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Is it possible to hitlock in all instances(ET especially)?


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#1 TheFunnyGuy

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Posted 26 June 2016 - 04:21 PM

The title says it all. 


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#2 fuyukikun

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Posted 26 June 2016 - 04:57 PM

if you cant hitlock, ankle snare and electric shocker will give good result since all of the mobs cant teleport.


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#3 Nirvanna21

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Posted 26 June 2016 - 05:18 PM

The title says it all. 

 

Everything can be hitlocked, it is just that 193 aspd is not the only answer.

 

The concept of hitlocking is to force an MVP to stay in the same spot by matching it's movement and animation speed.

 

For example, Ifrit cannot be hitlocked with 193 aspd, he requires exactly 191.

 

Any enemy that is hitlocked by 193 aspd can actually break out if you are unlucky. It is a pretty particular game but once you get used to it you can easily gear swap to accommodate.


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#4 TheFunnyGuy

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Posted 26 June 2016 - 11:36 PM

So how exactly does that work? I mean, i've never seen in any place saying that (about matching the aspd and all). I've just been using 193 + 100% warg proc + Cd in Mouth and the only MvP I saw that I really hitlocked was Osiris. I know about traps and all, I'm looking for an answer about the arrow hits. What I do know is, if the MvP is not in the 11th cell, he will not be hitlocked. (correct if I'm wrong)


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#5 Nirvanna21

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Posted 26 June 2016 - 11:59 PM

So how exactly does that work? I mean, i've never seen in any place saying that (about matching the aspd and all). I've just been using 193 + 100% warg proc + Cd in Mouth and the only MvP I saw that I really hitlocked was Osiris. I know about traps and all, I'm looking for an answer about the arrow hits. What I do know is, if the MvP is not in the 11th cell, he will not be hitlocked. (correct if I'm wrong)

 

Firstly, look here: https://forums.warpp...t-upper-floors/

 

There are some cases of hitlocking applied in that replay (ESL, Orc Lord, a botched DL attempt, Hibram, Ifrit).

 

Now to answer your questions.

  • CD in Mouth is a bad choice, it can interrupt hitlock (due to the delay it applies to animation)
  • Traps are only required if the opponent has tough mobs (ie. Randgris)
  • The MVP must be at max distance, if you plan it poorly you may move forward one square and it will not work unless the MVP is incredibly slow (ie. Drake)
  • The warg does nothing to assist with hitlock, it is the arrows, the warg just quickens the killing process
  • With 193 ASPD hitlocking (which is required for some like Hibram), there is still a chance for this method to break, but MVPs which require 190, 191 and 192 (Baphomet, Ifrit, Pharaoh respectively) will not budge at all unless the number of your ASPD changes

You will learn as you go, just do what I did and do ET each week, test your figures when hitlocking and note what works best (though I run a Hybrid, so I AS MVPs where it is more advantageous).


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#6 TheFunnyGuy

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Posted 27 June 2016 - 12:27 AM

Thanks man! I JUST saw your video, pretty good! never thought of that before.

 

So, for what I understood, the MVPs that require 193 may not really require 193, but something like 193.5? (wich I know is impossible, that is why I count the lucky factor in it) 

 

Why does most of the topics here doesn't say anything about it? I mean, I saw your posts from January if this year, and there was a discussion whether or not CD in Mouth was worth, and the finally was that yes, because endure cannot bypass magic hits, and now, is a bad choice? 

 

Another point I wanted to ask is, does ping/latency affects in any way shape or form the hitlocking? 

 

Is Mild Wind REALLY necessary? It only changes your weapon element, so elemental change scrolls are not enough?

 

Again, thanks for your time and patience, even tho I play this game for years and years, is the first time I've tried anything other than Sorcerer, so I do have a lot of questions. (wich by the looks of it, doesn't have that many answers here on the forum)


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#7 TheFunnyGuy

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Posted 27 June 2016 - 12:32 AM

Oh, and how did you not take any hit from Ifrit's Earthquake?


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#8 Nirvanna21

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Posted 27 June 2016 - 01:13 AM

Thanks man! I JUST saw your video, pretty good! never thought of that before.

 

So, for what I understood, the MVPs that require 193 may not really require 193, but something like 193.5? (wich I know is impossible, that is why I count the lucky factor in it) 

 

Why does most of the topics here doesn't say anything about it? I mean, I saw your posts from January if this year, and there was a discussion whether or not CD in Mouth was worth, and the finally was that yes, because endure cannot bypass magic hits, and now, is a bad choice? 

 

Another point I wanted to ask is, does ping/latency affects in any way shape or form the hitlocking? 

 

Is Mild Wind REALLY necessary? It only changes your weapon element, so elemental change scrolls are not enough?

 

Again, thanks for your time and patience, even tho I play this game for years and years, is the first time I've tried anything other than Sorcerer, so I do have a lot of questions. (wich by the looks of it, doesn't have that many answers here on the forum)

 

No, 193 is correct but they can still break out none the less.

 

I am not quite sure about the latency, I suspect not.

 

Mild Wind is for more damage on ghost (not always more but can usually equal out in some cases).

 

Oh, and how did you not take any hit from Ifrit's Earthquake?

 

Because I hitlocked him perfectly.


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#9 Ashuckel

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Posted 27 June 2016 - 01:33 AM

EQ hits in 27x27 aoe, aka 13 cells to every direction, and you can atk from 14cells distance :v
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#10 Zayaan

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Posted 01 July 2016 - 11:18 AM

Reposting this list because it may be of interest to you.

Notes:

  • Values assume that you have no multi-hit autocasts (Blitz Beat, Fear Breeze, White Wing Set, CD in Mouth).
  • Most of it hasn't been tested but what was tested did work.
  • Works on Classic server as well.
Assassin Cross Eremes	184-185, 192
Atroce			185-188, 193
Baphomet		169-171, 185, 190
Beelzebub (Fly Form)	174-176, 187-188, 192
Beelzebub (True Form)	176-178, 188-189, 192
Bring it on		172-176, 186-188, 191-192
Boitata			167-171, 184-185, 189-190, 192
Boss Egnigem		184-185, 192
Dark Lord		174-176, 187-188, 192
Detardeurus		176-182, 188-192
Doppelganger		184-185, 192
Dracula			168-171, 184-185, 190, 192
Drake			173-182, 186-193
Eddga			171-178, 186-189, 191-192 (has endure)
Evil Snake Lord		174-179, 187-189, 192-193
Fallen Bishop		179-192, 190-191, 193
Giant Octopus		174-182, 188-193
Gloom Under Night	167-171, 184-185, 189-190, 192
Golden Thief Bug	174-176, 187-188, 192
Gopinich		175-178, 188-189, 192
Hardrock Mammoth	167-170, 184-185, 189-190, 192
Hatii			174-182, 187-193
High Priest Margaretha	183-185, 192
High Wizard Kathryne	182-185, 191-192
Ifrit			179-182, 190-191, 193
Kiel-D-01		176-178, 188-189, 192 (has endure)
Kraken			179-182, 190-191, 193
Ktullanux		180-193
Kublin			183-185, 192
Leak			179-182, 190-191, 193
Lord Knight Seyren	184-185, 192 (has endure)
Lord of the Dead	178-182, 189-191, 193
Mastersmith Howard	184-185, 192
Maya			174-176, 187-188, 192
Memory of Thanatos	172-174, 186-187, 191, 193
Mistress		183-185, 192
Moonlight Flower	182-185, 191-192
Nidhoggur's Shadow	154-156, 177-178, 185, 189, 191
Orc Hero		164-167, 182-183, 188-189, 191, 193
Orc Lord		180-182, 190-191
Osiris			179-181, 190, 193
Pharaoh			183-185, 192
Phreeoni		181-185, 191-192
Queen Scaraba		179-182, 190-191, 193
RSX 0806		182-188, 192-193 (uses agi up while chasing)
Samurai Specter		168-171, 184-185, 190, 192
Satan Morroc		176-178, 188-189, 192
Stormy Knight		181-185, 191-192
Tao Gunka		190-192
Tendrillion		180-182, 190-191
Turtle General		170-175, 185-187, 190-191, 193 (has endure)
Valkyrie Randgris	174-176, 187-188, 192 (uses agi up while chasing)
Vesper			174-178, 187-189, 192
Wandering Purple Dragon	168-171, 184-185, 190, 192
Wounded Morroc		176-178, 188-189, 192

Credit to Playtester.

 

Why does most of the topics here doesn't say anything about it? I mean, I saw your posts from January if this year, and there was a discussion whether or not CD in Mouth was worth, and the finally was that yes, because endure cannot bypass magic hits, and now, is a bad choice?

 

I'm pretty sure that monster version of Endure works vs magic attacks. It also lasts more than 7 hits. Someone correct me if I'm wrong about that.


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#11 Nirvanna21

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Posted 02 July 2016 - 02:27 AM

Take notes on that list people, it is 97% accurate.


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#12 Mathspy

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Posted 03 July 2016 - 12:40 PM

Reposting this list because it may be of interest to you.

Notes:

  • Values assume that you have no multi-hit autocasts (Blitz Beat, Fear Breeze, White Wing Set, CD in Mouth).
  • Most of it hasn't been tested but what was tested did work.
  • Works on Classic server as well.
List here

Credit to Playtester.

 

 

I'm pretty sure that monster version of Endure works vs magic attacks. It also lasts more than 7 hits. Someone correct me if I'm wrong about that.

 

 

Take notes on that list people, it is 97% accurate.

 

I am gonna be saving it but can I have more info with it please?

 

 

This list means if you have the specified attack speeds, you can hitlock IF 100% of your hits are crits? Or even if you never crit it will still work? How about what some people say about double attack (and other similar abilities) can be substitution for crits?

 

"Values assume that you have no multi-hit autocasts"

Okay so if I did extensive testing I can figure out the numbers to hitlock WHILE using these multi-hit autocasts? Or that's impossible because they are all random anyway and will result in different results each time?

 

Thanks a lot in advance

 

 


Edited by mathspy, 03 July 2016 - 12:40 PM.

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#13 Nirvanna21

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Posted 03 July 2016 - 12:51 PM

This list means if you have the specified attack speeds, you can hitlock IF 100% of your hits are crits? Or even if you never crit it will still work? How about what some people say about double attack (and other similar abilities) can be substitution for crits?

 

"Values assume that you have no multi-hit autocasts"

Okay so if I did extensive testing I can figure out the numbers to hitlock WHILE using these multi-hit autocasts? Or that's impossible because they are all random anyway and will result in different results each time?

 

You can hitlock as long as you have 100% hit chance or 100% (+ target's LUK divided by 35) crit chance.

 

Multi-hit or skill auto casting will in fact break the lock in most cases due to the animation delay it causes unless the monster is incredibly slow like Drake or Hatii.

 


Edited by Nirvanna21, 03 July 2016 - 01:34 PM.

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#14 Ashuckel

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Posted 03 July 2016 - 01:34 PM

You can hitlock as long as you have 100% hit chance or 100% (+ target's LUK divided by 3) crit chance.

 

Multi-hit or skill auto casting will in fact break the lock in most cases due to the animation delay it causes unless the monster is incredibly slow like Drake or Hatii.

LUK/5


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#15 Nirvanna21

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Posted 03 July 2016 - 01:35 PM

LUK/5

 

Right ><


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#16 Mathspy

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Posted 03 July 2016 - 05:29 PM

You can hitlock as long as you have 100% hit chance or 100% (+ target's LUK divided by 35) crit chance.

 

Multi-hit or skill auto casting will in fact break the lock in most cases due to the animation delay it causes unless the monster is incredibly slow like Drake or Hatii.

LUK/5

So if a monster has 100 LUK I need 120% Crit chance?

What's the point of chance above 100% ANYWAY? XD Will it increase my damage or anything?


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#17 DeadIntern

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Posted 03 July 2016 - 07:22 PM

There's something called Crit Hit Shield, which reduces your opponent's crit rate.

 

So if your crit rate is 100% but your enemy has 100 Luk (i.e. 20% crit shield), the effective crit rate will only be 80%.

 


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#18 Mathspy

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Posted 03 July 2016 - 08:20 PM

There's something called Crit Hit Shield, which reduces your opponent's crit rate.
 
So if your crit rate is 100% but your enemy has 100 Luk (i.e. 20% crit shield), the effective crit rate will only be 80%.


Oh! I never knew this, thank you!

So I guess most people prefer crit because it's more "static" amongst monsters (you just need 100 CRIT and some extra depending on their LUK)
over HIT because even with 120 DEX you will probably still miss some of the absurdly high FLEE monsters?
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#19 Nirvanna21

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Posted 03 July 2016 - 08:27 PM

Oh! I never knew this, thank you!

So I guess most people prefer crit because it's more "static" amongst monsters (you just need 100 CRIT and some extra depending on their LUK)
over HIT because even with 120 DEX you will probably still miss some of the absurdly high FLEE monsters?

 

It's namely a fail safe for monsters that can cast AGI UP, like Valkyrie, because while hitlock is active, an enemy is still considered as "pursuing", this is how MVPs can still cast AGI UP and Endure even when hitlocked.


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#20 Mathspy

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Posted 04 July 2016 - 12:29 AM

It's namely a fail safe for monsters that can cast AGI UP, like Valkyrie, because while hitlock is active, an enemy is still considered as "pursuing", this is how MVPs can still cast AGI UP and Endure even when hitlocked.


Ohh
Okay I actually understand hitlocking now, thanks a lot everyone!
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#21 Yaham

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Posted 03 August 2016 - 06:54 AM

I need some help to understand the hitlock list.

 

In the Ifrit case it says "179-182, 190-191, 193"

 

 

It is saying that with 179, 180, 181, 190 191 it will probably work.... and with 193 it may work, is it?

 

 

Edit: Just tried with Moonlight flower, 192 aspd.

 

Looks like she could come close to me, land a few hits and then return to her "far away" position.. I think she didn't use any skills, it was lucky or hitlock is really like this?


Edited by Yaham, 03 August 2016 - 10:14 AM.

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#22 Nirvanna21

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Posted 03 August 2016 - 12:32 PM

I need some help to understand the hitlock list.

 

In the Ifrit case it says "179-182, 190-191, 193"

 

 

It is saying that with 179, 180, 181, 190 191 it will probably work.... and with 193 it may work, is it?

 

 

Edit: Just tried with Moonlight flower, 192 aspd.

 

Looks like she could come close to me, land a few hits and then return to her "far away" position.. I think she didn't use any skills, it was lucky or hitlock is really like this?

 

Hitlock should keep them in place, if their skill has enough range they can still cast it (Hibram is a real pain like this).


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#23 Zayaan

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Posted 03 August 2016 - 10:13 PM

I need some help to understand the hitlock list.

 

In the Ifrit case it says "179-182, 190-191, 193"

 

 

It is saying that with 179, 180, 181, 182, 190 191, 193 it will probably work.... and with 193 it may work, is it?

 

 

Edit: Just tried with Moonlight flower, 192 aspd.

 

Looks like she could come close to me, land a few hits and then return to her "far away" position.. I think she didn't use any skills, it was lucky or hitlock is really like this?

 

If a monster's sprite moves close to you and then snaps back to its original position, that's just lag, it didn't actually move.

 

Hitlock should keep them in place, if their skill has enough range they can still cast it (Hibram is a real pain like this).

 

Hibram is harmless if you attack from offscreen. ;)


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#24 Nirvanna21

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Posted 04 August 2016 - 12:41 AM

If a monster's sprite moves close to you and then snaps back to its original position, that's just lag, it didn't actually move.

 

 

Hibram is harmless if you attack from offscreen. ;)

 

Until he breaks hitlock (which still confuses me to this day) ;)


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