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Range/Melee attack timer #1330

Open ghost opened 4 years ago

ghost commented 4 years ago

Current behaviour: Auto Shot is currently delayed by melee swings.

Expected behaviour: Ranged and melee timers should not be linked.

rev. hash/commit:
Sunstrider rev. 12083 (3404f4b60dc4) 2019-08-18 17:33:17 +0200 (dev branch) (Unix, Debug, Static)

kelno commented 4 years ago

Can you provide source for that? Cause it was actually implemented intentionally at some point.

ghost commented 4 years ago

Hunter Dance Since a few patches ago, the minimum range of ranged weapons has been reduced to equal the maximum melee range, thus removing the "dead zone". This has made it possible to perform a movement that alternates melee and ranged attacks increasing the DPS while conserving your mana in very short-range fights. This movement has been called by some the "hunter dance". This hunter dance is well known as a good way to skill up any weapon skill, as you're getting as many weapon swings while still killing mobs faster, ie rendering your skilling more useful. NON AGGRO DANCE: This is the easiest and basic version, and is performed when the targeted mob is attacking someone else. Basically, the hunter stays at the limit between ranged and melee zones and steps in and out to alternate the two kinds of attack. Since the two weapons are independent the hunter can use them both at the same time: this means that while your auto shot is loading its next shot you will be able to step forward, start an auto-swing, and step backwards into ranged zone. Just shoot your auto-shot and as soon as you hear the bow's/gun's sound step forward into melee range, then as soon as the swing animation starts step back again. This is possible since you only need to be in melee range for a split-second to deliver your auto swing, even if you're already out of range when you actually see the swing animation. AGGRO DANCE: This is the harder but more useful version of the dance. When a non-caster mob is attacking you, either because you got the aggro over your pet, or your pet's dead or otherwise occupied, it will be the enemy to try and come within melee range. In this situation you will only step backwards to get in the ranged zone, and the enemy himself will follow you to get your auto swing. The mob must be constantly wing-clipped or otherwise slowed down, since you'll usually need more than a step backwards to be able to auto-shoot; freezing trap or serpent's venom should also work fine. While aggro-dancing you'll want to use the aspect of the monkey and be ready to mongoose bite. When dancing instant shoots can be used, while raptor strike is to be avoided for it is possible to toggle it after the auto swing, thus stopping all other attacks until it has triggered. No need to say that the dance is useless against most bosses that have special attacks which will make you prefer to fight from as far as possible. The best choice would be to have such ranged and melee weapons that their final attack speed is equal: e.g. if the final speed (modified by talents) of your bow/gun is 2.4s you would get the best results using a melee weapon with the same speed, which would result in alternate attacks at a rate of roughly 1.2s. If the speeds of your weapons are different you would have to wait for the slower one to activate, slowing down the other one's cycle. Actually as a BM hunter with RAspeed about 2s and a slow 2Hweapon (more than 3s) the difference in speed is so high that dps is better if i use 2 shots between each melee attack, and this can only be performed in the non-aggro version. If you can get a feeling with the dance and want to use it at high levels you may want to use 1-h weapons instead.

kelno commented 4 years ago

From: https://wowwiki.fandom.com/wiki/Hunter_tactics?oldid=1443974