Post by Xarious on Aug 21, 2016 13:12:04 GMT -5
*Deep breath*... So as I've recently been on a posting spree of "101 things I never thought I'd write an entry about" ... Here I am with the Wiggle. I guess it had to be done at some time, right? So, by popular request, I bring you the Concepts of Wiggling!
Section One - The Concept
A wiggle is, essentially, any extra movement back and forth of the mouse during a swing. The reason this works, is because of how hitboxes work in JKA (Oh boy, here we go...). So... A hitbox is the zone on the character that registers the damage when it is struck. So, "wiggling" is more or less having the saber enter, exit, and re-enter the hitbox numerous times. Every hit has an initial "base damage" that it does when it makes contact with the hitbox depending on what stage of the attack it is in, even if it doesn't remain inside the hitbox. To explain that, I'm going to quote my previous Theory of Blocking post:
(I include a seven-part one too but this will do for the purpose of explaining)
Knowing this, each stage has different amounts of base damage. In other words, if you wiggle during stage three, you're going to be dealing tremendous amounts of damage, but wiggling turning stage five will do hardly anything.
Section Two - Wiggle vs Poke
So if you've already read my Poking Concepts post, you're going to hit me for now changing everything I just said and using Poke to refer to any attack using that concept, but I feel like it's a lot easier in this context. So, to put it simply, a poke is damage over time. It registers the hit in each of its stages as it's going through them while inside of someone and deals the damage. As it goes through the stages, it is dealing the base damage of each stage. A wiggle, however, is registering and re-registering a hit multiple times. In other words, you're re-dealing those base damages by a multiplier of how many times you re-enter the hitbox and based on what stage you are in upon re-entry each time.
Section Three - Wiggle Effects
Blocking: If you've read my Theory of Blocking post, you may already know this. A wiggle can increase the chance to block, which means one of two things, depending on if you're in 1.00 or 1.01. In 1.00, due to there being less blocking, you can effectively wiggle through some hits. On 1.01, however, the blocking is heavily amplified, which means wiggling during a clash of sabers will cause heavy blocking. This means that you have to cleanly hit your opponent and then begin wiggling, not simply wiggle the whole time, or else you will only get blocks. Please note that this isn't exclusively based on game version. The sv_fps of the server can effect it, timenudge can effect it, personal framerate and snaps can effect it, rate can effect it... Really, a lot of networking-based things can effect it.
Self-Wiggling: The hitbox registry isn't something we have fully managed to comprehend. Some sources suggest that hitboxes can still re-register an attack even if the saber is still within the hitbox, which suggests that you can have smaller wiggles with more lethal impacts. Or perhaps, that hitboxes register attacks on the edges but not necessarily just by entering and exiting. It would also suggest that you could feasibly cause extra damage to yourself by wiggling while being hit, but this remains unproven currently. Hitboxes may also have different damage multipliers based on body part depending on server settings. Self-wiggling is only a rumor at this time and has not been verified as of yet, pending data collection.*
Accuracy Compensation: In 1.00, it can actually help to wiggle a bit to make up for misjudged accuracy at times and get a bit of a wider range of damage areas. On 1.01, the wiggle blocking mentioned above makes you unlikely to be able to use it for wider damage array, but it can help as a defensive compensation. Once again, a variety of things can effect it. Most notably the sv_fps of the server.
Section Four - Wiggle Range & Damage
No two people's wiggles are exactly alike. Everyone has their own way of doing it that is practically unique to them. However, the end goal is always to be able to deal the most damage effectively. Generally speaking, you may want a shorter range so you can pass through the hitbox faster. On the other hand, some people go for a wider range so they can have a larger area of effect. You'll also want to account for the point of the strike you're in and what your intentions are. If you are wanting to block, and know where the attack is coming from but not the exact spot, you might want a short range wiggle in that direction. If you are caught off guard entirely, you may wish for a wider wiggle arc to hopefully catch the block off it. In some cases, you may not wish to wiggle at all in order to avoid a block. Every aspect about wiggling is almost always situational.
I'm not even going to try and explain how much extra damage a wiggle can do. Simply put, T3Home2 has a Kyle on it for training that has 500hp for a reason: One shotting it IS possible. I cannot say with certainty what the maximum damage amount comes out to be, but it is so ridiculously above any regular opponent that you will fight, that you should never have to worry about it if you wiggle at the right times. Just as well, g_saberdamagescale and sv_fps settings on a server will also determine damage output.
*Some aspects of this are subject to change as new information is acquired on the multiple inquiries about effects wiggling may or may not have. If anyone would like to contribute their own data on the issue, please feel free, as this is a topic of heavy debate lately. Until proper information is found, all questionable statements made should be presumed false or should be taken lightly due to the fact that it may contradict existing knowledge. Thank you to Methos for currently working with me to help try and determine what is fact and what is fiction and better update our database.
Section One - The Concept
A wiggle is, essentially, any extra movement back and forth of the mouse during a swing. The reason this works, is because of how hitboxes work in JKA (Oh boy, here we go...). So... A hitbox is the zone on the character that registers the damage when it is struck. So, "wiggling" is more or less having the saber enter, exit, and re-enter the hitbox numerous times. Every hit has an initial "base damage" that it does when it makes contact with the hitbox depending on what stage of the attack it is in, even if it doesn't remain inside the hitbox. To explain that, I'm going to quote my previous Theory of Blocking post:
...lets evaluate the parts of a strike. When you first learn, it's generally like this:
1. Start of strike
2. The Part That Kills You
3. End of strike.
However, in blocking, there are 5 basic stages.
1. Beginning of the strike, where no damage is caused.
2. Still early in, and the start of damage begins, but starts off weak
3. Saber in full swing, this part still kills you.
4. Strike nearing an end, damage decreases
5. The strike resets, during this period people are generally open to be hit, and the saber causes no damage (and/or a single point of it, if any).
1. Start of strike
2. The Part That Kills You
3. End of strike.
However, in blocking, there are 5 basic stages.
1. Beginning of the strike, where no damage is caused.
2. Still early in, and the start of damage begins, but starts off weak
3. Saber in full swing, this part still kills you.
4. Strike nearing an end, damage decreases
5. The strike resets, during this period people are generally open to be hit, and the saber causes no damage (and/or a single point of it, if any).
Knowing this, each stage has different amounts of base damage. In other words, if you wiggle during stage three, you're going to be dealing tremendous amounts of damage, but wiggling turning stage five will do hardly anything.
Section Two - Wiggle vs Poke
So if you've already read my Poking Concepts post, you're going to hit me for now changing everything I just said and using Poke to refer to any attack using that concept, but I feel like it's a lot easier in this context. So, to put it simply, a poke is damage over time. It registers the hit in each of its stages as it's going through them while inside of someone and deals the damage. As it goes through the stages, it is dealing the base damage of each stage. A wiggle, however, is registering and re-registering a hit multiple times. In other words, you're re-dealing those base damages by a multiplier of how many times you re-enter the hitbox and based on what stage you are in upon re-entry each time.
Section Three - Wiggle Effects
Blocking: If you've read my Theory of Blocking post, you may already know this. A wiggle can increase the chance to block, which means one of two things, depending on if you're in 1.00 or 1.01. In 1.00, due to there being less blocking, you can effectively wiggle through some hits. On 1.01, however, the blocking is heavily amplified, which means wiggling during a clash of sabers will cause heavy blocking. This means that you have to cleanly hit your opponent and then begin wiggling, not simply wiggle the whole time, or else you will only get blocks. Please note that this isn't exclusively based on game version. The sv_fps of the server can effect it, timenudge can effect it, personal framerate and snaps can effect it, rate can effect it... Really, a lot of networking-based things can effect it.
Self-Wiggling: The hitbox registry isn't something we have fully managed to comprehend. Some sources suggest that hitboxes can still re-register an attack even if the saber is still within the hitbox, which suggests that you can have smaller wiggles with more lethal impacts. Or perhaps, that hitboxes register attacks on the edges but not necessarily just by entering and exiting. It would also suggest that you could feasibly cause extra damage to yourself by wiggling while being hit, but this remains unproven currently. Hitboxes may also have different damage multipliers based on body part depending on server settings. Self-wiggling is only a rumor at this time and has not been verified as of yet, pending data collection.*
Accuracy Compensation: In 1.00, it can actually help to wiggle a bit to make up for misjudged accuracy at times and get a bit of a wider range of damage areas. On 1.01, the wiggle blocking mentioned above makes you unlikely to be able to use it for wider damage array, but it can help as a defensive compensation. Once again, a variety of things can effect it. Most notably the sv_fps of the server.
Section Four - Wiggle Range & Damage
No two people's wiggles are exactly alike. Everyone has their own way of doing it that is practically unique to them. However, the end goal is always to be able to deal the most damage effectively. Generally speaking, you may want a shorter range so you can pass through the hitbox faster. On the other hand, some people go for a wider range so they can have a larger area of effect. You'll also want to account for the point of the strike you're in and what your intentions are. If you are wanting to block, and know where the attack is coming from but not the exact spot, you might want a short range wiggle in that direction. If you are caught off guard entirely, you may wish for a wider wiggle arc to hopefully catch the block off it. In some cases, you may not wish to wiggle at all in order to avoid a block. Every aspect about wiggling is almost always situational.
I'm not even going to try and explain how much extra damage a wiggle can do. Simply put, T3Home2 has a Kyle on it for training that has 500hp for a reason: One shotting it IS possible. I cannot say with certainty what the maximum damage amount comes out to be, but it is so ridiculously above any regular opponent that you will fight, that you should never have to worry about it if you wiggle at the right times. Just as well, g_saberdamagescale and sv_fps settings on a server will also determine damage output.
*Some aspects of this are subject to change as new information is acquired on the multiple inquiries about effects wiggling may or may not have. If anyone would like to contribute their own data on the issue, please feel free, as this is a topic of heavy debate lately. Until proper information is found, all questionable statements made should be presumed false or should be taken lightly due to the fact that it may contradict existing knowledge. Thank you to Methos for currently working with me to help try and determine what is fact and what is fiction and better update our database.