Can his powers be enhanced to give them DPS life?

Discussion in 'Gotham City (General Gameplay)' started by Tolly, Aug 17, 2023.

  1. DeitySupreme Unwavering Player

    When did I say time is being adjusted? I said you can make up and compensate for the latency. If you know an enemy will be at a certain point of the map, and you know said enemy must be killed, AND you know how your loadout works than you literally have everything you need to not have to wait for the enemy to become active to hit the millisecond that it appears. Latency does NOT affect where your game registers you attacked or didn’t attack. All latency is is the pixels changing from one frame to the next. So if you didn’t attack for a few frames the latency will show you not attacking. If you attacked then it will show you attacking. The only thing stopping you from attacking is yourself.

    In GoMe I knew that after the line adds would spawn and the tank pulls to the middle. So I know that I should hit with hitscan while they are on the side and use any projectiles or orbitals after they get pulled.

    You’re not making up the time. You making up for the latency by being away of how they work. You think you’re the only one in the world with latency? Many players do of some variety. Players adjust all the time without even knowing it. If you believe you are losing millions of damage over milliseconds of latency then not sure what to tell you. That is a you problem.
  2. Dev72 Dedicated Player

    We calculate numbers per second correct??
  3. DeitySupreme Unwavering Player

    Yes we do. So let’s see. If you are waiting for enemies to render on your screen before you attack you miss out on a tick of damage (round up to a second over milliseconds just to lean things in your favor).

    Assuming an average tick of 100k. Let’s say 5 rounds of adds before each boss fight (again to be generous and lean things in your favor). So 5 rounds of adds in 3 boss fights of TTe make it 1.5m damage. Add 300k for 3 boss fights and that’s 1.8m damage. Let’s just double that for absolutely no reason at all and say 3.6m. And let’s round that up again for absolutely no reason at all and say 4mil of damage lost for someone not being able to be proactive.

    And all of this assuming that you’re the only one in the world with latency because obviously whoever beats you can’t possibly be dealing with latency too.
  4. Dev72 Dedicated Player

    Ok...Now...Let's say you see the red dot on the map, but the target hasn't rendered yet, and you hit heat vision. When do the numbers start registering? (And I am not talking about partial render when your dots are coming off an invisible target, which happens from time to time.)
  5. TheLorax 15000 Post Club

    If you're aiming at the right spot, immediately. The NPC model doesn't have to be physically visible in order for you to damage it.
    • Like x 1
  6. Dev72 Dedicated Player

    I am not talking about a partial render where dots are coming off an invisible target.
  7. TheLorax 15000 Post Club

    No such thing. The target is either there or not there.
  8. DeitySupreme Unwavering Player

    Certain attacks hit regardless of enemies being visible or not while others do not. These are generally based on if the attack itself needs to have a target to have its effects activate. Using HL as an example. If I use chomp it will not hit but if I do light blast then it will hit. So this comes down to you knowing your abilities and knowing how they each work. Other abilities like your mini nuke will still happen regardless but will fall on your location so knowing this you can adjust your positioning to match the expected area where they will land. Abilities like most your channels are linear so as long as you’re facing the directing you don’t never have to see anything to know you’ll hit. Knowing this if you know an add will spawn at a specific spot you can prefire an attack in said direction and have your attack land as they spawn and continue your rotation.

    So in a situation where the game itself needs to render an enemy and your monitor experiences latency you can still prefire and hit before you can even see anything. Again, adjusting to the circumstances that surround you.
  9. Dev72 Dedicated Player

    Actually it is such a thing. Happens from time to time...where the red dot is there, but the target hasn't totally rendered yet on the screen, which damage can be done to it..and is exactly what Deity is referring to by being proactive. However, the millisecond that it takes from starting the rotation to hitting the target is also calculated, whether rendered or partially rendered, which is why no two parsers are going to be exactly the same....because the milliseconds of damage starting from the start of the rotation to when numbers are actually being registered. That damage lost can affect part of the first power hit up to the next power hit in the rotation.
  10. Dev72 Dedicated Player

    You keep alluding to reaction times, and positioning....which has nothing to do with added up milliseconds of damage lost over the course of a run.
  11. TheLorax 15000 Post Club

    Did you ever play this game when it was on PS3?
  12. Dev72 Dedicated Player

    Yes I did...And if you tried to play on it just before the PS3 support dropped, you would see what I am talking about.
  13. DeitySupreme Unwavering Player

    It does. It’s seems like you are misinformed on what latency actually is. I’ll try a different approach.

    Light travels faster than sound. Hope this is common knowledge. So if there is an explosion you’ll see it before you hear it. So in this situation.
    Explosion = enemies
    Light/visual of explosion = system/console/set up rending the enemy
    Sound = monitor/tv pixels changing to show the enemy

    When an enemy spawns your console will process that there is an enemy. Then your monitor will change to display what the console says is there. Lag happens between the explosion and you being able to see the explosion. Latency happens between being able to see it and being able to hear it.

    So when the game spawns an add, the millisecond that the console registers the enemy you can attack even if the pixels on your screen have not changed.

    Whether you have 10ms or 1000ms of latency you can attack because you’re inputting the commands at the “light” stage. If you wait for the monitor to render then you are choosing to attack at “sound” stage.

    So you can circumvent any latency issues you have. So this whole “I only got beat because I have latency” is nothing more than an excuse. But let me ask you this instead. Why do you assume that you had latency and others don’t? Maybe they have more? Most aren’t even aware of latency but you are (to some extent). So if they aren’t even aware of any latency issues they may be attacking at the “sound” stage themselves.
  14. Dev72 Dedicated Player

    You are preaching to the choir on this. I know exactly what latency is, and what lag is. Anyone who has researched it also knows what they are and everyone at some point has experienced both. Both lag and latency hits at unexpected times...that is unless you have a crystal ball that can predict such things...which again, you should call the patent office.

    The end result regarding numbers affected by latency or lag for that matter isn't an excuse but a reason, which you and I both know how this community is, and how quick they are to reach to conclusions before even considering latency and/or lag.
  15. Plowed In Loyal Player

    To a certain extent, this is uncontrollable by the end user…whereas shooting a projectile a split second before the hit box renders is completely within the power of the end user.

    Having good sense of the 2nd will do a world of difference as compared to the 1st, which is random and may/may not occur at all.
    • Like x 1
  16. Dev72 Dedicated Player

    Exaclty...which affects scoreboard numbers and why being overly proactive can and does affect those numbers.
  17. Plowed In Loyal Player

    That’s what Deity is saying though…”user skill” in knowing to start an attack in anticipation of them spawning will do much more to add to your damage than lag/latency ever would.

    Or at least that’s how I understood his point, correct me if I’m wrong Deity!

    (It seems like you’re agreeing, but still arguing?)
    • Like x 1
  18. Dev72 Dedicated Player

    The point of contention is that he is saying I am putting too much weight on latency regarding end run numbers, when they do in fact have value to the end run numbers. That and specific buffs applied by other roles with regard to prec v. might...therefore, making numbers on the scoreboard less meaningful than those who put that much value on them.
  19. Plowed In Loyal Player

    Latency issues aren’t consistent across time and/or across each user…you really can’t account for them over a significant period of time or even notice them…(probably in with margins of error anyway)

    “Experienced gameplay,” (pre-attacking…projectiles, delayed damage attacks, triggering your orbital slightly early) can be a significant difference.
    • Like x 1
  20. Dev72 Dedicated Player

    The problem is they do exist at random times, however, not for everyone or in the alternative for everyone in that particular run. Putting value on end run numbers without at least considering latency is just as flawed as the scoreboard is flawed in that aspect; especially when we calculate numbers per second, and that those milliseconds of latency are multiplied by however long the run is.

    Hate to burst everyone's bubble...the system as it is being used without consideration of the multiple random variables means the numbers on the board are meaningless.

    The only way to say that the numbers on the board actually meant something is that all players are buffed the same in equal percentages, have to be running the same system, the same technology(to include the same setup), and carrying the same signal strength and internet connection. Which due to the vast amount of platforms and technology available...is unlikely.