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Re: The OSI Double Hally Hit
Posted: Tue Jul 27, 2010 5:58 pm
by Mens Rea
nightshark wrote:yea ok let me just stand around
I wasn't talking about you nightshark - everyone knows you sit on the line between possible and impossible PvP...
So just chill out.
RoseRIP wrote:It can be done for sure
Para-spamming, with or without your friends, can lead to some pretty regular occurances.
Or in a purely group-PvP situation quickly changing targets and surprising your adversary.
You've just got to use your imagination!

Re: The OSI Double Hally Hit
Posted: Tue Jul 27, 2010 10:32 pm
by Hemperor
nightshark wrote: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
From how I understand it, it seems that the double hit is performed the same in this popular video:
http://www.youtube.com/watch?v=xn_2_F9s ... el&t=0m25s
It happens around 30s, so start at 25. What appears to be some Asian free shard. I believe it's also done another time later in the video.
Re: The OSI Double Hally Hit
Posted: Tue Jul 27, 2010 11:05 pm
by nightshark
Hemperor wrote:From how I understand it, it seems that the double hit is performed the same in this popular video:
http://www.youtube.com/watch?v=xn_2_F9s ... el&t=0m25s
It happens around 30s, so start at 25. What appears to be some Asian free shard. I believe it's also done another time later in the video.
Pretty badass pvp video. This jap shard seems to use almost exactly the same pvp mechanics as UOSA. I couldn't tell if they had to stand still to refresh though, viewing at work and can't really spend half the day watching youtube. It did seem like they were purposely standing still sometimes to refresh hally via wrestle timer. It's possible these guys didn't have patch notes to work by either, since their japanese interpretation of them may not have been reliable.
Would be interesting to get in contact with the devs of that shard and ask what they based their mechanics on.
Re: The OSI Double Hally Hit
Posted: Wed Jul 28, 2010 9:30 am
by Roser
If system message "You have lost alot of Karma"
Play shotgun sound
loop
I wish
Pretty awesome video, Nightshark is doesn't look like they are pausing to refresh swing timers, I mean not like we do on Live currently... It does really look like test, even the double hit... looked like a 3.8 second charge in the first fight to me.
Re: The OSI Double Hally Hit
Posted: Wed Jul 28, 2010 11:03 am
by nightshark
Yea I just logged on test for the first time since the changes went in, tonight. Was able to pull off double hit on my first try using the method explained by the japs. Not difficult to do, could be very devastating.
Didn't actually get to fight anyone (noone online), was just testing it on the pit overseers. Can't wait to try this on live shard.
Re: The OSI Double Hally Hit
Posted: Wed Jul 28, 2010 11:11 am
by Roser
It becomes hard in a duel... its very easy to just stand next to someone and attack last to disrupt the double hit.
Its also quite possible to kite the attack lasts while charging the hit.... Either way it's going to involve some serious new skillz in pvp combat.
Feel like a kid on x-mas eve

Re: The OSI Double Hally Hit
Posted: Wed Jul 28, 2010 12:07 pm
by Sinatra SUN-FoW
Mikel123 wrote: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.
Good point