Editing Damage cancel
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* 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 | * The player's game client sends to the server a data packet containing the enemy's current remaining HP. | ||
* The server | * 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 | * 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. | ||
== Mitigation strategies == | == Mitigation strategies == |