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did they remove the cancel after combo's? (lumbers i'm now sure off)

11 replies [Last post]
Mon, 12/05/2011 - 14:36
Kickthebucket's picture
Kickthebucket

ok when i did a combo with my DA/GF on a lumber it would stop his attack (offcourse if i trew in a new one it would have smashed me) but now when i finish my combo i still get hit on the head by those things :s (even in T3 they will turn around and smash you even after a combo no pause what so ever)

i seen alpha wolver do the same thing (not always) turrets (all classes) cancel like they always do. so OOO did you change this behavior? if so please change it back. (and i have 2 ASI trinkets so my attack would cancel it out before it would hit)

Mon, 12/05/2011 - 14:47
#1
Tom-Awsm's picture
Tom-Awsm
I've noticed this too

I've noticed this too, with several different mobs. Most particularly zombies in FSC. It's damn annoying >:(

Mon, 12/05/2011 - 16:10
#2
Culture's picture
Culture
Might be other factors

Interrupting a monster's attack might be based on the attack's damage compared to the monster's total HP. It requires less damage to interrupt a monster at a lower depth or when solo compared to a full party.

For example, the Radiant Sun Shards can interrupt T3 turrets. But at depths past Basil (because it is a 4* weapon), especially in a party of 4, it'll suddenly loose this ability. Also the DBB won't knock down gremlins in T3 past some depth when the party is full.

At least that's what I've noticed, I haven't done any formal testing on the matter.

Someone did mention to me that in UFSC you need at least Very High damage bonus to interrupt Carnavons. This is very annoying because I'm so used to using the full DA combo to interrupt slags in FSC. The Carnavons take the hits and keep coming.

Mon, 12/05/2011 - 16:54
#3
Kickthebucket's picture
Kickthebucket
think i did enough damage to

think i did enough damage to the lumber haha (damage bonus max with a divine avenger so it was the maximum damage i could give it)

and to make things worse i just solo'd T3 and for gods sake i ended up in a devilite shock map... NOTHING canceld so i got my ass mailed to last week... and this with shadow defence + trinket, shock defence + trinket. i couldn't even attack 1 lonesome devilite without it shocking me and taking 80% of my health (and busted my shield) i never had this many problems in a fiend lvl before. (and yes i ragequit that game haha)

Mon, 12/05/2011 - 17:59
#4
Nicoya-Kitty's picture
Nicoya-Kitty
I played a fiend level last

I played a fiend level last night (T2 granted) and their attacks definitely did get cancelled.

Granted, shock fiends will make people rage quit even on the best days...

Mon, 12/05/2011 - 18:04
#5
Kickthebucket's picture
Kickthebucket
it was a T3 haha (random lvl,

it was a T3 haha (random lvl, would avoid it otherwise haha) god it just was painfull to watch (wanted to ragequit when the elevator was going down haha) so in a way i got trolled by the game :p

Mon, 12/05/2011 - 18:35
#6
Culture's picture
Culture
Hehe

I know exactly the depth you are referring to, it is my current preferred gate. I did D24 Shocking Devilish Drudgery yesterday using a Callahan in a party of two. Every shot interrupted and frequently knocked down the Devilites.

Maybe try your DA on a T3 Gun Puppy to see if it will interrupt them? They are one of the easiest monsters to interrupt due to the long attack animation and the low damage threshold necessary to do so.

One other thing... I found that if I'm lagging then I'll hit a monster sufficiently early but not interrupt them. Guess the server thinks they finished attacking before I got to finish interrupting, so the server wins.

Mon, 12/05/2011 - 21:24
#7
Kickthebucket's picture
Kickthebucket
yeah all turret classes

yeah all turret classes cancel like they should it's just lumbers that i can't seem to cancel in T2 or T3.
T3 is imposible to combo a lumber because of it or i have to kite around do the combo and my shield has to hold up or else i'm a pancacke :D (given the slow combo you NEED asi on those swords haha)

Mon, 12/05/2011 - 22:35
#8
Melisan's picture
Melisan
out of interest, are gremlins

out of interest, are gremlins interruptible? I cannot remember ever interrupting them (does not mean it didn't happen), even when close to death and at the end of a final flourish/acheron or even levi combo they just carry on smashing away.

not sure if interruptible is a real word.

Tue, 12/06/2011 - 00:16
#9
Stavrosg's picture
Stavrosg
Gremlins are interruptible.

Gremlins are interruptible. The problem is that they attack and interrupt you before you have a chance to land the third acheron o second GF strike to interrupt them.

Tue, 12/06/2011 - 00:24
#10
Dirt's picture
Dirt
I think Culture is probably

I think Culture is probably the closest to the truth. I can tell you as of today that I was able to cancel a Lumber's swing in T1, but not in T3. This is the same as it has always been.

Thu, 12/08/2011 - 17:00
#11
Mistbotone's picture
Mistbotone
i've always used my trusty

i've always used my trusty old combuster in FSC, and it did a great job of knocking down the slag walkers on the third hit. the day when my two elite slash modules expired, it immediately lost this ability. if this a bug, please fix it, because expecting a slag not to slash because it hit it three times, then having it come and pimp slap me in the face as i turn to go kill a trojan is very annoying.

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