Sorry for resurrecting an old post.
I wanted to understand current mechanics better.
Interesting article....
(I read the original because Japanese is my second native tongue)
A few things that interested me from the website were:
□ Pre-Cast
魔法Cast中に武器を持ってもCastが潰れない。これは現パッチでは仕様となっているが当時は一応バグだった。後に武器装備でCastしている魔法が潰れるように修正される事になる。このバグのおかげで、Exp Cast>武器装備>武器Hit>Exp開放という一連のコンボが可能となった。
This translates to:
Equipping a weapon during a spell-cast does not interrupt the spell. This behavior is the intended result of the current patch, but was a bug. This bug was later changed to interrupt the spell if a weapon is armed during a spell-cast. Thanks to this bug, a combo such as: (translation adding context) Cast Explosion => <context added>Immediately, during the cast,</context added> Arm weapon => Hit with weapon => Target Explosion.
The two things that caught my eyes were:
1. The author implies that the weapon is armed immediately after the Explosion spell starts casting.
Currently, equipping a weapon during a spell-cast interrupts the spell on UOSA. According to this article, the current UOSA behavior seems to contradict the mechanic of the author's timeframe (during Fall 1999 - Jan 2001).
2. The author does not mention disarming the weapon before targeting the Explosion spell in the combo.
Currently, targeting a spell, while the character is armed, results in "You hands must be free to cast spells or meditate" and wastes the spell. Based on the fact that the author specifically mentions about arming a weapon in his combo, I would expect a "disarm weapon" would be included in the combo before targeting the spell if disarming was indeed necessary.
□ Zero-Delay(略称ZD)
当時は動いているとDelayが溜まらない仕様だった。その為、逃げる相手に武器を当て続けるのは不可能。武器を振るには立ち止まってDelayを溜める必要があったのだ。でもDelayが溜まると武器を着脱してもすぐ振れる状態になるバグが存在した。HALを装備し数秒間立ち止まってDelay溜めるよりWrestling(素手)でDelayを溜めてからHAL装備して武器を振った方が圧倒的に早い。これがWrestling-Delayと呼ばれる技術で、このテクニックを極めるとZD-HAL>Harm>ZD-HAL>Harmのような連続攻撃が出来た。
The majority of Japanese UO players referred the "Insta-hit" bug as "Zero-Delay" bug.
The paragraph concisely explains the weapon->wrestling timer hand-off technique as follows:
(I'm sure most of you know this mechanic, but I'll translate it for those that may not know)
Back in these days, the swing delay timer did not elapse while the character was moving. Therefore, it was impossible to hit a player on the run. The weapon delay timer had to be completed by standing still. However, a bug where a weapon swing was possible if the delay timer was ready, existed. Rather than standing still with a Halberd equipped to complete the swing delay timer, it was overwhelmingly faster to complete the delay by use of the wrestling skill (bare hands). This technique is known as the wrestling-delay, and those who have mastered this technique was able to produce combos such as Zero-Delay Halberd => Harm => Zero-Delay Halberd => Harm.
1. He says "back in these days" to reflect on the Fall 1999 - Jan 2000 timeframe, but I believe pre-T2A allowed the swing delay to elapse on-the-move (which is why GM Fletchers made a lot of gold with GM Heavy X-bows).
2. I assume that the large majority of people cast a 6th circle spell to estimate the wrestling timer. I'm of the opinion that this combo was shown to illustrate the fact that the wrestling timer is slightly faster than the time to cast a 6th circle spell.
□ Zero-Keep(通称ZK)
Zero-Delayの弱点を補う為に開発された技。Peace/Warモード切り替えを連打する事によりハイライトを消し、相手に隣接されてもこちらから攻撃しない状態を作る。この技の利点はDelayが溜まって武器を装備する瞬間、相手に隣接されパンチを出してしまう事を防ぐ。しかしAttack Lastボタンを連打されると自動的にハイライトしてしまう為、必ずしもMissパンチを防止出切る訳ではなかった。しかし相手が追い込まれている状態だとAttack Lastキー連打を忘れてしまう時も多い為、多くのDuelistがこのテクニックを愛用した。開発者は当時のWakoku最強PvPerとして名高いWu-Tang氏。
A technique invented to keep the Zero-Delay hit. By repeatedly tabbing between Peace/War mode, this technique prevents wasting the swing when the opponent comes close. The technique was used to avoid punching when the opponent came into proximity, while trying to arm the weapon. However, if the opponent was repeatedly hitting their Attack Last button (macro), avoiding punching (wasting the swing) was not guaranteed. When the opponent was in a worse situation during the fight, they tended to forget repeatedly hitting their Attack Last key, so many duelist used this technique. (according to the author) Wu-tang, considered to be the best PvPer on the Wakoku shard, invented this technique.
This seem to illustrate that the Attack Last spam and tabbing out was known in the target timeframe.
Faust wrote:There is also mention of the double hally exploit that can easily be abused in Razor.
For those not familiar with this (myself included), here is the excerpt from the website's author
□ 2Hit-Attack
Delayが溜まった状態で武器を装備すると、その装備した武器のDelayが溜まり始める。そのDelayが溜まってしまうと始めに溜めた分が失われるのだが溜まる前に相手と隣接すれば始めに溜めた分のDelayが消化され、武器装備してから溜めたDelayが残る状態となる。残りのDelayを溜めれば2回連続で攻撃できるのだ。(Delayを溜めてからHAL装備>1回脱着を行う>HALのDelayを4.0とすると3.8ぐらいまで溜める>相手と隣接しHALを振る>0.2秒立ち止まりDelay溜める>再度HALを振る)という流れ。ただ、HALみたいに遅い武器だと実戦向けではない。(使用したのは開幕の時ぐらい)Delay2.0~2.5ぐらいの武器で効果を発揮する上級テクニック。
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.
According to the author, the wrestling swing timer and the weapon timer are two separate timers. The "double hally exploit that can easily be abused in Razor," if the mechanic described by the author of the website is accurate, I guess the "era-accurate weapon cycling" the leet pvpers use is as follows:
A = wrestling swing timer
B = halberd swing timer
Assume DEX = Stamina = 25
Wrestling Speed = 50
Halberd Speed = 25 (from
http://web.archive.org/web/199905022020 ... m/arms.htm)
A = 15000 / ((25 + 100) * 50) = 2 seconds
B = 15000 / ((25 + 100) * 25) = 4 seconds
1. Wait 2 seconds with no weapon (A: ready to swing)
2. Arm Halberd
3. Disarm Halberd (does the B timer start at step 2 or 3?)
4. Arm Halberd before B timer is ready
5. Swing Halberd (uses the A timer)
6. Wait remaining time on the B timer
7. Swing Halberd (uses the B timer)
Am I correct on the above?
Is this how some people, in scheduled 1v1 tournaments, throw a hally swing immediately after throwing a punch (and wasting the opponent's swing)?
Or is this one of those "test/find out yourself" thing that experienced pvpers do not want to share?
Sincerely,
Esteban *nub*