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[Guide] Road to become the God of PvP


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#26 xCroSsLuMi

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Posted 07 February 2015 - 05:36 AM

Actually, larger packet sizes have a higher chance of errors.

ASFAIK Netgear routers, at least in my experience, allow only a max of the default of 1500.

 

Really? Because using my common sense:

 

Smaller Packets = More Packets

Bigger Packets = Lesser Packets

 

Imagine a road. A road has more chances of having an accident where in large numbers. Eh, I am not a programmer so I don't really know.


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#27 Popcorn

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Posted 07 February 2015 - 05:58 AM

Really? Because using my common sense:

 

Smaller Packets = More Packets

Bigger Packets = Lesser Packets

 

Imagine a road. A road has more chances of having an accident where in large numbers. Eh, I am not a programmer so I don't really know.

 

It's the following, if a packet has an error the whole packet has to be re-send. So if you have 1 error in a total of 10 packets, the protocol has only to re-send 1 of these smaller packets, but if you have 1 error in 1 large packet the protocol has to re-send the whole large packet.

That reduces the speed of your connection significantly and prevents the receiver (server or client) to process the packets which gone through without errors. In the first case the receiver could process 9 of 10 packets while waiting for the lost one to be re-sent, but in the other scenario the receiver can't process anything because it must wait for the whole packet to be re-sent

 

Imagine this instead of a road:

If you go to FedEx and you send 20 glasses in one big package and the package falls down, all 20 glasses are broken and all are useless, and you have another 20 glasses and the receiver has to wait for the complete packet to arrive before the one can use any glass.

But if you send 20 glasses in 1 package each and one falls down, 19 glasses stay intact and can send over to the receiver. You must only send 1 new glass and the receiver can use 19 immediately.

 


Edited by VModPopcorn, 07 February 2015 - 06:03 AM.

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#28 Miname

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Posted 08 February 2015 - 12:34 PM

I like that FedEx analogy.


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#29 xCroSsLuMi

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Posted 10 February 2015 - 01:52 AM

It's the following, if a packet has an error the whole packet has to be re-send. So if you have 1 error in a total of 10 packets, the protocol has only to re-send 1 of these smaller packets, but if you have 1 error in 1 large packet the protocol has to re-send the whole large packet.

That reduces the speed of your connection significantly and prevents the receiver (server or client) to process the packets which gone through without errors. In the first case the receiver could process 9 of 10 packets while waiting for the lost one to be re-sent, but in the other scenario the receiver can't process anything because it must wait for the whole packet to be re-sent

 

Imagine this instead of a road:

If you go to FedEx and you send 20 glasses in one big package and the package falls down, all 20 glasses are broken and all are useless, and you have another 20 glasses and the receiver has to wait for the complete packet to arrive before the one can use any glass.

But if you send 20 glasses in 1 package each and one falls down, 19 glasses stay intact and can send over to the receiver. You must only send 1 new glass and the receiver can use 19 immediately.

 

What if I have 0 packet loss. Which I do after running a lot of tests.


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#30 xCroSsLuMi

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Posted 15 February 2015 - 11:39 PM

Elements should always be a priority over any other stat we are talking about hitting up to 2k per hit for a lvl 6X and 3-5k per hit for a lvl 8X. You also need to be able to stack the resistance to tank those hits. Every other stat is based on style of play. As archer you're gonna have to give up some hp to go for more movement speed and attack speed. As mage you're gonna have to give up some attack speed for more hp. The way the game is going now is prioritize on element damage and resistance to that damage then balance out all the other stats and get the best build possible through that balance.Even as lvl 8X you still wanna hit around 10k aim to hit anyone at 100% chance without a miss. The server is also capped at 60fps no matter how great your cpu is or how great your attack speed is you can only do so much.

 

I disagree. I use elements myself and fought a stacked Dragoon who has 50k HP and 8K def. Yet, I am still unable to win even though that person does not have any elements.


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#31 Exie218

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Posted 27 May 2019 - 12:16 PM

Hello Dragonians!
 
I have created this guide to promote PvP in DragonSaga as less people are engaging in PvP for the past few years. 
 
Introduction
 
I am an above average PvP player with a W/L of 1782:71. Most people call me an addicted, because of the ridiculous gap in wins and loses and thats true. I have been PvPing for 8 years now in Dragonica, DragonSaga SEA and DragonSaga. Until now I am rarely PvPing though so you guys probably wont see me online as often. My former IGN's are dozens and used to play literally any class, feel free to pm me for proof.


Firstly, I want to declare that noone does have the best internet connection or computer specifications, but that is not required to be great at PvP. Even still, the people in the PvP room have rarely ever been a challenge anymore, because of the a low frustration tolerance and people want to feed their ego by winning and not improving. Of course there are still a lot of great players out there so go get them champ!
 
Outspoken Rules of PvP
 
- Let people use buffing spells in peace

- Don't repeat a skill/chaincombo in a combo, unless it doesnt prolong the combo (yields no "crowd control" = displacement/knockdown)

- No healing spells/items 

- Try to match your damage to your opponents

 
Note: The rules can be decided between two players before the match, but if you do not know what rules to use, the rules stated above are the most common one.
 
PvP Tactics
 
1. Hit and Run

 

Usually a more traditional fightingstyle, also referred to as kiting or orbwalking, pretty difficult to pull of in this game and almost exclusive to archer classes. Doesn't refer to running only, but rather to an "on the edge" playstyle of trying to stay barely out of range of your short range opponents and rack up damage through short 2-3 skill combos.

 

Honestly a rather unoptimal playstyle with the high latency and power (HP) creep on the server.

 

2. Orthodox Combo PvP

 

Basically playing PvP the way we know it, getting a catch and then do a combo, release, repeat.

 

3. Spacing - Advanced

 

Skills have hitboxes and characters have hitboxes, Staying out of range of certain skills and contesting hitboxes with your own by using superior range or super armor as safety play.

 

 

 

Should you be PvPing?
 

Yes, if you feel like it. But be aware that there are many different takes on PvP. Some play to improve, some play to win, some play for fun. Don't force the way you want to PvP on someone else's views.

 


 
Do's before you enter a PvP room

 

My best experience before playing PvP was actually working out physically so my body is exhausted and my mind empty so i can concentrate better. Also you shouldn't take W's and L's personally, it's still a game, even though it sometimes gets really competitive. Don't worry about too many things.

 

 

 
Everything you need to PvP
 

  • Practising really helps if you want to decrease the amount of losses you have in the PvP arena. If you should be outside of a PvP room try certain skill combinations or cancels in PvE areas if you feel like it. Helps to improve fluidity with everything. Besides that, have fun with the game.

What helps in general for PvP: 

 

Not maxing out block skills like parry, shield mastery, katar block.

 

Not skilling "Crazy Soul" on Savage

 

Not maxing out Silence trap on Sentinel (rank 2 is enough for any combo - your opponent is gonna run and wait the duration after your combo anyway)

 

 

What you need to know when PvPing
 
1. You won't always be the best in PvP as people will evolve and change in PvP.
2. There are just some classes that are more difficult to beat on your own, but no class is unbeatable, its the player and your own shortcomings.
3. If you want to get good at PvP don't start to play with emotions too much. Your mind should be clear, for example some people tend to play different     when on low HP - which makes them worse or the match itself less fun (if they start running suddenly to not loose a (no actual backslash besides an L?)   game

 


What to expect when PvPing
 
 Latency glitches

  • Like disappearing when flinching the enemy as he moves.
  • Snake dashing
  • Teleporting

 

 

Stats to prioritize on
 

The most useful stat is probably HP since you can't play when you're dead. Movespeed is definetely not a must have stat. Movespeed cap is at 400. Dash speed is 380. Attackspeed speeds x attacks and even certain skills. Its useful on any class to aim betweem 260 to 300 atkspeed besides Thief classes. Depends on your playstyle.

 

Gearwise if you want to be prepared to fight someone with well farmed gear you should get some defensive stats aswell and more importanty a main weapon to contest someone who just plays to win with maxed out gear, every match is winnable, if you dont get hit you dont need defensive gear right?

 

Still you should totally get a low level weapon (either lv. 1 or lv. 20) and gear without element stats so you can enjoy PvP and not be dead or kill someone in 3,2 seconds.

 

 

Thanks for reading, this is my (5 min) take on that topic. If I were to write an in depth guide I'd probably write over 5.000 words for each class alone.

If you have any questions regarding Tech feel free to pm me. Tech means in that context mechanical (PvP related) combos or how to fight with latency, because there are also combinatons that only work with a ping over 120 ms for example and certain hitbox manipulations.

 

Kind regards. 

 

Alys

 


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