Attack rating. Is it behaving wierd or is it just me

Now, I do have a vague memory that this was a thing way back when. I didnt have the capacity for critical thinking back then so I didnt even question it. As a melee character in the range of 10 lvl into the game I kind of experience some kind of rage inducing thing where I can miss like 7 swings in a row while I have 95% hitchance on the thing I swinging at.

I have also noticed that when trying to run up to something I sometimes stop at some kind of weaponsrange and swing. Thats when most of the misses happen. I can also wait and let thing run up to me into hugging range in which case I seem to hit easier. Still I often experience an unrealistic amount of misses very often for a 95% hitchance.

So what is all this about?

EDIT: by saying hit rating I ofc meant attack rating

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Bump.

I also want to know what else is behind actually hitting an attack except for attack rating.
Missing a Fallen, the weakest enemy in the game probably, 5+ times in a row at lvl 16 with a 95% hit chance in the stat sheet is not realistic.

Sounds like a lag issue, where your hit box and the fallen’s hit box aren’t where they appeared when you strike.

Just tried an offline character as a test. Lag must be it. I created a Paladin and went out swinging until I hit lvl 3. Didnt count but it could be something like 4-5 misses. All normal mobs and all at 95%.

Created an online Paladin and did the same. I stopped counting misses after a while. Wasnt a huge deal that early on but from experience it becomes frustrating when you are still at a facetank stage of a build.

Never had any issues with lag in any game so Im wondering what is causing this.

Yeah I’m seeing it too, and I don’t remember it ever being like this. I had to stop and entirely over level my area and it still seems to happen sometimes. I think part of the reason is there is something wrong with loot, which then affects attack rating. I am having to almost entirely rely on runewords. All I’m getting is trash, barely any oranges even, most of the drops are potions or gold, some bosses don’t even drop anything. Literally they drop nothing.

This is the NHAM bug, which was not fixed. It has to do with FHR/Dodge/Evade/Block interrupting the attack animation.

Your character is shown to be attacking, but the server refuses the attack because it has you in an FHR animation. 

basically everybody asked for this to be fixed. It was the one thing the vast majority of the players agreed on. Literally like 90%. However, Blizzard, in their infinite wisdom, decided it was a ā€œcoreā€ part of the original experience. For which they have been justifiably pilloried.

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What was the argument against by the 10%. Just curious.

Same old tired (and frankly, ridiculous) argument that this wasnt the Diablo 2 people remembered.

There is always a segment of people who refuse all changes, even bug fix ones.

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Im very ā€œkeep it as it wasā€ myself but like you said. Bugfixes and a few select QOL changes is only good for the game. This becomes less of an issue when or if I progress past facetanking range but some builds will tunnel into that exact splaystyle.

Is there a way around this?
It s just stupid with 90% hit on flayers and my bowazon needs 100+ arrows to kill 6 flayers, making progress realy realy realy slow…

Magic arrow aint an option. It says ā€˜always hit’, but 50% off the time the arrow just disapears mid air, draining mana like crazy…

You can kinda tell when its a miss due to attack rating and a miss due to just missing the hitbox if you enable showing the white x’s in the options (name of it eludes me).

I don’t think that this is the issue here (though it is a problem for sure). It also isn’t attack rating based. The net code of this game is just pretty bad (or rather unforgiving).

The character position you see on your client will often not be perfectly in sync with the server’s position. When you attempt to hit monsters in melee, your client thinks it is ok since you are near them, and starts the animation. However once the animation is through and you should hit the monster, the server actually checks if you are eligible to do that, but you are not, since you are not in range. Monster movement makes this situation even worse.

Most modern games handle this by giving the player some sort of ā€œgraceā€ range where you would still hit (see D3, PoE). D2 net code however just says ā€œnope, not perfectly in rangeā€. That’s one of the big reasons why melee feels so horrible to play in this game. Can’t believe they simply used the old net code without changes. It is pretty outdated.

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This ^

It’s like when you start in A1 normal and you try to melee a spiked fiend while it’s walking away from you. You move up, swing and it has already walked out of your range. As you get further into the game and have more things around the de-sync gets to be a problem and you just don’t see that the monster isn’t there.

This is one reason I like the Rouge, I can sit there trying to hit a target, she shoots and the target I was trying to kill dies in a completely different spot.

There are some other visual issues that happen. My Zealot will just stop Zealing at times. I was taking out Diablo and the attack animation was stuck on a normal swing while I was using Zeal. I backed off, used charge and got back to Zeal and it still would not show the animation. D’s life was still going down ā€˜properly’ so I just moved on.

There are other times when the Zeal animation will just go super speed…