New Flinch/Struck Mechanic

Jamie

LOMCN Developer
Developer
Mar 29, 2003
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Changes are as follows:

When you are attacked depend on the damage you take will depend on if you will flinch.
The chance to flinch is a percentage of your Maximum Health, so if you take 5% of you Max HP, you will have a 15% Chance to flinch.
You can only Flinch once every second (Maximum).


This was done in an attempt to balance out Melee vs Range PVP. In addition to this I've had to enable auto rev for PVP as a test and so people can see if they are dealing damage to other players.

Server side enforces the Flinch Mechanic so there should be no "no flinch" cheating.
 

furiousmatador

Loyal Member
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Jan 23, 2016
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First impressions i cant say i like it. mir just got alot easier. what if it was calculated form % of current hp? weaker you are the more u flinch?
 

Binary

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Dec 23, 2015
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Temporarilly as a test, but I might revert it on mobs purely because people don't like know knowing if they hit a boss or not without rev.

Ohh I thought I wasn't damaging that legendary lure spider lol.
 

Shane/Banshee

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Pros and cons

pros
easier to lure mobs
faster cave movements through mobs
Pesky archers do not stop you running


Cons
you can can actually die faster with no firewall flinch.
Faster you move more that can hit you ranged and mele resulting in major health drops without slowing down
strange not hearing mobs being struck
have to watch your health more due to not being notified of bing hit.

Not tested pvp which is the important aspect of these changes, anyone else tried pvp
 

WelshSteel

Hallucination Critic
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Dec 15, 2016
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Having fun so far, i'm sure some things are gonna be crazy (WT!) but good luck jamie, comms goin crazy xD
 

Jamie

LOMCN Developer
Developer
Mar 29, 2003
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I am trying to work out the best solution so far its working well, but its lacking something, it might be wroth basing it off of 50% Max and 50% Current health.
 

bayya

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Aug 19, 2012
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If you are carefully not mentioning events on another sever
remember that they changed the flinch there early on in the server. It was like euro and then they changed it so running thru bdd was awful.
If u got flinched then flinched again then again you were rooted to spot couldn't cast a spell rt or tt. People said flinch lock didn't happen or it was equipment. Being unable to do anything at all happened after they changed flinch.
If a sin spotted u, u were dead, unable to do anything at all. Didn't seem like that here.
 

BLaPP

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May 8, 2013
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Hard to get used to lol but not a bad addition , yet to try it in pvp personally as a warrior constant flinch from Tao pets is the worst thing in the world , but I always just accepted that lol
 

Piff1

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Apr 17, 2015
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Its a joke in PVP, Melee classes just run through ur Fireall without flinching and pop you in 1 hit.
 

NightScare

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Nov 11, 2005
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Why would you change this?

Seems retarded, if you get Hit you should flinch, otherwise Melee have a massive advantage over ranged.


Hard to get used to lol but not a bad addition , yet to try it in pvp personally as a warrior constant flinch from Tao pets is the worst thing in the world , but I always just accepted that lol


That was tao's main advantage, they could not kill you but they were annoying as ****. They are a support class, so keeping people flinched/slowed/puri/buffed is their reason for existance.
 

Jicaa

Pooslice
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Jul 9, 2003
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I am guessing this change was made because spells are easy to hit with on these files, meaning melee would be pointless with being flinched so easily. However in it's current state it makes melee too strong in PvP situations, but changing it completely back would make range too strong, there needs to be a middle ground which gives both a chance in PvP.
 

Martyn

Smir.co.uk
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Its a joke in PVP, Melee classes just run through ur Fireall without flinching and pop you in 1 hit.

shield up..

---------- Post Merged at 05:57 PM ---------- Previous Post was at 05:57 PM ----------

Why would you change this?

Seems retarded, if you get Hit you should flinch, otherwise Melee have a massive advantage over ranged.





That was tao's main advantage, they could not kill you but they were annoying as ****. They are a support class, so keeping people flinched/slowed/puri/buffed is their reason for existance.

but then with the wizard/tao aim bots out there, would be impossible!
 

Merc_Draven

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Sep 19, 2013
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It'll need more testing but this is a huge attack on range players - If a Wizzard can't (struggles) flinch a warr/sin then they might as well just rt away - flinch was flinch, would never of thought it would ever be changed, strange it was tampered with...
 

Shane/Banshee

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Right now with low mc firewalls hardly flinches players, I'm sure later when 20-30 mc is on the common kits this will change,
Most wizzys are in AC kits with no real added items, the damage delt is reallly low
 
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Martyn

Smir.co.uk
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Right now with low mc firewalls hardly flinches players, I'm sure later when 20-30 mc is on the common kits this will change,
Most wizzys are in AC kits with no real added items, the damage delt is reallly low

excaly! then there will be insta flinch and people will still moan!

---------- Post Merged at 08:15 PM ---------- Previous Post was at 08:12 PM ----------

well done to the QQ's getting hit by everything now.. lol