The OSI Double Hally Hit

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The OSI Double Hally Hit

Post by Roser »

This is a thread for peoples thoughts on how exactly the Double Hally (weapon) hit worked on OSI and how it was executed.
Please post your recollection.

The way I remember doing it was as follows:

1) Initiate combat un-equipped
2) Equip Hally (or weapon)
3) Tab out of combat
4) Pause 2x the Hally (weapon) timer
5) Double tap attack last beside target.

Note: this was to be done very precisely without swinging to early or to late. This attack could not be held.

Currently on test you can manage to pull this double hit off basically every time your hally cycles (about 4 seconds).
Also if you attack early (2.5 seconds ish) you get sort of a slower double hit.

I also encourage anyone reading this to test out the new combat system on test, its very OSI.
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Re: The OSI Double Hally Hit

Post by malice-tg »

in my memory it was linked to casting.. usually an explode for delays.
it was not very easy to execute.

i also dont know if two attack lasts were used..

i admittedly didnt do it myself. i had a friend deathmaul who could it it and he would take a precasted explode and drop it to do it. and his success rate as low.

i did it mainly as a fortunate accident.

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Re: The OSI Double Hally Hit

Post by Roser »

Yea that would have worked for sure.

The time it takes you to cast and the explosion delay plus 1 or 2 seconds of holding the precast would have worked for sure.
Devastating combo if both hally swings hit... Most certain death with a good magic hally.
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Re: The OSI Double Hally Hit

Post by Zong »

does this only work with hallys?

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Re: The OSI Double Hally Hit

Post by Roser »

No ^
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Re: The OSI Double Hally Hit

Post by nightshark »

i think there was a japanese pvp guide written in '99 that details how double hally hit was executed.. anyone know which thread to find this in?

edit: here
http://forum.uosecondage.com/viewtopic.php?t=20909
Japanese Translation wrote:When a weapon is armed after the wrestling timer is completed, the swing timer for the armed weapon starts to elapse. If the weapon timer is completed while the wrestling timer has not been used, the wrestling timer is discarded, but if the wrestling timer swing is used prior to the completion of the weapon swing timer, the elapsing weapon swing timer determines the next swing. If used right, you can swing twice consecutively. (Arm Halberd after wrestling timer is completed => disarm halberd => arm halberd in 3.8 seconds if the halberd timer resets in 4 seconds => swing halberd => wait the remaining 0.2 seconds on the weapon timer => swing halberd again). However, a slow weapon such as the halberd is not suitable for real combat. (Using the halberd in this manner is probably effective only at the beginning of the fight). This is an expert technique which can be used very effectively with a weapon with a delay of 2.0~2.5 seconds.
another one wrote: Use the fast wrestling timer to attain the Zero-Delay state

For example, cast an EB and hold the target

Arm the Halberd

After arming the Halberd, elapse the new swing timer slightly before attaining Zero-Delay status with it, and swing
(This causes the first wrestling Zero-Delay state to release the swing)

(As soon as the Zero-Delay state is attained via the Halberd timer, swing second Halberd hit)

Relase (target) the pre-casted EB

from what is sounds like, it was executed by

1. elapsing your wrestling timer, arm hally
2. don't swing yet, but allow your hally timer to count down (if the hally is 4s timer, for example, allow it to count down 3.8s)
3. move into range just before your hally timer had fully elapsed, swing using your insta hit which has been readied by wrestle timer
4. hally timer fully elapses, swing again (if you tabbed out at 3.8s, this would allow you to swing twice in a 0.2s interval)
5. if you allowed your hally timer to elapse the full 4s, you lose your double hally hit.

the first entry, however, says that you need to disarm your halberd immediately after arming. this is the only difference in the two methods.


from my understanding, swings are not "held" on test center, so this pvp essay's guide of how to double hit would not work. the swing that has been readied by wrestling would cease to exist before the hally swing was ready? i haven't played test so i'm not sure, i've only read the patches that are supposed to be in place there
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Re: The OSI Double Hally Hit

Post by Sinatra SUN-FoW »

RoseRIP wrote:This is a thread for peoples thoughts on how exactly the Double Hally (weapon) hit worked on OSI and how it was executed.
Please post your recollection.

The way I remember doing it was as follows:

1) Initiate combat un-equipped
2) Equip Hally (or weapon)
3) Tab out of combat
4) Pause 2x the Hally (weapon) timer
5) Double tap attack last beside target.

Note: this was to be done very precisely without swinging to early or to late. This attack could not be held.

Currently on test you can manage to pull this double hit off basically every time your hally cycles (about 4 seconds).
Also if you attack early (2.5 seconds ish) you get sort of a slower double hit.

I also encourage anyone reading this to test out the new combat system on test, its very OSI.
Lets just remove all weapons but halberds. Not being a smart-arse just saying I'm tired of Halberds. I know era accurate yea yea yea. Well eras start to get boring when everyone has the same +25 Vanq Halberd.
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Re: The OSI Double Hally Hit

Post by Mikel123 »

Sinatra SUN-FoW wrote:Well eras start to get boring when everyone has the same +25 Vanq Halberd.
No, they start to get boring when everyone thinks like this and no one thinks creatively.

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Re: The OSI Double Hally Hit

Post by Roser »

I'm really interested to see if anyone has any input on the amount of time it took to hold the hally before you were able to execute the double hit.

Nightshark, this is an awesome translation, thx for posting it. I believe the translation that you describe is basically how test is working right now.
Nightshark wrote:from what is sounds like, it was executed by

1. elapsing your wrestling timer, arm hally
2. don't swing yet, but allow your hally timer to count down (if the hally is 4s timer, for example, allow it to count down 3.8s)
3. move into range just before your hally timer had fully elapsed, swing using your insta hit which has been readied by wrestle timer
4. hally timer fully elapses, swing again (if you tabbed out at 3.8s, this would allow you to swing twice in a 0.2s interval)
5. if you allowed your hally timer to elapse the full 4s, you lose your double hally hit.
I've been playing around with double wep hits on test and this here describes whats going on best. Although there is still lots to be uncovered about it.


Sinatra SUN-FoW, Lets have a +25 vanq hally duel on the tight rope in fire dungeon, winner gets both hallys.... Well see if we can get that blood of yours pumping again.
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Re: The OSI Double Hally Hit

Post by Mens Rea »

I remember the rare and coveted triple hit also making an appearance at some point in T2A.

Do you remember that too Rose?

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Re: The OSI Double Hally Hit

Post by Roser »

I've never heard of that... were you on LSD when it happened?
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Re: The OSI Double Hally Hit

Post by nightshark »

in actual fighting double hit with a halberd will be next to impossible to pull off against a good opponent anyhow
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

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Re: The OSI Double Hally Hit

Post by Mens Rea »

RoseRIP wrote:I've never heard of that... were you on LSD when it happened?
Yeah I don't think it was a regular occurance at all - probably an unfounded rumour from long ago, because I certainly never made it happen.
nightshark wrote:in actual fighting double hit with a halberd will be next to impossible to pull off against a good opponent anyhow
For some, maybe.

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Re: The OSI Double Hally Hit

Post by nightshark »

Mens Rea wrote:
nightshark wrote:in actual fighting double hit with a halberd will be next to impossible to pull off against a good opponent anyhow
For some, maybe.
yea ok let me just stand around and let you execute 90-100hp of insta damage with your halberd. it takes 6s to pull off a decent double hit, according to the theory, which gives you a 25% chance of connecting both hits. then after your precise timing it only takes your opponent one tap of attacklast to lose your double hally hit. i hardly see double hit as hugely game altering (as it wasn't)
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE

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Re: The OSI Double Hally Hit

Post by Roser »

It can be done for sure, but if your opponent see's it coming and knows how to disrupt it, then your boned.

You cannot use magic while charging the double hit as you need your wep in your hand... so take damage and you will be forced to drop your double timer and heal.

If its going to happen in a duel its gonna be a rare thing... At least not executable very often.
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