Cyclone

PLEASE
remove the random movement programming part of this skill.

stopping and hitting every god damn object nearby.

need direct control of where i want to move to.

it might help us out with the goddam desync with this skill.

another note with this skill.. VOIDBEARERS cyclone seems to like to skirt around voidbearers instead of just killin them.. or is this intended to pis us off ?
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B3RTY wrote:
PLEASE
remove the random movement programming part of this skill.

stopping and hitting every god damn object nearby.

need direct control of where i want to move to.


It's all I've suggested btw.
There's NO random movement - you click on monster, but it's in different place in server... But you select him by it's ID, not the point at the screen...So your character cycloning "somewhere" without control... And with multistrike it takes another monsters as new targets, on his way to f**ng "somewhere", so desync grows up exponentially.
Suggestions I support:

Brand new, without flaws, set mechanic: http://www.pathofexile.com/forum/view-thread/117837
i have found a minor work around that does seem to help. the skill leap slam can be used to help resync the game (i have personally tested leap slam). i suspect other movement skills that involve some kind of teleport effect or moving past terrain to a specific location would also help.

the desync still needs to be dealt with but i have found that leap slam makes it much easier to deal with.

so if you want a button to sync back up with the server in most cases, for most characters i suggest you equip a smoke mine (reasonable mana cost [10 mana] and a level 1 gem should work just fine for resyncing [no major stat investment required]). i have not personally tested smoke mine (or any skill besides leap slam) but the theory seems to be sound.
Îs the tooltip dps now accurate? My cyclone deals 14k dps, my dual strike 30k with the same supports, yet both seem to kill Piety at roughly the same speed (provided she doesn't run away).
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Holocaustus wrote:
Îs the tooltip dps now accurate? My cyclone deals 14k dps, my dual strike 30k with the same supports, yet both seem to kill Piety at roughly the same speed (provided she doesn't run away).


Cyclone realistic dps is the tooltip dps multiplied by two.
this skill is just awfull, everytime i use it i get desync and the posterior rubber band.
been stuck in all fucking corners and every obstacle on the path its not fucking funny at all, walking for 5 sec and then BUUM you are on back room stuck on the wall, seriously. Its the most desync game i ever played, i dont know how you guys even dare in put more skills on the game when the existing ones dont work how they should.
Desync is your main problem forget about balance, nerf, itemization and everything else and fix the fucking desync that is game breaking and makes your game (that is fucking awesome on all other aspects for me) feel like im playing 3 seconds behind of what i actually see in mi screen. that will make you loose more players than anything else, fix that and you will be touching the sky.

PD: hope that mi english dont hurt your eyes so much, im from Spain
Man, I thought people were exaggerating when they complained of the desync associated with Cyclone.

At least I still have time to spec this character into Spectral Throw or something. Too bad I already spent MTX points on the Cyclone alternate effects...
Desync is bad with all melee skills but especially so with Cyclone. It's like I need to bind /oos to my right mouse button to even play. I'll spec into Spectral Throw instead.
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DamjanDamjan wrote:
Hi everyone!

I dont know if this has been posted before, but i noticed that Cyclone only checks for critical strike when it is performed, and not on every hit. So, when it decides to crit, all the hits from it will crit. This is pretty unfavorable because crits are not evenly spaced, and can thus lead to problems with things such as volls protector or cast on critical strike. Is this intentional or is it going to be fixed somewhere in the future?
all skills roll crit once, then compare it against the monsters. cyclone is one of the easier performed cases of critting a LOT of times because you just spin through a group real slow, hitting a lot of times.

the only way this would be bad if somehow you dealt too much damage per hit (reflect), which isn't what cyclone does. volls will keep your power charges full if you're constantly critting. cast on crit is what people WANT in this situation, as to cast more often for "free".
if your crit was 20% somehow, your volls would enable you to always have charges. a 1/5 chance is just starting to be high crit chance already. if i had that, i'd always at least see one or two crits because it is still possible to crit vs one for and not another. it likely still is "all or nothing". power charges don't get re-checked mid-use of a skill (unless cold snap was on a trigger gem), so there likely won't be anything silly like how crit weakness works.

as for cast on crit, its somewhat interesting you want steady triggering when crits themselves are not steady at all. additionally you have a percentage to check after critting in order to cast skills. all this means you cannot have evenly spaced out casts. this is not specific to cyclone as i think you're concerned about.
Last edited by soul4hdwn#0698 on Mar 26, 2014, 4:25:55 PM

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