot, IPS, archers focus (... yet!)
Another curiousity to add to this is that there are also times where the arrow strikes true but only rolls the base bow pierce damage: nothing appears in combat log for elemental damage from weapon augments or arcane arrow imbues.
I had also noticed with my GXB rogue mechanics that trying to shoot through or into certain aura/area spells causes dropped shots. I can't think of which auras off hand, but it's been going on for at least a year now.
It appears as though the “animation cycle” and “actual time” are passing at two different rates, like watching the turning signal on the car in front of you, and noticing that it’s almost in synch with your own. As I continue to shoot, they gradually become more and more out of synch, until they’re almost one full cycle out of alignment, and my second animation appears to be happening when my first shot actually registers.
The same is true when casting the same spell multiple times, so, sadly, this doesn’t appear to be exclusive to bows.
Fix your process before you fix the mistake: If ones quality control is so poor that every time they open a file to fix a mistake, they create 2 more, it’s mathematically impossible to catch up.
Last edited by Evean; 10-24-2021 at 02:59 AM.
Not only that, but the visual arrow is just a visual graphic and doesn't deal damage, it is an invisible projectile that interacts with the target along a different pathing. You can see this by standing on a ledge firing at mobs below you, where your visual arrow hits the ledge, but the mob below still takes damage because your invisible projectile is firing along a different path. So you can see your visual arrow hit and not register, because that isn't the actual effects projectile. The opposite can also happen, where your visual arrow hits, but the target doesn't register an attack.
So your animation both desyncs (presumably more when animation cancelling with active attacks) and also isn't the actual attacking particle animation.
Last edited by Tilomere; 10-30-2021 at 03:56 AM.
But while we are here talking about ranged, can you bug fix Horizon Walker's Hunter's Focus:If Archer's Focus is enabled, remaining stationary for 6 seconds grants you 1d4+4 stacks of Archer's Focus. This can trigger once per time you remain stationary.
This ability doesn't work unless you have a ranged weapon equipped, which means when scroll healing between ranged attacks or using ranged powered daggers it doesn't work.
Oh, and the other problem where SSG wrecked the action que by having attacks put everything on a hidden cooldown presumably to stop exploits? I can't que up shots like I used to be able to, so a ton of the time I hit buttons and they just fail to go off. Trying to actually get Adrenaline + Sniper Shot to que up together is like playing the lotto.
Last edited by Tilomere; 10-24-2021 at 07:44 AM.
I remember the day this happened. Several “called shots” required you to “load an arrow before” firing. To fix this, they made the first one do nothing (when it was really just happening in the background) and then it would appear to work normally on your second attempt, so you were in essence always one full animation cycle behind. This became instantly apparent when switching between multiple targets. What you’re shooting at, and what gets hit, are always one cycle out of synch. I haven’t played much gun-guy since then, so I’m not certain if this is still a thing.
EDIT: At the time, this was for repeaters, not long/short/cross bows.
Yep and the game has only moved to more “called shots” so now you not only have to make sure you are loaded when firing a “called shot” but that you are not going to fire a “called shot into nothingness
Honestly I don’t know what happened because when cap was 28 this was not an issue
Last edited by Oxarhamar; 10-26-2021 at 08:26 AM.