Dread Chase: Difference between revisions

278 bytes removed ,  23 April 2022
→‎Tips and Details: No longer the case. Missiles update their targets dynamically now.
m (Moved to passive)
(→‎Tips and Details: No longer the case. Missiles update their targets dynamically now.)
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***In some instances this can result in bizarre behavior where more divided missiles deal damage than should be possible (16+ times), though this is very inconsistent.
***In some instances this can result in bizarre behavior where more divided missiles deal damage than should be possible (16+ times), though this is very inconsistent.
*Like [[Scare Chase]], this skill seeks the nearest target, including obstacles and boxes.
*Like [[Scare Chase]], this skill seeks the nearest target, including obstacles and boxes.
*A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using [[Dread Chase]] further away; by the time the first missile hits, the last missile is already seeking a target.
*Missiles are often wasted on targets already defeated when the party host has significant [[Wikipedia:en:Latency_%28engineering%29|latency]]. This means it takes longer for the damage dealt by [[Dread Chase]] to be sent to the server.
*Missiles are often wasted on targets already defeated when the party host has significant [[Wikipedia:en:Latency_%28engineering%29|latency]]. This means it takes longer for the damage dealt by [[Dread Chase]] to be sent to the server.
**Due to the United States' Internet infrastructure, this is a common issue for NA server. It started to occur after [[The Evolution/2 - Skill Tree Reorganization|Evolution 2]].
**Due to the United States' Internet infrastructure, this is a common issue for NA server. It started to occur after [[The Evolution/2 - Skill Tree Reorganization|Evolution 2]].
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