From your links/replies and my observations I can conclude:
1. Current strafe damage is, by mistake, the same ¾ as multiple shot because the game is taking the same line.
2. Although it looks like, there is no just 1 arrow per target damage on a multiple strafe attack. However, the target wonât receive new damage from a missile before 4 frames, no matter the AR or ITD. If the NextDelayâs fourth frame is included it can explain why a 1.09 8/2 3-missiles strafe attack on a single monster hits just once. The chances to hit remain as long as not inside the 4-frames NextDelay window.
3. This explains why targets get knock-back several times on a multiple 8/2 strafe attack: First missile hits, second missile misses, third missile misses, fourth missile hits, and so on. Also explains why monsters aligned with the strafe attack die faster than when theyâre spread: If 10 monsters exactly aligned, thereâs a chance (given by the to-hit-formula on the same 8/2) that the first one will be damaged by missiles 1, 4, 7 and 10. Surely some will see 40% arrows hitting, while others will see 4x damage per attack.
Taking into account the observations and NextDelay effect, I can ask: Will other sources (players) of missile attacks, using multipleshotarrow and multipleshotbolt or not, be ignored if inside the 4 frames NextDelay?
Edited: Answered here.
1. Current strafe damage is, by mistake, the same ¾ as multiple shot because the game is taking the same line.
2. Although it looks like, there is no just 1 arrow per target damage on a multiple strafe attack. However, the target wonât receive new damage from a missile before 4 frames, no matter the AR or ITD. If the NextDelayâs fourth frame is included it can explain why a 1.09 8/2 3-missiles strafe attack on a single monster hits just once. The chances to hit remain as long as not inside the 4-frames NextDelay window.
3. This explains why targets get knock-back several times on a multiple 8/2 strafe attack: First missile hits, second missile misses, third missile misses, fourth missile hits, and so on. Also explains why monsters aligned with the strafe attack die faster than when theyâre spread: If 10 monsters exactly aligned, thereâs a chance (given by the to-hit-formula on the same 8/2) that the first one will be damaged by missiles 1, 4, 7 and 10. Surely some will see 40% arrows hitting, while others will see 4x damage per attack.
Taking into account the observations and NextDelay effect, I can ask: Will other sources (players) of missile attacks, using multipleshotarrow and multipleshotbolt or not, be ignored if inside the 4 frames NextDelay?
Edited: Answered here.
Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.
- Sun Tzu, The Art of War