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Out of range castingFollow

#1 Jan 25 2008 at 5:26 PM Rating: Good
Just a quick question about casting and range...

So, I start my SB when a Mob is at max range, then the Mob moves out of range. Sometimes the SB still hits him and other times I see the taget is out of range message.

Does this have to do with how far the Mob moved away from being in range? I mean, will the spell work if the Mob is only 1 yard out of range but not work if he makes it 10 yards out of range?

Or is this just a latency issue that appears variable to me?
#2 Jan 25 2008 at 5:38 PM Rating: Decent
its latency related.
#3 Jan 25 2008 at 6:55 PM Rating: Decent
38 posts
Quote:
its latency related.


Yup, but it could also be that you finish the cast just as the mob moves out of range, and your shadowbolt still flies out and hits it. Happens to me on my hunter if the mob moves just out of range on an aimed shot. But then again I could be wrong, who knows.
#4 Jan 28 2008 at 5:08 AM Rating: Good
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129 posts
I'm pretty sure that there is a limited distance beyond max range that you can hit, if the mob moves after you've started casting. Just guessing, it'll be something like 10-20% of the max range.

While it could also be latency, I'm pretty sure its not, as when this happens to me I have already been casting for 1+ second and the mob is a good distance out of range.

This is actually a good tactic to use on patrolling mobs to give you a little bit more time to cast spells before the mobs hits ya.

Edited, Jan 28th 2008 1:09pm by germa
#5 Jan 28 2008 at 6:27 AM Rating: Good
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2,754 posts
it happens to often to be latency, and my ping is generally around 30-40ms. there does seem to be a bit of extra 'give' in the range if you've already started casting. from what i can tell it's 'max' (don't quote this) 5yrds extra ontop of your max range. the only reason i can think of there being this bit of extra give is for the odd abilities like fear/scatter shot/blind which can sometimes push the target just out of range multiple times, so being a nuisance. another possible reason could be to give channeled spells a bit of extra 'give' to them with moving targets
#6 Jan 28 2008 at 7:25 AM Rating: Good
It's not the latency (or at least not JUST that).

There is a extra range of what seems like 3 yards beyond max casting range which doesn't break casting.
#7 Jan 28 2008 at 2:10 PM Rating: Excellent
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1,245 posts
Kelnoen wrote:
It's not the latency (or at least not JUST that).

There is a extra range of what seems like 3 yards beyond max casting range which doesn't break casting.


This.
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