Editing Damage cancel
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'''Damage cancel''' (DMC) is a ''PSO'' community term describing the following process: | '''Damage cancel''' (DMC) is a ''PSO'' community term describing the following process: | ||
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* This manifests as an enemy under massive attack from multiple players taking far less damage than expected. As an extreme worst-case example, an enemy being hit by rapid fire weapons (e.g. {{Gun|rare|Last Swan}}) doing 0 damage per hit can be rendered nigh-invincible to the other players. | * This manifests as an enemy under massive attack from multiple players taking far less damage than expected. As an extreme worst-case example, an enemy being hit by rapid fire weapons (e.g. {{Gun|rare|Last Swan}}) doing 0 damage per hit can be rendered nigh-invincible to the other players. | ||
* ATA misses do not send damage packets, but specials failing to activate do cause a damage packet to be sent. | * ATA misses do not send damage packets, but specials failing to activate do cause a damage packet to be sent. | ||
== Mitigation Strategies == | |||
* Pay close attention to damage output vs. teammates' and switching target if a teammate's DPS against the same target is superior. | |||
* Kill an enemy in one hit (via {{Megid}}, Hell, or a one-shot attack e.g. {{Sword|rare|Dark Flow}}) - this sends a data packet that the enemy is Dead, which cannot be overwritten. | |||
* Cease firing Devil's/Demon's weapons once the target's HP has reached the lowest it can go. | |||
* Know Technique strengths/weaknesses; don't spam AoE techniques e.g. {{Gifoie}} if they are ineffective at killing the target. | |||
* Try to cast {{Jellen|n}} and {{Zalure|n}} on a target only once; judge case-by-case whether the enemy needs J/Z at all. |