This just in: Achaea is Pay to Win! Just not how you think.
Pay for less latency and you win!
Now if only IRE would setup tiered payment plans where you pay more to get more faster service and capitalize on this completely fair and honest market strategy!
If gmcp.Char.Afflictions.List.paralysis then combo else combo/mind command end
if gmcp.Char.Afflictions.List.paralysis ~= 1 then send("combo/mind command") end
lua gmcp.Char.Afflictions.List.paralysis false
combo/mind command <latency> Archaeon hits you with curare.
Your state of paralysis prevents that. Your state of paralysis prevents that. Your state of paralysis prevents that. You send your command into the mind of your opponent, doing nothing but taking away your equilibrum for 4s because your jab failed, dummy.
Is that more clear?
Ironically the easiest solution for this is to just make paralysis stop illusion/mind command/hallucination and other things that typically are effective/paired with abilities that are currently stopped with paralysis, but that probably reduces some defensive options particularly in regards to illusions where you might be trying to use it to throw off your opponents offense while in an affliction hole and paralyzed.
Hmm, I dealt with this by tracking my own afflictions and nesting everything inside a paralysis/prone check.
My latency is likely better than some of yours, but doing the above should fix most of the outlier issues you’re talking about.
Also you don’t want to use the List like that, it doesn’t get removed until diagnosis unless something changed that I’m not aware of. I know they were adjusting gmcp things recently.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Yeah, in my actual check I use wsysf.affs.paralysis which works more effectively for me on Wundersys but I was going with what was handed to me. That handles accidentally spamming the combos out while already paralyzed, but doesn't handle the case where it gets intercepted due to latency.
For the record, I understand the monk mind command is a class-specific problem that doesn't affect most people but when fighting a para/x class with a moderate ping, it's actually cancerous, lol. I don't think we need a queue for that. Just make paralysis stop command please and thank you.
@Namino This is exactly what classleads are for (HELP CLASSLEADS if you aren't familiar), though they won't be open again until early next year. Similar requests for other abilities have been approved in the past so I can imagine something will be done for mind command.
It really isn't. I encounter this problem myself very frequently - if you look over any of the fights I've had with you as Monk while you were in Psion or SnB, you'll see a number of lone mind commands, which all arose from this interaction.
Concerning Namino's solution, it is enough to just make mind command prevented by paralysis - leave the other telepathy abilities untouched. Being able to mind command while paralyzed has very limited use.
I'm a few days late, but I'll echo that this is a frustrating problem for monk. But it's hardly just a monk problem, it also hits (to a lesser extent), any class that frequently contemplates or discerns, which is a lot more common.
I -do- have a script that adds or removes mind command or contemplate from my attack alias based on if I have paralysis or not. I don't think there's much I could do to make that script better. But I have fairly consistent .07 second ping or so, which means that there's always a window where my script can't fire quickly enough, and I get myself thrown uselessly off eq. It's not a rare occurrence, and it's hardly just a problem in monk.
I'm a few days late, but I'll echo that this is a frustrating problem for monk. But it's hardly just a monk problem, it also hits (to a lesser extent), any class that frequently contemplates or discerns, which is a lot more common.
I -do- have a script that adds or removes mind command or contemplate from my attack alias based on if I have paralysis or not. I don't think there's much I could do to make that script better. But I have fairly consistent .07 second ping or so, which means that there's always a window where my script can't fire quickly enough, and I get myself thrown uselessly off eq. It's not a rare occurrence, and it's hardly just a problem in monk.
Discern doesn't go through if you're paralysed, and there is a trait for contemplate for that reason. Neither is as big of an issue as mind command, which I don't think is the end of the world, but a classlead for it should be thrown in next time they open up. I think one got rejected a few cycles back, but times change and you never know!
The Divine voice of Twilight echoes in your head, "See that it is. I espy a tithe of potential in your mortal soul, Astarod Blackstone. Let us hope that it flourishes and does not falter as so many do."
Aegis, God of War says, "You are dismissed from My demense, Astarod. Go forth and fight well. Bleed fiercely, and climb the purpose you have sought to chase for."
The mind command issue is a "get good" issue. Time your attacks better so your opponent won't be attacking as you try to use mind command.
The issue is only relevant in cases where you strip deafness beforehand. Due to Monk's fairly long balances (ironically, the fastest deaf strip you can get is with t-fang or level 3 axe, which the vast majority of tekura monks will not have), the window for mind command is fairly small. For those with high latency, having to wait for their balance means you no longer can rely on queuing to make up for your disadvantage. In these cases, you simply can't afford to wait. You'll miss the window of opportunity.
This issue affects those with high latency the most, and those with high latency are the least capable of dealing with it, due to the clientside scripting involved. The solution seems very obvious to me. If mind command was stopped by paralysis, than those with low latency would hardly see a difference, if they coded around it properly. Those with high latency would no longer be punished by an unfortunate interaction that they are unable to deal with.
Most importantly, you have no idea how this class works, and haven't for years. I don't care when you spout bullshit in other threads, but I do care when it concerns combat or classes that I enjoy playing. Please keep your "get good" nonsense out of this thread, or at least until you manage to reach a level that approaches being good at combat in this game. Thanks.
The issue debanging the scripting argument isn't even one to do with monk's jab balance timer, really. If you script it to only send the mind command if the undeafening jab lands, you run into a bigger problem.
The number one use of mind command is to knock your opponent off of salve balance to delay their ability to cure a real break and allow you to complete a killpath. If you sweepkick, break a leg, and then jab and mind command, that's the classic open.
However, if you sweepkick, break a leg, then jab and script client-side to make sure the jab lands before you send the mind command, your setup is possibly (even probably, and perhaps even *certainly* in the cases of people with high latency) going to fail, as their server-side curing will begin healing the real break before your mind command apply goes through.
Again, this is an issue we'll bring up on classleads for sure. But it's not a 'git gud scrub' thing. Not everyone lives next door to the server.
Comments
Pay for less latency and you win!
Now if only IRE would setup tiered payment plans where you pay more to get more faster service and capitalize on this completely fair and honest market strategy!
send("combo/mind command")
end
lua gmcp.Char.Afflictions.List.paralysis
false
combo/mind command
<latency>
Archaeon hits you with curare.
Your state of paralysis prevents that.
Your state of paralysis prevents that.
Your state of paralysis prevents that.
You send your command into the mind of your opponent, doing nothing but taking away your equilibrum for 4s because your jab failed, dummy.
Is that more clear?
Ironically the easiest solution for this is to just make paralysis stop illusion/mind command/hallucination and other things that typically are effective/paired with abilities that are currently stopped with paralysis, but that probably reduces some defensive options particularly in regards to illusions where you might be trying to use it to throw off your opponents offense while in an affliction hole and paralyzed.
My latency is likely better than some of yours, but doing the above should fix most of the outlier issues you’re talking about.
Also you don’t want to use the List like that, it doesn’t get removed until diagnosis unless something changed that I’m not aware of. I know they were adjusting gmcp things recently.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
For the record, I understand the monk mind command is a class-specific problem that doesn't affect most people but when fighting a para/x class with a moderate ping, it's actually cancerous, lol. I don't think we need a queue for that. Just make paralysis stop command please and thank you.
Results of disembowel testing | Knight limb counter | GMCP AB files
But it seemed relevant here too.
Concerning Namino's solution, it is enough to just make mind command prevented by paralysis - leave the other telepathy abilities untouched. Being able to mind command while paralyzed has very limited use.
I just manually contemplate, but it's still annoying when I get paralyzed.
Also, @Cooper, you said it wrong....
Aegis, God of War says, "You are dismissed from My demense, Astarod. Go forth and fight well. Bleed fiercely, and climb the purpose you have sought to chase for."
This issue affects those with high latency the most, and those with high latency are the least capable of dealing with it, due to the clientside scripting involved. The solution seems very obvious to me. If mind command was stopped by paralysis, than those with low latency would hardly see a difference, if they coded around it properly. Those with high latency would no longer be punished by an unfortunate interaction that they are unable to deal with.
Most importantly, you have no idea how this class works, and haven't for years. I don't care when you spout bullshit in other threads, but I do care when it concerns combat or classes that I enjoy playing. Please keep your "get good" nonsense out of this thread, or at least until you manage to reach a level that approaches being good at combat in this game. Thanks.
The number one use of mind command is to knock your opponent off of salve balance to delay their ability to cure a real break and allow you to complete a killpath. If you sweepkick, break a leg, and then jab and mind command, that's the classic open.
However, if you sweepkick, break a leg, then jab and script client-side to make sure the jab lands before you send the mind command, your setup is possibly (even probably, and perhaps even *certainly* in the cases of people with high latency) going to fail, as their server-side curing will begin healing the real break before your mind command apply goes through.
Again, this is an issue we'll bring up on classleads for sure. But it's not a 'git gud scrub' thing. Not everyone lives next door to the server.
The "get good" thing was pretty clearly a joke, I even spelled it wrong and put it in quotes to make that clear.