Have you ever jumped into a shield on Malygos and died anyway?
Jumped into a safe zone on Heigan and still died?
Tried to jump away from Frogger and died?
Well, now I can tell you why!
Simply put, the WoW engine doesn’t update your position until you hit the ground. When you are airborne, as in jumping, the game engine doesn’t know where you are anymore.
Say you walk from point A to point B. Because your feet are always on the ground, the game can accurately map out where you are. But when you jump… it can’t.
So when you jump from point A to point B, the game considers you at point A until you land at point B.
If there is, say, a bunch of green instant death goo that rushes out of the ground at point A, and you’re jumping, the game still thinks you’re at point A. So you get hit with all that damage.
It’s instinct to jumo out of dangerous ground effects. If a large blue circle appears on the ground and starts hurting you, DON’T JUMP! You’ll continue to take damage until you land, so it’s better to just strafe out of harmful effects.
I first got started thinking that there was a mechanic something like this when I first started up my Death Knight.
During my first few forays into solo PvE, I kept getting an error message “Can’t do that while moving.” At the time, I simply thought it an arbitrary restriction to prevent PvP abuse. (Imagine jumping off of LM, then Death Gripping an enemy after you.)
As it turns out, you can use Death Grip while moving, but you cannot use Death Grip while jumping. It was just embarrasing coincidence that I had always tried to use DG while jumping. I like jumping. WEE!
Again, I thought it an arbitrary restriction (see LM example above).
But… well, have you seen this video?
What’s happening there is deceptively simple. The boat at Booty Bay doesn’t have a coordinate position. It’s “in between” area servers, if you will. When a Death Knight attempts to move an enemy onto the boat, the game engine can’t. It simply can’t.
The boat, you see, doesn’t (or rather, didn’t) have positional coordinates. Death grip works by moving a player from one set of coordinates to a new set of coordinates.
But when attempting to move a player from, say, 78:91:33 to ??:??:??, it can’t as the second set of coordinates doesn’t exist. What it does instead is reset the player’s position to 00:00:00.
Which, as you can see from the video, is a place somewhere under the Alterac Mountains.
Long time alliance players may remember when boats would fail to get to where they were going, and hundreds of players would be stranded inexplicably in the middle of Stonetalon. Same thing.
The game fails to update your position, so it resets you to 00:00:00.
This got me thinking. If Death Grip works by moving a player from X to Y, why doesn’t it work while the DK is jumping?
The only reasonable explanation is that a player doesn’t have a position when jumping. Therefore, Death Grip can’t work because of it’s programming.
Whether Blizzard intentionally disabled DG while jumping or if the game engine just does that, I don’t know.
What I do know, now, is why.
And so do you!
That’s great to know, thanks for the info. Very fun read.
That makes a whole lot of sense. Early in my Heigan Safety Dancing Career, I thought I was out of the goo, but was still dying; I thought it was just a lag spike or something and that I needed to correct my timing. But I was always jumping out of the bad zone for the simple fact that…well, as you said; I like jumping.
I didn’t get the Heigan dance right until I, well, stopped jumping. I only stopped because I took it more seriously. That means that extra focus didn’t do a thing; it was simply not jumping. Hilarious.
Huzzah for game engine limitations!
I was wondering this, for the same reason – I tend to jump a lot, and was wondering why I can’t DG. This makes so much sense. Makes me wonder how it treats Blink – does it update the coordinate right away? A have a friend that always Blinks through frogger.
The interesting thing is that the server doesn’t instantly update your position when you’re running forward. It does however update whenever you strafe – so you do want to strafe out of death zones, and when doing Heigan it’s also a good idea to strafe just a little – not a lot, since it will slow down your movement, but just a tap now and then.
Knowledge is power!
But that is certainly helpful information… might certainly help to explain why generally known ‘good’ players seem to be dying to the Bad Stuff, when they swear they got out of it. 🙂
[…] also has an engrossing psychotherapy of jump execution and AE personalty in assail encounters. Based on the Best. Bug. Ever. post we prefabricated a whatever weeks ago, he talks most move […]
[…] also has an interesting analysis of jump mechanics and AE effects in raid encounters. Based on the Best. Bug. Ever. post we made a few weeks ago, he talks about jump mechanics and how […]
This is also why when trying to avoid void zones in OS Any drake, jumping out of them is a bad idea.
So the question arises in my mind. People jump into instances all the time they hit the instance wall and are frozen while they are ported inside. I definitely understand what was explained…but if you have no location when you jump, wouldn’t you port after you hit the ground rather than in mid air?
[…] also has an interesting analysis of jump mechanics and AE effects in raid encounters. Based on the Best. Bug. Ever. post we made a few weeks ago, he talks about jump mechanics and how […]
As a mage, I can verify with 100% certainty that I can blink while jumping off high cliffs. So clearly it has coordinates for you mid-air at all times.
This stuck in stonetalon mountains sounds interesting, never heard of it before, i tired to google it but it came up with nothing, is there anychance you could dig something up about it?
Love the blog, keep up the great work
I feel like this has something to do with an occurance when i was in a Malygos raid. I was casting Frostfire Bolt when the Whirlwind started, and to my surprise, the cast finished off even after i’d been lifted off the ground. Of course, once i finished casting, all i could manage were instant casts, but i never figured out why that Frostfire Bolt finished up.
Bigboy:
“So the question arises in my mind. People jump into instances all the time they hit the instance wall and are frozen while they are ported inside. I definitely understand what was explained…but if you have no location when you jump, wouldn’t you port after you hit the ground rather than in mid air?”
I’m pretty sure that the client keeps track of where you are while jumping. So when you hit the instance portal the client sends a message to the server telling it you moved into the portal.
As far as I can tell, this restriction on ground based coordinates only applies to things that use ground coordinates.
I’m fairly sure the game does know where you are (likely client-side, as Ikohn says), it’s just for things like Heigan and Blink where it doesn’t if you’re jumping.
I expect the instance portals is a client-side script that simply sends a prompt to the server to load you into the instance when your client says you are at that position.
Interesting note. You can’t blink into an instance portal. It won’t work, you have to physically run or jump in.
@ random mage
Blink is an interesting spell.
If you blink immediately after hopping off an edge, you will reappear back on that ledge (see the PvP video “Blink Master” for proof).
If you blink halfway through the fall, you don’t actually go anywhere. Upwards a little, but from an X-axis perspective, no movement occurred.
If you blink nearer the end of the fall, blink will instantly put you on the ground, 20 yards forward of whatever your X-axis position was when you started blink.
[…] also has an interesting analysis of jump mechanics and AE effects in raid encounters. Based on the Best. Bug. Ever. post we made a few weeks ago, he talks about jump mechanics and how […]
@Botchulaz
http://www.darklegacycomics.com/23.html
I hate frogger. one of the guys in the guild has a mod that if you die it puts out a message
Oh the shame. I think out of all the times i’ve run past i’ve only made it 4 times without dying. Honestly I’m not a noob!
Im sorry but I think there is a whole lot of guessing at work here..
Wouldnt this also imply that u cannot be attacked/hit by other players while jumping?? (because the engine cannot estimate wether it target would be in range or not)
cheers
[…] also has an interesting analysis of jump mechanics and AE effects in raid encounters. Based on the Best. Bug. Ever. post we made a few weeks ago, he talks about jump mechanics and how […]
@ phleex
Of course there’s a lot of guesswork going on here. It’s SCIENCE!
Again, I think this only works with stuff that requires ground targeted information (blink, “don’t stand in fire” boss abilities).
I don’t think melee attacks are affected at all by this. Though there have been hitbox size issues in the past (*cough* Tauren *cough* cat form *coughcough*).
And it would explain why melee characters sometimes have inexplicably long range…
/ponder
I bet that with PvP combat, most of it is handled client to client. Player A is fighting Player B, A’s client says B is in range for melee, B’s client says he isn’t, so whichever info (Player A’s attack or Player B moving out of range) gets server side first is the action that happens.
The client side handles spatial awareness and whether one hitbox can strike another, like whether Arcane Explosion can hit someone.
But when it’s something that can’t be handled client side (as in ground targeted AoE like Blizzard) that calculation is handled server side.
Maybe? It does fit my current observations.
@ Botchulaz
Here and here are some good examples.
That last thread contains a couple good explanations.
Several instances here.
There are some screen shots a little ways down, too.
You can probably find a lot more via google, it’s a bug that smacked a lot of people upside the head in the older days of WoW (especially in the Molten Core days).
That makes a lot of sense, a fair few times when passing the “slime crossing” after Patch, I have been well clear of the slime but still been killed, now I cant be 100% certain that I have jumped at the last minute, but it wouldnt surprise me.
@Divinity
It’s called LAG! I use to suffer for this too.
—
Well, about this post, I don’t think wow engine can’t define the coords of players who are jumping or aren’t touching the ground. Basing players coords on them grounds position would be a pretty poor way of locating players in a 3D enviroment.
About spells, such as Death Grip, that you can’t use while jumping, I guess it was developed this way, cause, maybe, wow engine isn’t able to define if you’re simply jumping on the ground at the moment you’re casting this or if ur jumping down from a mountain, and in this case, you would be able to kill people pulling them down with you, and it wouldnt be fair , huh.
and yes, it’s bad, baad english indeed. 😛
“Blink is an interesting spell.
If you blink immediately after hopping off an edge, you will reappear back on that ledge (see the PvP video “Blink Master” for proof).”
No, he just turns around ultrafast before blinking to confuse his opponents. You have to see the video more often (and maybe in slow motion).
You do this by running and turning in the direction you want while pressing the LEFT mouse button down (turns only the camera), then you click RIGHT (turns your caracter instantly where the camera is) and immediatly hit blink.
Something I would add in support of this theory:
You can’t logout in mid-air.
We all know that if you log out in a city / inn it is an instant log-out instead of a 20 second count down. BUT if you hit the log out button while your character is in midair… even in a “Rested” zone, you will get an error.
This makes sense if the game can’t save your coordinates.
It’s very unlikely they only calculate your world position when you land, that would be a very pointless thing to do. You can avoid lava ticks if you time jumping appropriately, this disproves your suggestion. I admire how you came to the conclusion but it’s most likely wrong!
Interesting post, but you’re just too inconsistent in your arguments. If the game doesn’t have any idea of where you are when you’re in the air, why do you still die from AoE effects( which has been happening since classic WoW )? And if the game knows that you were at point A, and doesn’t know where you are now, why doesn’t it just Death Grip your target to where you were at point A?
that’s why i hate Wow
You hate wow because of a minor bug? lol
Awesome post; it brings a story to my head.
“A MAGICAL JOURNEY” my friend said.
“Is that even healthy?” my distinct confused reply.
“DUEL” my friends narrowed down reply.
-I accept, i end up flying, aka i get what happens in your video.
Its intresting how the engine does that, but i ask this;
is this maybe a backdoor for other intresting bugs/exploits/possible arbitrary restriction?
Who knows :O
Intresting post 🙂
I’ve been able to jump out of other AoE’s and ground traps before just fine. While I don’t believe that the game stops tracking your coordinates while in a jump, it is very plausible that the jump code was somehow altered in order to implement the DK spell.
@ nid
That time in Blade’s Edge where he jumped off the pillar, then blinked.
That time in WSG where he jumped off the roof, then blinked.
That time he jumped into the Horde’s tunnel in WSG, then blinked.
The last two do involve the turn, as you said.
Every time the same thing happened. He left the ground, airborne, as in a normal jump. But he blinked.
Most of the blinks he showcases are just the fast turn, yes. These three instances are not.
@ Aeyla
I’m probably wrong XD SCIENCE!
@ Deno
The point is the game doesn’t know where you are airborne, so it simply pretends you’re still at the position you were when they left the ground.
As to the DK thing, probably to avoid horrible bugs like the one in the WoWInsider video I linked to.
I’m going to try asking a GM or something, see if they know.
I’d just like to add that I was thinking, what about Kerinstraza (That last boss from Nexus) You are constantly jumping to get rid off the buff. Yes I know, some people move constantly, but jumping gives same effect. How does it know to get rid off your debuff? Or is this simply a case off that it knows that you have jumped, but no clue if you’ll land in the same spot but that doesn’t matter ^^
lol @ lethal – that’s exactly the stonetalon documentation i was going to post!
Interesting read, but I don’t quit agree with some things that he is saying.
“It’s instinct to jumo (p) out of dangerous ground effects. If a large blue circle appears on the ground and starts hurting you, DON’T JUMP! You’ll continue to take damage until you land, so it’s better to just strafe out of harmful effects.”
Based on what he is saying the engine doesn’t recognize you at point b until you hit the ground. By saying this, he is implying that it recognizes you the whole time with feet on the ground. This being said, you would take the same amount of damage by jumping out as by running out.
Here is an illustration, where A is the point in which you are currently standing (in fire, in death and decay etc..) and B is the point you are either (1) going to walk to or (2) jump to.
————-\
A ———–>B
————-/
Using his logic, if we were to jump out, we would continue to take damage, because we are still recognized at point A. But by the same token, if we were to run out, would we not still take the same damage from being in AoE effects from point A to B?
——————-
Another point to bring up is zoning into instances. I’m sure many of you have jumped into an instance portal before. By his logic, you wouldn’t actually hit the loading screen until you hit the ground because the server hasn’t updated your position, but this simply isn’t the case. You hit the loading screen as soon as you hit the portal.
This leads me to believe that the co-ordinate system is updated by a formula for an instantaneous rate of change. How do I come to this conclusion? I’m sure many of you have PvP’d before. Have you ever died whilst in mid-air? You don’t simply drop dead, your body keeps moving forward at the rate of your jump. More on this later.
——————-
He brings up another point about not being able to cast Death Grip while jumping, but being able to cast it while running forward. A few years of programming has lead me this this conclusion.
Pretend that the variable used to increment the amount of space being point (a) and point (b) is an integer and its value is n. And the variable for movement is an integer called move.
The programming argument undoubtedly used is
move+=n. Meaning: move = move + n, where n is the defined movement rate.
Now, if a player were to jump straight up, the formula would be a little different. Pretend another variable y is assigned to the height of the player from the ground. The formula would undoubtedly be something along the lines of move = move + y / n (divided by the rate at which is defined by blizzard) and then again move = move – y / n (to fall back down).
But consider jumping forward. You have to jump up, and at the same time move forward. Remind anyone of a particular shape? I picture a parabola, with the standard equation of y – k = a(x – h)^2. This gives you a nice semi-circle shape. Plug in the appropriate variables and viola, you have a forward jump.
Using equations for movement, leads me to believe that the blizzard engine is not so simply defined by point (a) and point (b). It is known that for any point on a line, you can almost always find the derivative of that point. Derivatives are nothing more than instantaneous rates of change, at that point.
All of this being said, a Death Grip is able to be cast on the fly, because he is instantaneously moving from point (a) to point (a + n), instead of jumping to (b). It is my understanding that after moving from point (a) to (a + n), Death Grip is cast, and the player continues on the path (a + n) until reaching point (b). If he were to jump to (b), the action is not processed, because the computer recognizes the player on a constant rate to point (b). The same can be said for jumping into the air. You cannot cast while jumping. You can however, on the malygos fight, move around on the disks, while casting. This is because the engine is not updating the player co-ordinates, but rather the disks co-ordinates, leaving the engine thinking that you are standing still.
This further supports my theory that either way, you are being hit for damage, so the difference in jumping/walking only depends on (1) how close you are to the perimeter of the AoE effect and (2) your timing/server to client latency.
Food for thought: You can blink in mid-air, and you can charge in mid-air. These facts do not support the idea of (0,0,0) co-ordinate whilst in the air.
Disclaimer: I’ve never seen the blizzard engine, nor do I recognize the above statements as being the exact formulations that are used by the Blizzard programming team. They are just an estimation.
——————-
Point: Yes I jump everywhere, you should see the raids…
Point: If you are trying to safety dance, stand on the edge of the zone whether you are running or jumping.
Point: This is all just an opinion, backed by 3+ years as a programmer, and the ability to not die in AoE effects (most of the time – sometimes being a gnome is silly).
@ Alrynn
If somebody is jumping like this:
————-\
A ———–>B
————-/
Then yeah, it basically doesn’t matter if you walk or jump to get out of the AoE. It’s when people do this:
——-\
A ———–>B
——-/
Then it matters. Jumping like this will cause you to take more damage than you should have, and in the case of Heigan, die when you shouldn’t have.
The instance zone in has actually already been discussed. It seems likely that specific case is handled by the client, and so the client just sends the request server side when you’ve reached where the portal is.
As mentioned before, it’s interesting to note that you can’t Blink into an instance portal.
Blinking in midair usually doesn’t do anything, and when it does it’s wonky as hell.
Though Charge , etc, does indeed function correctly while airborne.
@nid
Obviously you’re either not a mage, or you’re not a mage who’s played with jumping off of things and blinking. I can promise you that the description of odd blink mechanics (near the top of a jump you’ll end up back on solid ground, in the middle it moves you vertically and resets your inertia, and at the bottom you’ll blink to the ground and ahead) is accurate and has nothing to do with turning around in the air as you start your jump.
@ Euripedes
I apologize for re-addressing the topic on instance portals. My post was originally a response to your post on our guild message boards, and I had not read any of the comments.
When you re-draw my original illustration to include point (b) farther away from the AoE effect you would only take less damage if your theory was correct. I’ve not seen any hard evidence to support said theory. It sounded as if you ignored the math and used only an illustration to support your theory.
@ dorgol
“Something I would add in support of this theory:
You can’t logout in mid-air.
We all know that if you log out in a city / inn it is an instant log-out instead of a 20 second count down. BUT if you hit the log out button while your character is in midair… even in a “Rested” zone, you will get an error.
This makes sense if the game can’t save your coordinates. ”
This does not support the theory above. Yes, you cannot log out while in mid air. It will say “You can’t do that right now.” But if the theory above was correct, and the game saves only your co-ordinates from the starting position, why would you not log out and end up back at point (a)?
@ Euripedes
The reason why this theory cannot be correct, is because you cannot code a movement that has a destination, and not consider the path traveled to get there.
Think of it in terms of a graph. If you want to map out the curvature of a jump (a semi-circle: see post above for the formula) with a starting point of (0, -1) and an endpoint of (0,1), and you want to map out the jump, you have to travel across the semi-circle to get to point (b). Not taking into consideration the path traveled to get there, would hinder the original equation.
I’ve read a few comments about not “saving” your co-ordinates as you jump. This simply cannot be the case either. Once again, not saving the co-ordinates would undermine the equation to get there. It’s not at all possible to program a movement, and the not save the path traveled.
If this “were” the case, we would press the space bar to jump, but then instantly be at point (b). Basically removing you from point (a), and then inserting you at point (b), instead of traveling the distance. Much like a teleportation.
However, this does differ from a mage teleport. A “blink” only increases the co-efficient used for forward movement.
If the equation for one space forward is a + 1, a blink would almost certainly be a + 20, where a = the current position.
It all comes down to the math. The phenomena you are experiencing with the safety dance and alike, is undoubtedly server-client lag. Until I see a blue post to confirm your theory, I will hold strong to mine 😛
There’s been a lot of discussion around the fact that you cannot logout in the air. I logout in the air all the time on my flying mount.
Clearly we can all use flying mounts and can all agree that X, Y and Z coordinates are used to track the player’s location in the game world. I think a better observation might be that you cannot log out while your player is undergoing player-induced movement.
If I were to program ground AE effects then I would define a point (X,Y,Z) to center the AE on along with a radius R. Assuming the surface is flat, the AE would cover an area of pi*R^2 (it may be more complicated if we were to calculate the surface area for a non-flat terrain).
If a player is within the bounds of this circle then s/he is affected by the AE. There would be 2 interesting pieces to determine here. The first is when to start the AE tick, does the player have to collide with the surface of the AE or merely be in the same airspace? The 2nd piece would be when to end the AE tick, collision with a safe portion of ground or merely in the same airspace as a safe portion of ground.
The WoW engine *might* do something similar. It should be easy to validate experimentally by jumping into/out of a pally consecration.
That is an excellent point Jalavier.
I would assume that the player has to come in contact with the surface of an AoE to begin the tick.
Start a duel with a Death Knight, and get on your flying mount. Have him lay down a Death and Decay, and fly over it to see if it affects the air space. If no, then I believe we have that answer.
I hate to say it, but this is by far the most intelligent discussion that has ever occurred on this blog.
I’m not sure whether to celebrate the great minds assembled here, or to despair that aforementioned great minds are discussing the mechanics of jumping in a video game…
@ Jalavier
I think what dorgol meant is when, say, you jump off of the flightmaster tower in Orgrimmar, you can’t log out while falling. The game simply gives you an error message.
@ Alrynn
I can say for sure that Blink doesn’t work the same way as standard move mechanics.
If it had a movement coefficient like walking/sprint/rocket boots, then it shouldn’t randomly fail when used on ramps.
Blink fails a lot on odd terrain, like in the tunnels of Warsong Gulch or the ramps and grates in Blade’s Edge arena.
Sometimes the mage goes backwards, though usually they just go nowhere.
Would the spell just outright fail like that if it was just trying to move the character really fast?
The blink spell is definitely an odd one. It might have a built in fail-safe feature, but I cannot be certain. Maybe if you are 20 yards above the ground you get ported back to spot (a), or if the blink would put you through some odd terrain?
Almost something like: (where y = the vertical position of the character in an x,y,z co-ordinate plane)
while(castingBlink())
{
If(y > 20)
return startingPos(x,y,z);
else if(!currentPos(x,y,z)
return startingPos(x,y,z);
else
return 0;
}
**Laptop keyboards were not made to tab in a browser environment. :P**
[…] more from the original source: Jumpatron 3000 Share and […]
For blink, I imagine that the designers were trying to reduce the amount of exploitation you could do with it, similar to the charge ability. Charge is another can of worms though.
If blink simply moved you forward 20 yards and then placed you on the surface of whatever terrain you occupied then people could go many places they weren’t intended. This would be a problem in BG’s where you could just blink onto a roof.
So I think Alrynn has the right idea, if the destination coordinate puts you higher or lower than j (the variable j) yards then return the player to the start position. This would imply that fast moving lifts would prevent you from blinking as would ramps with steep slopes.
I was thinking about jumping last night, I was playing with the following idea. When walking, running or flying, the game engine calculates the players coordinates at all times. The player moves at a constant velocity and equations boil down to simple addition. In the case of a jump, what if the game engine doesn’t solve the equations of motion for final position but simply calculates your new velocity (1st equation of motion) given your initial velocity and acceleration due to gravity. The game engine could calculate where you’re going to land using the 2nd equation of motion. . . but just look at the equations and tell me which looks more computationally expensive (equation 2), so maybe it’s easier to just update the player’s velocity and see where things end up. Meaning that your new position isn’t officially known until you hit the ground.
On a second note I was thinking that in the collision detection function it might specify that you need to be colliding with “something”, as in terrain, to update whether you are in an AE or not. This would explain the jumping AE observations.
Or I could be horribly horribly wrong 😉
@ Jalavier
That could explain how gravity works (worked?) in-game, and how people exploited wall jumping/climbing.
Have a look at any Buddhist’s guide to wall walking. He explains the whole gravity thing better than I can.
@ Alrynn
The Blink failsafe makes a substantial amount of sense; I suspect it’s the terrain itself that’s borked.
Some parts of the WSG tunnels will work normally, and others won’t. There’s really no difference in the terrain slope.
Or, say, the Grates in Blade’s Edge. Those don’t really have a height change at all, and Blink still fails.
I suspect it’s a doodad issue. Instead of it being proper base terrain, it’s a doodad placed on terrain and intended to act like terrain, but for some reason keeps buggering up the calculation.
[…] I’m Not Sure With the Jumping… Here is a little bit of information for you. Did you know that when a character is in the air Blizzard’s player location might be unknown? It’s true. You can read about it more here. […]
I think it all depends on the physics engine that game uses. I did a quick run down of the standard projectile motion model in my blog here:
http://ricomoss.wordpress.com/2009/03/06/im-not-sure-with-the-jumping/
There were a few assumptions I’ve made, but ultimately it can be shown relatively easily that running will get you out of an AE effect faster than jumping – assuming the position update is similar to what Jalavier suggested.
That is, if velocity is used to determine player movement the equations collapse to a linear model, which would negate all accelerations presented with projectile motion. Therefore player position would have to updated on the ground. In this case total velocity replaces linear velocity which is clearly greater than or equal. So, you will always move just as fast or faster when running than if you jump.
Just some food for thought.
Actually what you said doesn’t really make sense about the deathgrip not working while jumping. If you can’t deathgrip while jumping because you “have no position”, then it doesn’t make sense when you say “when you jump from point A to point B it assumes you are at point A”. If this was true then you should be able to deathgrip while jumping and it would simply grip the person to your “point A” that you jumped from. Also if you “have no position” for the deathgrip to not work, then you should have no position for Heigen slime or void zones to kill you in.
^^— If the game doesn’t recognize you when you jump to deathgrip, then it shouldn’t recognize you when you jump to get out of slime, in which case you wouldn’t get hit with the slime because the game doesn’t recognize your position.
[…] also has an interesting analysis of jump mechanics and AE effects in raid encounters. Based on the Best. Bug. Ever. post we made a few weeks ago, he talks about jump mechanics and how […]
OK i do not know weather what im going to say was posted along these posts because i only got to reading half of them before this idea came to my head. here it is
lets go to nexus.. last boss, the big dragon thing, the one u have to activate it …
the trick in that fight, is to stay jumping all the time to avoid the dots that the boss inflicts on standing targets. ( thats why he freezez u every once in a while )
so, if the server can only recall ur position BEFORE u jump and not in mid air, then u should be taking that damage all the time ur fighting that dude .. else, when u jump and become mid air, u do not take any damage..
now this might be a script where it says whenever someone presses the jump bind key, damage is taken out, BUT it was just an idea that i had to post it 😀
response.write(9920016*9095523)
‘+response.write(9920016*9095523)+’
“+response.write(9920016*9095523)+”
echo vdeqvk$()\ qiplxi\nz^xyu||a #’ &echo vdeqvk$()\ qiplxi\nz^xyu||a #|” &echo vdeqvk$()\ qiplxi\nz^xyu||a #
&echo lmqztv$()\ hwxqaq\nz^xyu||a #’ &echo lmqztv$()\ hwxqaq\nz^xyu||a #|” &echo lmqztv$()\ hwxqaq\nz^xyu||a #
|echo pyshpf$()\ dkxqwy\nz^xyu||a #’ |echo pyshpf$()\ dkxqwy\nz^xyu||a #|” |echo pyshpf$()\ dkxqwy\nz^xyu||a #
12345′”\’\”);|]*%00{%0d%0a%bf%27’💡
file:///etc/passwd
../../../../../../../../../../../../../../../proc/version
/.././.././.././.././.././.././.././../etc/./passwd%00
${10000040+9999802}
..%c0%af..%c0%af..%c0%af..%c0%af..%c0%af..%c0%af..%c0%af..%c0%afetc/passwd
&n960347=v980319
/../../../../../../../../../../boot.ini
/etc/shells
c:/windows/win.ini
)
‘;print(md5(31337));$a=’
‘”
<!–
1
-1′ OR 2+654-654-1=0+0+0+1 —
-1′ OR 2+54-54-1=0+0+0+1 or ‘yreqUyw6’=’
-1″ OR 2+874-874-1=0+0+0+1 —
0’XOR(if(now()=sysdate(),sleep(15),0))XOR’Z
0″XOR(if(now()=sysdate(),sleep(15),0))XOR”Z
zo66jgGr’; waitfor delay ‘0:0:15’ —
-5 OR 661=(SELECT 661 FROM PG_SLEEP(15))–
-5) OR 863=(SELECT 863 FROM PG_SLEEP(15))–
-1)) OR 866=(SELECT 866 FROM PG_SLEEP(15))–
Xqn2fvFH’ OR 85=(SELECT 85 FROM PG_SLEEP(15))–
NBNCjNib’) OR 839=(SELECT 839 FROM PG_SLEEP(15))–
JGMlrBF4′)) OR 298=(SELECT 298 FROM PG_SLEEP(15))–
1′”
@@RRxQq