(edited by Lil Puppy.5216)
World boss crit spots
im in agreement with you on all but one ? I think shatterer has his crits spot slightly to the left of his head . basically in line with the toe on his roight foot that points towards his head. I have done this event a few times now and I am one of those that screams for the crit spot and do get me crits every time. I have not tried the other side of his head though but 100% got crits on the left side of his head.
Yes, you’re right on Shatterer, it’s closer to his right foot (left side facing him). It seems they inverted him horizontally because it is in the same spot just opposite.
(edited by Lil Puppy.5216)
Bosses Damage spots are going to be critable on the next patch. The Teq thread has a reply from a dev saying ‘I made sure of it’ So this will be a non-issue moving forward.
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Bosses Damage spots are going to be critable on the next patch. The Teq thread has a reply from a dev saying ‘I made sure of it’ So this will be a non-issue moving forward.
Wait i am confused. I thought those spots were already critiable.
thought that was the whole point of standing in those locations.
can somebody clear this up for me?
Does anyone else think it is ridiculous that bosses should have such small and specific crit spots? Especially when the crit spots don’t actually correspond to any kind of logical weak spot?
Personally, I find it dumb that people stack below the base of a dragon’s neck and hack at the empty space under there to magically gain critical hits.
Well, it makes sense if you imagine everyone hacking and slashing at the dragon’s neck. Thousands of mosquito-bites on your neck would hurt you much more, than if they were on your left hand.
Bosses Damage spots are going to be critable on the next patch. The Teq thread has a reply from a dev saying ‘I made sure of it’ So this will be a non-issue moving forward.
Wait i am confused. I thought those spots were already critiable.
thought that was the whole point of standing in those locations.can somebody clear this up for me?
Nope, lots of spots are bugged and cannot be crit. Instead, you have to find weird spots that the OP posted. With the next update supposedly ALL spots will be crittable.
Does anyone else think it is ridiculous that bosses should have such small and specific crit spots? Especially when the crit spots don’t actually correspond to any kind of logical weak spot?
Personally, I find it dumb that people stack below the base of a dragon’s neck and hack at the empty space under there to magically gain critical hits.
Its due to the how the game tracks objects. Actors (which is basically any interactable object) all have what I’ve commonly seen referred to as an “Anchor Point”. The anchor is a 2D coordinate along the terrain surface (separate from the hitbox), and is used by the game to do under the hood path finding for both AI and attacks. No matter where an object is in space, its anchor point is used for all non-projectile hit detection and path finding validation. AOE attacks also use anchors for their point of origin, and radiate outward to find targets.
Projectiles on the other hand use a traditional hitbox, which does accurately follow the model in 3D space, and does proper collision detection against terrain. Generally the flight vector aims for the “chest” of the model, which is scaled by model height (with flying mobs having artificially tall height settings). Cone or Fan AOE attacks, despite being projectiles in some cases, will utilize the anchor point for hit detection; as they follow terrain.
This is the same methodology used in GW1, and was largely done that way to increase the reliability of cleave hit detection (simple 2D radius searching). Path finding wasn’t an issue back then either, as players couldn’t jump, meaning their anchors were always on accessible terrain. A big difference with boss fights, however, was Large boss models were always outside valid terrain with the vulnerable “anchor” somewhere within reach of players. You’ll notice similar collision box and model clipping issues in both games for drake-like monsters, as the collision system only looks at the size of the anchor point, which is often smaller then model is long.
For GW2, big bosses with multiple actor components actually have multiple anchor points associated with it. One main anchor for model location (which may or may not be vulnerable), and one for each of its intractable points. Dragon Champions (Teq, Shatterer and Claw) have 4 in total (Hands, Head and model anchor), Wurms have 2 (base and head), SB has 3 or 4 (the hands aren’t targetable, but they do interact), Karka has only 1, MKII has 3 (base and arms), and pretty much every other monster in the game has only 1. Mobile monsters (ones that can move around) are all single anchors from what I’ve seen.
Regardless of dumb it is, its deeply rooted in the mechanical design (for pretty much every ground based MMO), and is one of the primary performance optimizations due to its low calculation cost. While not impossible to switch to a physics/physical based object simulation setup, the calculation cost is prohibitively high for large population concurrence. Planetside 1 and 2 are the only games I know off hand that have been able to do this effectively with large populations, and the server side requirements alone are enough to make most developers throw in the towel.