generally. i just died tonight with my 6/8 its not perfect i got hit at by avatar. i think it may have been a 1 shot or lag but either way i tp'd to him and bam it was fast not fast enuf to nexus im afraid.
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from my experience nothing can save u from a 1 shot
There is also an option you can edit inside this script that tells RealmRelay how much defense you have added to your defense as a whole from your armor/rings/ability
If you have this value set too high, for example the knight having extra def from his shield and you go to use a wizard or any class that has alot less additional defense than a knight then RR will automatically think your character has ALOT more HP than you really do
If you set it too low then RR thinks you have ALOT less HP than you really do and will start auto nexus'ing you on just about every hit you take
Last edited by rocker1988; 12-31-2013 at 10:14 AM.
changing the defence bonus made a hell of a difference to me. can you show me where its grabbing your def bonus?
If you look through the script its doing a comparision of your def bonus to statData.obf0
did you try changing the values yourself before you said someone was wrong?
Look through the script sir.
sets defenceBonus to your actual defencebonus if obf0 is STATDATA_DEFENCEBONUS.Code:function onServerPacket(event) { ... case ID_NEW_TICK: { ... } else if (statData.obf0 == STATDATA_DEFENCEBONUS) { defenceBonus = statData.obf1; ...
uses the defenceBonus aquired from the statData recieved earlier.Code:function getDamageEstimate(baseDamage) { var damage = baseDamage - defenceBonus; ...
If you cant understand code you might try to print out obf1 for all obf0 and figure out what each and every one represents; its an easy evening project which will learn you a lot =)
It drinks a potion, and dcs me.
YEP cock
This preemptively nexuses frequently on a knight, when you're taking a lot of damage, nexused at full health once :/
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My original script which this is based on is flawed, and therefore this script is flawed. It stores the latest bullet id for any enemy, instead of storing the enemy and the id. Bullet ids are re-used for different enemies, and so a bullet can have the same id as a different bullet, but have different damage. This is why sometimes it will nexus too early or later than usual. The solution is to keep a collection of bulletid->damage for every type of enemy, rather than having a single collection.
Last edited by DeVoidCoder; 01-17-2014 at 11:29 PM.
059 (01-18-2014)
I NOW have my old skype account back after it was hacked - chris2k7sears
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Originally Posted by SuperSeanOriginally Posted by kian1991Originally Posted by pattyswerve
More on my profile page and more trades with people that don't vouch .
I was playing around with pefecting this before Cristmas... One thing baffled me, as damage isnt always sent with the shoot/shoot2 packets, how does the client know what number put in the player hit notification (e.g: -80)?
How do I remove the bullet damage prediction? It just sent me back to nexus when I was doing O2 and I had full hp and I dodge the bullet that came towards me (wouldn't even half-hp me)....