I like the new update!
But can you please make a little patch for the hpbar fix (becomes black when a mob or fire mage hits you). Or give me a link to fix it manually? I don't have those files anymore
thanks
This is a discussion on ProfessionalKO | Lv. 72 USKO 1298/1453 Farm-PK | OFFICIAL: 15.12.2023 at 22:00 UTC+3 within the Private Servers forums, part of the Knight Online (ko4life.com) category; I like the new update!
But can you please make a little patch for the hpbar fix (becomes black when ...
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I like the new update!
But can you please make a little patch for the hpbar fix (becomes black when a mob or fire mage hits you). Or give me a link to fix it manually? I don't have those files anymore
thanks
The update was fine,but the slow rate for mages/warriors is still stupidly slow,on magic shield i got slowed 6 time in a row ?! Also the chitins are bugged they aint giving the right amount of dex. And som1 started to ddos u,wich is lame :P
Then fuck u kallop i farmed 2 hours for +7's to find out they are the same as the fuking normal chits with 3 hp bonuses -.- fuck that
It was the first thing that I checked but sadly I checked it wrong way... I'm sorry about that.
I tried it on harpies and with priests duffing me (because the other guy who reported the same issue, was talking about purple bar issue and not about the orange one -,-) and the bar was OK.
I've had a 8 hours trip and this headache's killing me.
P.S. Lunar War at 20:00 Server Time (in 1 hour).
It's not possible to change the stun/slow rates. Is there anything you want to suggest?
Idk man im not in to that programing thingys,yesterday in pk i counted how many times i got slowed/leg cuted in a row with magic shield,and i got up to 14 times.The mage didnt even had a staff on so idk,i dont mind that there are slow/leg cut,its just that they look to me that they are realy realy realy high. Other then that,its fine,theres stuff for everyone,we brought a small team,keep up the good work and i hope on monday those visual gliches go away ^_^ Also kallop smells like vodka.
That's something to do with soacs about stun and slow rates Marko. Remember on old bazinga it was also quite high didn't matter the resistance you had. I tried to tweak it in with increase resistances on armor pieces and eve by making some "invisible client side" resistances to some item pieces, which worked somewhat but it was still higher then it's suppose to be.
It's true nickos, they are hardcoded, but they don't work the same on every server files, twostars was writing about this somewhere I lost the topic he explained it on the byte level how it works, I didn't really understand half of it he wrote but let's say I believe him.
I've tested different server files and the stun slow was not the same on all of them. Verified this with a lot of testing on different resistances aswell.
It's hardcoded in 1.298. I think this was true until 2.0xx, though I think slow rates were moved server-side - at least - as of 1.534.
There's nothing complicated to understand: client receives skill request, it sees it's targeting them (and not another player), the skill has a chance to slow/stun, the client determines whether or not to actually slow/stun.
It isn't just pure chance though, it does use a (retarded) algo that doesn't take into account the caster at all. In a nutshell, the rate depends on the target's(!) INT, the target's resistances, and the level of the skill.
Though that obviously means skills like "Scream" are screwed because they're technically low level skills (but in the mastery tab). To workaround this, mgame cheated and gave one of these ("Stun shock") a flat 50% chance because well, figuring out a way of compensating for the skill level for those skills was evidently too hard. They probably did this with "Scream" too if I could find a client old enough that uses the new algos, but still has the slow rates, but whatever.
The rates themselves should be the same until ROFD (1.310/1.351/1.397 excluded because they're retarded).
KO = old useless rates that didn't scale well
KE = slightly better rates but still don't scale terribly well
ROFD = rates that scale better but still suck for certain cases
UTC = same as ROFD but shifted server-side
/rates.
Why does AVG find this and several other trojans in your client?
http://www.avgthreatlabs.com/virus-a...=RS&PRTYPE=AVF
just curious
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