Avoiding False Accelerator Procs for Vanguard (Powertech) in SWTOR 1.2
In this video, I explain for Patch 1.2 how to avoid “false” procs for the Accelerator talent in the Assault Specialist (Pyrotech) tree for the Vanguard (Powertech) class.
Prior to 1.2, to apply a burn effect on a target within 10 meters, it made sense to use Ion Pulse (Flame Burst) instead of Incendiary Round (Incendiary Missile), because Ion Pulse delivered more damage in a shorter timeframe, cost less mana, applied a snare effect, and could trigger the Accelerator talent to make the subsequent High Impact Bolt (Rail Shot) free.
However, in Patch 1.2, an internal 6-sec cooldown was added to the Accelerator talent, so you want to trigger the proc only when your High Impact Bolt (Rail Shot) has been used and is on cooldown. Remember, even if your High Impact Bolt (Rail Shot) is not on cooldown, by using Ion Pulse (Flame Burst) or Stockstrike (Rocket Punch), you can trigger the Accelerator talent.
Therefore, in some cases you may want to open on a target with Incendiary Round (Incendiary Missile) on your target instead of Ion Pulse (Flame Burst).
Effective PVP gameplay of Assault Specialist (Pyrotech) requires getting the most mileage out of your cooldown resets for High Impact Bolt (Rail Shot), so this is a critical concept to get right.
Let me know if you have any questions.
To see me PVP’ing live, check out my TwitchTV channel. My stream features real-time commentary and between matches I interact with the Chat Room.
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GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/video-game-shows/star-wars-the-old-republic-video/the-republic-swtor-show/
Transitioning Back to the Corporate World
Publishing content about games has been a passion of mine for seven years. I started creating guides and narrated videos, because I enjoy teaching and wanted to contribute to the community.
It wasn’t until Q4 2011 that I gave any serious thought about trying to monetize my content. Prior to that time, I was busy with work / RL, my gaming content was a hobby, and I wasn’t clear how I might monetize my content without alienating the people consuming it.
Late last year I decided to give it a go as a full-time blogger. The past 6 months have been, in many ways, a “startup” experience. I’ve learned a lot about online broadcasting, growing an audience, monetizing content, and improving the production value of my videos. That said, I’ve also come to realize that this isn’t sufficient to make ends meet financially, for now. Therefore, I’m in the process of transitioning back to the corporate world.
What does that mean for this blog? Well obviously I’m going to continue playing games, because they’re fun! And I’m going to continue blogging, streaming, and hosting content about games – but mostly on nights and weekends.
I want to thank y’all for your feedback, insights, and support along this journey. It’s been awesome having a community that constructively and intelligently dialogues about games, and I look forward to continuing our conversation.
Cheers,
Ed Park aka Taugrim
P.S. if you work in the gaming industry, I’d welcome the opportunity to speak with you. I have skills / experience that might transfer to that space, and I’d appreciate your perspective for someone coming from outside the industry. You can contact me @gmail.com, my username is the same there.
SWTOR PVP in 1.2: The Good, The Bad, and The Ugly
The much-anticipated behemoth Patch 1.2 is finally here!
The Good
- The UI customization is excellent
- Game performance seems significantly improved
- The addition of Recruit PVP gear provides a viable option for fresh 50s to get decently geared quickly
Since SWTOR launched back in December, the UI has been the main source of criticism across the playerbase. The new Interface Editor provides a high degree of customization, is usable and intuitive, and allows for sharing of the UI settings across characters. My only nitpick is that it lacks “snap-to” functionality for aligning interface elements. But overall, big thumbs up.
Tip: make sure to turn on your Target of Target frame in the Interface Editor. You can do this by clicking on the Target of Target frame and checking the Enabled box.
The other sticking point for many players pre-1.2 has been the poor or inconsistent game performance. Players suffered from low / inconsistent FPS, lag in populated areas, and issues related to animations and their timing. In 1.2, the game performance is significantly better – the game plays faster.
I’m glad the Recruit PVP gear was added to the game, as fresh 50s were cannon fodder pre-1.2. Of course, not all fresh 50s will have or be willing to fork out the ~320k credits to buy the whole set. But the option is there at least for those who can afford it and want to help their team.
The Bad
- Ranked Warzones were delayed
- The PVP commendation rewards are out-of-whack with the cost of PVP consumables
- 9 of the 14 War Hero gear slots require the corresponding Battlemaster piece
PVP fans have been eagerly waiting for Ranked Warzones (RWZs), so it was disappointing to hear just 2 days before the Patch went live that RWZs were being delayed. That being said, as I wrote earlier, the planned temporary “flexible” and “mixed” matchmaking systems were unattractive, as they respectively paired solo-queued players against premades and RWZ-queued players against non-RWZ-queued players. In addition, these matchmaking systems did not address the real underlying issue: some servers have low populations and there is no cross-server queueing functionality. I am relieved that BioWare pulled the plug on RWZs instead of going live with those matchmaking systems and risk having them flop out of the gate – especially after the failure with World PVP in Ilum.
The PVP commendations rewarded from warzones no longer cover the cost of actively using warzone medpacs and warzone adrenals because of 3 synergistic factors:
- The amount of warzone commendations earned from matches (particularly losses) has been reduced, and
- The cost of the warzone medpacs and adrenals has doubled (10->20), and
- The cooldown for these consumables has been cut in half (180->90 seconds)
Some of my guildees are getting around this by relying on their re-usable Biochem medpac, which is great if you went Biochem. While some folks stockpiled PVP consumables pre-1.2, many players will experience a commendations deficit per warzone if they use 4+ consumables per match.
Most of the War Hero gear pieces require the corresponding Battlemaster piece to trade-in. This is fine for players who only play 1 spec, play classes where there aren’t multiple viable sets to choose from, or already have all the Battlemaster pieces from various sets that they might use. And keep in mind that Battlemaster pieces are competing for the same commendations that are used to purchase the overpriced PVP consumables.
The Ugly
- The quality of the PVP experience experience has suffered due to much lower Time-to-Kill (TTK)
- Class balance is heading in the wrong direction
I hadn’t played on the 1.2 PTS due to the lack of character copy (there’s no way I’m going to re-level a character on a test server, that’s rubbish), but my guess was that TTK in 1.2 was going to be roughly the same or higher (due to the number of nerfs to burst damage and talents across classes, and Expertise scaling). For whatever reason (lower Endurance on gear, gap between damage and mitigation provided by Expertise, etc), the opposite is the case. TTK is down dramatically, and this has taken away SWTOR’s best attribute in PVP: drawn-out fights that allow for tactical gameplay. Fully-geared Battlemaster players melt under any kind of focus fire. PVP is now a gibfest.
Since November and up through 1.1.5, I have stated that SWTOR had the best class balance of the major MMORPGs. Of course, the balance was not perfect, but I thought BioWare was taking the wise approach from 1.0->1.1.5 of incrementally making class changes to improve balance. However, in 1.2 BioWare decided to make multiple, significant changes to 7 of the 8 Advanced Classes. In my gaming experience, so many class changes at once has rarely produced a positive overall outcome (with the exception of WoW’s Cataclysm expansion, which streamlined talent trees and added new class mechanics).
In 1.1.5, here is what I thought was overpowered in PVP and needed to be looked at in future patches:
- 31-pt Shadow / Assassin tanks had it all: high survivability (Resilience, Deflection, plus self-healing), high mobility, very good damage, good debuffs, and Guard
- Sentinels / Marauders had too much on-demand survivability and the best group buffs in the game
- The friendly pull and sprint for Sages / Sorcs gave them a significant tactical advantage in group PVP, especially compared to the other 2 healing ACs
- Assault Spec Vanguards / Pyrotech Powertechs had too much burst capability due to Ionic Accelerator / Particle Prototype Accelerator proc’ing multiple times in a short window
- Scrapper Scoundrels / Concealment Operatives could easily gib people in smaller-scale fights (although they faced the same issue that other Rogue classes have faced in longer-scale combat)
- Commando / Bounty Hunter healers were too mana efficient
Of the above issues, the latter 3 were changed in 1.2 but the first 3 were not. Sentinel / Marauder was buffed and Shadow / Assassin tanks were untouched. Simply put, the class balance in 1.2 is the worst I’ve seen since the game was launched, and I no longer believe SWTOR’s class balance is positively differentiated from other games on the market.
Closing Thoughts
I’m getting a sense of déjà vu: the sweeping changes in SWTOR 1.2 remind me of the sweeping changes in RIFT 1.5 and 1.6, in terms of having a negative impact on the quality of PVP. Yes, I know 1.2 went live yesterday, but I’ve been fairly accurate in projecting the impacts of live changes in the past.
I greatly enjoyed PVP in SWTOR from Beta through 1.1.5, even with the bugs and issues, because those are par-for-the-course with any new game. I am, simply put, bummed and disappointed with the PVP in 1.2. Things that were “broken” in terms of class balance were not addressed, and many things that were fine are now “broken” – and I mean in terms of how they work not bugs. I’m also concerned with the shift from careful, pinpoint class tweaking to across-the-board class changes. Is this going to happen again post-1.2, like it did with RIFT in 1.6?
P.S.:
- If you play a Vanguard / Powertech, give me some time to sort out the changes
- I haven’t had a chance to try my Gunslinger in PVP yet
- I’m not planning on re-rolling as Shadow or leveling my 20 Sentinel, although both are fun classes and are very strong
- Yes, I know Guild Wars 2 is coming, and yes, I pre-ordered it on April 10th as you probably did too. And yes, I know TERA early access on live is happening later this month. It doesn’t change the fact that I’ve been a huge SWTOR fan and want the game to flourish. The more games that are successful, the better it is for gamers and for the industry
Follow Me
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GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/video-game-shows/star-wars-the-old-republic-video/the-republic-swtor-show/
Play of the Day (SWTOR): En Fuego
In this Play of the Day video, I buy enough time under heavy focus fire to line up 3 opponents for a one-way trip into the fire pit.
Here is the spec used in the video:
- Gunslinger: http://www.torhead.com/skill-calc#700bcrrdRoo.1
- Sniper: http://www.torhead.com/skill-calc#400bcrrdRoo.1
I play as a Sharpshooter-spec’d Gunslinger, which IMO is one of the most underrated specs in the game. One key defensive talent is Spacer, which adds 2 meters to the distance for your knockback. Those 2 meters make a *big* difference
To see me PVP’ing live, check out my TwitchTV channel. My stream features real-time commentary and between matches I interact with the Chat Room.
Follow Me
Twitter: @taugrim
Stream: http://twitch.tv/taugrim
YouTube: http://youtube.com/taugrimtaugrim
Facebook: http://facebook.com/taugrim
GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/video-game-shows/star-wars-the-old-republic-video/the-republic-swtor-show/
SWTOR Ranked Warzones: Rating Calculation, Matchmaking, and Gear
On Friday, BioWare posted in-depth information on how the Ranked Warzones will work.
Here’s how the rating system will work…
In Game Update 1.2, any level 50 player will be able to queue up for Ranked Warzones by themselves or in a group of any size up to eight players. Performance will be tracked on every player who participates, as a rating that will be adjusted with every match won or lost (leaving counts as a loss and prevents you from re-queuing for several minutes) considering the ratings of all other players in the match. In other words, if the enemy team has an overall much higher rating than you and your team, your rating would only go down a small amount if you lost. Players will have a separate Solo and Group rating, meaning only the rating for which the player queued will be affected by each match.
…so the rating system is similar to WoW’s Rated Battleground system – i.e. rating is attached to each player not to a team. I’m glad to see that there is no requirement to create a team with a roster. Of course, players can form teams if they want, but it’s not enforced by the game itself.
As far as solo vs group queuing…
However, in order to ensure that players won’t have to wait too long for a match to occur, the system will become more ‘flexible’ over time. Solo and group queued players might be pulled together after a while if needed to launch a match.
…I don’t like this at all. I was looking forward to queuing solo for Ranked Warzones to play with and against 15 other people who queued solo. It’s the ultimate competitive PUG. Having solo players face a premade for Ranked Warzones makes no sense, because it’s unfair matchmaking.
But there’s more…
If a match cannot be made for extended periods of time, then Normal and Rank queued players (except those who queued as a group of five or more) might be pulled together to launch a ‘mixed’ match
…yikes. I’d rather wait for a longer queue pop than fight with or against players who are not queuing for the same kind of match that I am. The whole point of Ranked Warzones is to create a competitive context where you get matched up against opponents of roughly the same skill level.
At least it sounds like “flexible” and “mixed” matches will be temporary…
We know that the flexible matchmaking and mixed matches are not ideal. They are only in until cross-server queuing is available and are the primary reason Ranked Warzones in Game Update 1.2 are Pre-Season, along with the opportunity to collect data and refine various systems in preparation for Season One.
How do you avoid these issues for group Ranked Warzones during Pre-Season? The solution is to queue as a full premade of 8…
Note, Rank queued players will never be prompted to backfill a match. So you’ll never be placed in a match that is about to end that could cause you to suffer a negative rating adjustment. Additionally, the Group rating is adjusted regardless of the size of group you queued up with and groups of five or more players are never called into mixed matches. So for complete control over the fate of your group rating, we suggest you queue up with your seven closest buddies that are good at PvP!
As far as buying the new War Hero gear…
Ranked Warzone Commendations in tandem with the equivalent Battlemaster piece can be used to purchase pieces of the brand new set of PvP gear called War Hero. There are no other requirements for purchasing or equipping this gear.
…the key thing to note: in order to buy a War Hero piece, you need the equivalent Battlemaster piece. Some of us have been min-maxing by mixing different BM set pieces. E.g. I am currently using the Trooper healing (Combat Medic) implants, which have Crit/Surge instead of Power/Surge, because my goal in 1.1.5 is to get to ~400 Crit Rating. So in 1.2 I’ll need to buy the Battlemaster Eliminator (DPS) implants if I want to upgrade to the War Hero Eliminator implants.
There is a 2nd set of War Hero gear…
Additionally, there is a set of Rated War Hero Gear and mounts which do have Highest Rating requirements to purchase and wear. Rated War Hero Gear has the same stats as regular War Hero Gear, except with a more prestigious appearance.
…and thankfully this gear won’t provide a stats advantage.
The rewards at the end of the match are based on team and individual performance…
The final score for your team at the end of a match now always directly affects the rewards of all players on your team. So, high scoring games will reward more. Thereby better preserving reward meaning for continued good team performance – even if it looks like your team is losing. Experience reward is an exception to this. It will be a factor of time in the Warzone and participation.
Players who earn few to no medals will have their overall rewards reduced. For example, if a player goes ‘AFK’ for some reason and gains no medals, they will receive no rewards.
There are twelve new objective medals awarded for thresholds of objective offense and defense points which are earned for various objective accomplishments and participation (e.g. help defend a door in Voidstar, passing for score and scoring in Hutball, heal allies near an objective in Alderaan, etc.).
…and this is the way it should be. One of the things that I found most irritating in WoW was the mentality of “let them win, it’s faster Honor” when things weren’t going well in the first minute of a battleground. The game mechanics should not encourage intentionally losing matches. And one of the most gratifying experiences is turning around a match.
And finally, we’ll be able to vote to kick AFK players…
Players will be able to vote to kick AFK players out of a Warzone. Any player can vote to kick a player through the group context menu. This will not initiate a vote prompt, but rather must be actively sought out by multiple players. Once a player has received several votes they will receive a prompt indicating that they’ll be kicked from the Warzone in a few seconds if they do not engage in combat or defend an objective. A player who is kicked from the Warzone in this manner will be returned to their original location before they queued, and will not be able to queue up again for several minutes.
…although I don’t recall seeing players on my server (Ajunta Pall) on either faction who were chain-AFK’ing matches. But I do understand it’s an issue on other servers, so the addition of this functionality is a good thing.
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GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/video-game-shows/star-wars-the-old-republic-video/the-republic-swtor-show/
The Skinny on the SWTOR Class Balance Changes on PTS 1.2
The patch notes for PTS 1.2 are up: http://www.swtor.com/test-center/patchnotes/313976
Simply put, the number and degree of class changes are significant.
I’m an advocate of the approach of tweaking fewer things, putting them on Live, and seeing how balance is impacted. That has been the working mode of BioWare up through Patch 1.1.5. However, in 1.2 many classes are being changed in significant ways, and it’s hard to tell whether the changes will collectively bring classes into the desired balance.
After talking with my Maven guildees on Vent, below are our thoughts on the notable initial changes in 1.2. For brevity, I do not cover every single change.
Summary
- Overall
- Sustained healing for 2 of 3 ACs nerfed
- Instagib / burst DPS nerfed
- By AC
- Guardian / Juggernaut significantly buffed
- Sentinel / Marauder significantly buffed
- Sage / Sorc healing took an arrow to the knee, for DPS no more proc to insta-cast AOE
- Shadow / Assassin basically untouched
- Commando / Mercenary sustained healing nerfed. Grav Round / Tracer Missile damage nerfed
- Vanguard / Powertech can’t hybridize tank with right-hand DPS tree, and the RNG burst has been lowered for that tree
- Gunslinger / Sniper buffed
- Scoundrel / Operative healing buffed, DPS instagib nerfed
Sentinel (Marauder)
- The Focus / Rage cost for CC abilites is being removed. I think this is a fair change, because previously you’d have engage in combat before having the resources to use CCs.
- The “Execute” ability is usable at 30% HP instead of 20%
- The healing debuff can’t be cleansed
- Watchman tree
- Can no longer talent the in-combat stealth to provide 100% damage mitigation. A nerf, since damage will break you back out of stealth
- Cauterize can be talented to snare at 50%, so this removes the GCD contention with the “Hamstring” ability
- Valor is now in Tier 1 of the tree, which is great as any spec can take it
- Combat tree
- Fleetfooted now buffs the Transcendence buff. This change keeps the Combat tree consistent with being about mobility and anti-kiting
- Focus tree
- Inner Focus causes Zen to provide up to 4 stacks of Singularity. This is consistent with the philosophy of being able to generate resources immediately (or not need them) to do something you want to do
- Improved AOE damage via the Swelling Winds talent
Guardian (Juggernaut)
- The Focus / Rage cost for CC abilites is being removed. I think this is a fair change, because previously you’d have engage in combat before having the resources to use CCs.
- The “Execute” ability is usable at 30% HP instead of 20%
- Finally, Guardian gets a CC effect early: Charge stuns at level 10. However, some players are concerned about building Resolve on the target, whereas the existing root effect does not build Resolve
- Defense tree
- Blade Barrier was moved down a tier. This fantastic ability will become reachable for Vigilance / Defense hybrids
- Vigilance tree
- Single Saber Mastery damage buff no longer tied to stance. Everyone will likely take it
- Focus tree
- Inner Focus causes Zen to provide up to 4 stacks of Singularity. This is consistent with the philosophy of being able to generate resources immediately (or not need them) to do something you want to do
Sage (Sorcerer)
- Seer tree
- Conveyance buffs have been nerfed. The fast-cast, mana-inefficient flash heal is having the mana cost reduction replaced by increased Crit Chance. The greater heal is having the cast-time reduction replaced by reduction in mana cost. Both are bad changes for PVP
- Resplendence no longer removes the HP cost from Noble Sacrifice. Per Ryndar, this change is crippling. Right now NS is the only way to regain mana, which regens slowly, and in 1.2 it will cost HP to use again
- Balance tree
- Presence of Mind proc now only usable on spammable single-target spells. Significant nerf. No more insta-cast AOE
Shadow (Assassin)
- No noteworthy changes
Gunslinger (Sniper)
- Can finally enter Cover while rooted
- Healing debuff effect added to the armor debuff ability
- Sharpshooter tree
- Burst Volley may be worth taking, as it will not only boost Alacrity but mana regen as well
- Dirty Fighting
- Crit Chance talent nerfed from 6% to 3%
Scoundrel (Operative)
- The backstab ability’s cooldown increased from 9s to 12s
- The opener from stealth now has a 7.5s cooldown. This is probably being added to prevent instagibs (Shoot First -> vanish -> Shoot First). In practice most of the better Scoundrel / Op players I know don’t rely on the instagib technique, but it is funny
- Sawbones tree
- Upper Hand limit increasable from 2 to 3
- AOE heal amount increased and made more compact, cooldown increased from 12s to 15s
- Scrapper tree
- Not sure why they’re making the changes
- Dirty Fighting
- Crit Chance talent nerfed from 6% to 3%
Commando / Mercenary
- Channeled ground-target (DFA / MV) AOE diameter nerfed from 16m to 10m – probably a good change
- Full Auto attack animation timing fixed
- Base cost for cast-time nukes reduced
- Combat Medic tree
- Crit Chance talent nerfed from 6% to 3%
- Net-higher mana costs for healing
- Healing buffs and damage mitigation buffs nerfed
- Gunnery tree
- Grav Round damage nerfed 10%
Vanguard / Powertech
- Interrupt costs no mana
- Shield tree
- Some abilities moved off GCD
- Mitigation tweaked (can’t tell whether it’s net-buff or net-nerf)
- Tactics tree
- Melee DoT can be talented to snare 30% for 6s
- Assault Spec tree
- The proc cooldown reset talent for High Impact Bolt now requires a specific stance to work. No more Carolina Parakeet (21/2/18) hybrids
- The proc cooldown reset talent has a 45% / 60% change to proc but has an internal 6s cooldown – which is a net-nerf due to loss of RNG burst
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GAMEBREAKER Host for “The Republic” SWTOR show: http://www.gamebreaker.tv/category/the-republic/
Producer Chris Hager on TERA’s Hitboxes, RMT, Events, and Political System
At GDC 2012, GAMEBREAKER writer Jason Winter and I attended a private session and hands-on boss fight demo in the En Masse Entertainment (EME) media booth.
Afterwards, we spoke with EME’s Chris Hager, the Producer for NA TERA.
Our discussion covered the following topics:
- 0:08: the hitbox implementation
- 2:40: the ability to buy a virtual good (Chronoscroll) from the item shop to sell in-game to other players
- 5:15: the Nexus Dynamic Event system
- 6:20: the Political system, which is based on the election of governors (Vanarchs) for each of the provinces
More on Hitboxes
My interview with EME COO Patrick Wyatt generated a lot of questions and debate about hitbox.
After dialoguing with gamers on social media and digging around on Google, I found the following excerpt from the TERA Answers thread on hitboxes which contains information originally posted sometime in the summer of 2011:
“If there are major differences in hitboxes so that those of a physically smaller race have a smaller hitbox and therefore are harder to hit, this would be an advantage. Conversely, because these races have shorter limbs compared to larger races, it is more difficult to attack enemies, and this would be a disadvantage. These elements would have a big impact on game balance, and certain races would then be preferred or avoided, and those who wanted to play the disadvantageous races would become frustrated with TERA.
However, simply ignoring the visual differences between races would create a potentially worse problem: lack of authenticity and immersion. This has been a large point of conversation and debate among TERA’s developers. In the end, we decided to make the hitboxes and attack ranges as close to the same size as possible across the races, although not completely equal, so that players would not get frustrated while playing the game.
For example, Barakas and Amani have slightly smaller hitboxes for their size, while the hitbox for the Popori is slightly larger than their size. There is still a difference, but it isn’t as major as the physical size of the model would lead one to believe.
The attack range went through a similar balancing process. The attack animation for the Popori is indicative of their slightly longer attack range, while Amani and Barakas hardly move forward. When they attack, the ranges for races have been appropriately modified and balanced to match their animations.
In short, we tried to make the game as balanced as possible while still maintaining the individual flavor of each class. Therefore, hitboxes and attack ranges have been configured in such a way that they are similar without being gamebreaking, but are not exactly the same size.”
I found the excerpt to be a bit confusing, even after reading it multiple times
The excerpt is 10 months old, so we don’t know whether the information is still current.
What I heard from Chris in person was very clear on the matter:
- Attack animations have been adjusted to make the reach of attacks for the same ability the same across races – i.e. reach is normalized
- In terms of being hit or healed, the bigger you are, the easier you are to target – being hit / healed is not normalized
Chris’s explanation aligns with my experience in CB3, in particular the second bullet point. I found as a Sorcerer that the bigger my opponent, the more surface area of my opponent I could move my target crosshairs over and have the crosshairs form a circle, and the easier it was to hit them with straight-line spell attacks. This was the case when fighting mobs or dueling.
Please post your questions and feedback.
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