The title says it all.
Is it possible to hitlock in all instances(ET especially)?
#1
Posted 26 June 2016 - 04:21 PM
#2
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.
#3
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.
#4
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)
#5
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).
#6
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)
#7
Posted 27 June 2016 - 12:32 AM
Oh, and how did you not take any hit from Ifrit's Earthquake?
#8
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.
#9
Posted 27 June 2016 - 01:33 AM
#10
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.
#11
Posted 02 July 2016 - 02:27 AM
Take notes on that list people, it is 97% accurate.
#12
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 hereCredit 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.
#13
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.
#14
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
#15
Posted 03 July 2016 - 01:35 PM
LUK/5
Right ><
#16
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?
#17
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%.
#18
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?
#19
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.
#20
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!
#21
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.
#22
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).
#23
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.
#24
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)
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users