Strafe 8/2 and 7/2 BP's. Bad idea apparently.

Duality

Diabloii.Net Member
Strafe 8/2 and 7/2 BP's. Bad idea apparently.

There's a post on AB (and here in the bugs forum) about some extensive testing done with regards to the 8/2 and 7/2 strafe BP's. Apparently, they only exist client side, not server side, making a WF/Merc Faith setup somewhat redundant.

So now I'm wondering what the ideal setup for my Bowie should be.... I traded my merc faith off for a Sup GMB and with 23 IAS, I will be hitting the 9/3 BP, at 37 I slip into the 8/2 BP.

At the x/2 BP, you are only firing 8 arrows instead of 10.... Hmm... Anyone have any thoughts on this? I'm thinking I'll stick with 9/3 and see how it works.
 

YogiRat

Diabloii.Net Member
Re: Strafe 8/2 and 7/2 BP's. Bad idea apparently.

This stickie explains it pretty well. Against mutiple targets faster is always better. BTW, there is no 7/2 strafe.
 

stephan

Diabloii.Net Member
Re: Strafe 8/2 and 7/2 BP's. Bad idea apparently.

Next delay is something completely different and does/should not cause the behavior in the video.

What the video actually shows is that 2 frame strafe does not exist. It is happening on your screen, but not in the game.
 

Thawk

Diabloii.Net Member
Re: Strafe 8/2 and 7/2 BP's. Bad idea apparently.

Yup, that's my video. :) I posted about it here in the Bugs forum. I also followed up in a Phrozen Keep thread with Nefarius, and got yet more confirmation of the behavior. I used a debugger to set breakpoints in the client and server missile spawn functions (in SP), and saw that the client missile spawn was called at shorter intervals than the server missile spawn.

If you equip an x/2 Strafe speed rig, you will:
- while you hold down Strafe, actually fire only 8 arrows per cycle instead of 10. The last two arrows will never launch because the next Strafe cycle interrupts them.
- when you release Strafe, incur up to 9 extra frames of strafelock while the server finishes the strafe cycle.

7/2 is still faster overall than any x/3 Strafe rig, because the wind-up and wind-down times are shorter. But for any x/2 Strafe rig, expect desync and glitchy hit detection, because the client-side missiles do not match the server-side missiles, including some of the client-side missiles not existing at all.

My next task is to figure out whether this applies to any other rollback skills or is isolated to Strafe. It's possible that similar behavior happens for the likes of Zeal and Fury, but the timing gaps are just too short for anyone to have noticed. Besides Strafe, Fend is the only other rollback skill that does more than 5 hits, and Fend is *notorious* for synch and whiff problems.
 

AnimeCraze

Diabloii.Net Member
Re: Strafe 8/2 and 7/2 BP's. Bad idea apparently.

I think the best thing to do is to do a damage test. That should tell easily which is correct. Make something that will do 1 damage per hit, and has 95% chance of striking, and see what happens.

I also want to know what is the result of 8/2 say in single player.

Finally, 7 frame attack is not redundant, as you are multing at 7, and not strafing.
 
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