Cyclone

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Crackmonster wrote:
Cyclone is good as is, but, do away with the cap on how many targets it can hit. It's really annoying to take twice as long on a pack because cyclone can only hit half of it, or you can't culling effectively with it coz it can't hit all, or you can't kill the damn vaal aura totem/monster that makes the others immune because the game doesn't like that to be a preferred target, etc.

Please remove target cap or increase it a lot.


yeah its annoying that quite often the Totem seems to be targeted last, for what ever reason

if you play a 2h rt cycloner, you want consistent dmg
Cyclone is, for my part, my favorite melee attack. I'm using it since it was introduced and I'm enyoing it very much. But, the skill feels too weak, compared to some other attacks. Please make it stronger, either in the previously described ways or by increasing the damage of it.
░░░░░███████ ]▄▄▄▄▄▄▄▄▄▄▄▄
▂▄▅█████████▅▄▃▂
Il███████████████████].
◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤..
With the upcoming introduction to a feature known as deterministic lockstep mode in the next expansion known as "The Awakening", is it possible for cyclone to go back to its former state?

Cyclone's former state used to be homing after you target a monster. Currently, cyclone is no longer homing anymore. I would like to see cyclone as a homing skill again.

If deterministic lockstep is turned on and cyclone changed back to the way it was before, the old cyclone shouldn't be able to cause desync issues anymore right?

It would be great if I can get some feedback from GGG on this.


The fan part about cyclone was the fast attack speed. It was a reason alone to play PoE.
IGN: Gonorreitor
Lockstep hypeeeeeeeeeeee
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aleksandor wrote:
Gotta say, Just tried to play a Cyclone character today.

Cyclone feels so much worse than D3's Cyclone. Holding down the button to continue Cycloning is absurdly more simple and fun than clicking a location to cyclone to.


that exactly how I play cyclone in PoE, hold down right mouse button and spin through maps :-D
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Mark_GGG wrote:
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Whoaness wrote:
So the description "hits twice per spin", the spin doesn't mean the duration of the skill?
No, it means two hits each time your character spins around fully (360 degrees), which happens at your attack speed, for reference, regardless of how far you travel.


Is the minimum distance you got to travel set so that you always at least do a 360 degree spin before being able to start a new cyclone cast?
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Not technically, but you'd have to have quite slow attack speed/high movement speed to not manage it.
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Mark_GGG wrote:
Not technically, but you'd have to have quite slow attack speed/high movement speed to not manage it.


Okay, thank you. Reason I asked was to be able to do a fair estimation of actual dps I am able to achieve when one forces a new cyclone "cast" by clicking close to your original position in the closed beta ^^.

That said, I just remembered that one can do a dps check by simply doing a high level boss since the poe database already tells us its resistances and life values.
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Mark_GGG wrote:
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Whoaness wrote:
So the description "hits twice per spin", the spin doesn't mean the duration of the skill?
No, it means two hits each time your character spins around fully (360 degrees), which happens at your attack speed, for reference, regardless of how far you travel.


I got another and hopefully final question on this topic:

What happens damagewise if you cast Cyclone again before a full spin is completed?

From what I understand now:

1. You "cast" Cyclone. At this point you do damage once.
2. When you manage to do a full 360 degrees rotation, you will do damage twice. The time it takes to do this rotation depends on your attack speed.
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However imagine that your attack speed is 0.50 attacks per second (so that each full rotation takes 2 seconds) and that you start a new Cyclone at the 3.5 seconds mark.

Which of following cases, A or B, is correct in theory?

********A**********
0 s: You "cast" first cyclone. You do damage once at this point.
2 s: You finish your first full rotation (360 degrees). You do damage twice at this point.
3.5 s: You "cast" second cyclone. You do damage once at this pont. At this point you only reached 270 degrees of 2nd rotation.
4 s: You finish your second full rotation (360 degrees). You do damage twice at this point.

********B**********
0 s: You "cast" first cyclone. You do damage once at this point.
2 s: You finish your first full rotation (360 degrees). You do damage twice at this point.
3.5 s: You "cast" second cyclone. You do damage once at this pont. The second rotation is restarted from 0 degrees.
5.5 s: You finish your second full rotation (360 degrees). You do damage twice at this point.
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The reason for why I ask is because animation-wise inside the beta servers (haven't tested in live servers), it looks like if you start a second cyclone it will not interrupt the "rotation" by restarting the rotation from scratch, but instead it will smoothly continue the rotation so that the animation looks smooth. However, that doesn't mean that the damage works in same manner.

Edit: Seems like it was an optical illusion before. With very low attack speed (with facebreakers) and temporal chains it is easy to see.

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Last edited by mazul#2568 on May 15, 2015, 5:18:17 AM

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