Editing Damage cancel

From Ephinea PSO Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:


* A player attacks an enemy, producing any damage number (including 0) or inflicts a status effect (including {{Jellen}} & {{Zalure}}).
* A player attacks an enemy, producing any damage number (including 0) or inflicts a status effect (including {{Jellen}} & {{Zalure}}).
* The player's game client sends to the server a data packet containing the total damage done to an enemy, which is calculated as its max HP minus its current HP.
* The player's game client sends to the server a data packet containing the enemy's current remaining HP.
* The server forwards the damage packet to all other players. Receiving clients will accept that value and update the monster's HP no matter what. The value could be higher or lower than what the local client sees, because it's possible an action happened on another client that affected the monster's HP.
* The server relays its most recently received "remaining HP" packet back to all players except the one who sent it.
* However, the server relays the most recently received data packet no matter what, regardless of whether its total is higher or lower than any other data. Therefore, if two people damage an enemy at roughly the same time, one of the two totals may overwrite the other, effectively negating one of the two players' damage.  
* However, the server relays the most recently received data packet no matter what, regardless of whether its total is higher or lower than any other data. Therefore, if two people send HP at roughly the same time, one of the two totals may overwrite the other, effectively negating one of the two players' damage.  
* 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.


== Mitigation strategies ==
== Mitigation strategies ==
Please note that all contributions to Ephinea PSO Wiki are considered to be released under the CC BY-NC-SA 4.0 (see Ephinea PSO Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)