What would cause Divine weapons to NOT keep Catacomb skellies down?

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    Back Lot Basher
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    What would cause Divine weapons to NOT keep Catacomb skellies down?

    Post by Back Lot Basher on Mon Aug 12, 2013 3:29 pm

    I was going through there with a friend the other day, and we noticed in a few areas my divine weapons were not killing skellies permanently.  I was playing as a cleric with high Faith and using a Divine Longsword +9.  The little buggers were getting up again even when I was the only one fighting them.
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    Re: What would cause Divine weapons to NOT keep Catacomb skellies down?

    Post by Soul of Stray Demon on Mon Aug 12, 2013 3:49 pm

    Were you a phantom? Because elemental side effects don't work. Skeletons don't stay down, and the torch things in the pw still toxic.

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    Re: What would cause Divine weapons to NOT keep Catacomb skellies down?

    Post by Sentiel on Mon Aug 12, 2013 4:01 pm

    Lag.

    It is the most noticable in Nito fight.

    If there's any lag, the skeleton gets killed, but the Divine effect doesn't kick in for some reason and thus the skellie bounces back to life. There's no way around it other than relying on the host to take care of them, or dispatching Necromancer asap. Some of them are easy to snipe, so use that if possible.

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    Re: What would cause Divine weapons to NOT keep Catacomb skellies down?

    Post by Soul of Stray Demon on Mon Aug 12, 2013 4:02 pm

    So sometimes the divine effect does work?

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    Re: What would cause Divine weapons to NOT keep Catacomb skellies down?

    Post by Sentiel on Mon Aug 12, 2013 4:05 pm

    It works 100% of the time for both phantoms and the host. The only exception is when there's lag involved.
    You can test this if one of you kills a skeleton, yet the other player/s can still damage it before it falls down. If it's possible, then phantoms won't be able to permakill them. Divine may work some time and don't work the other time. It's unreliable thanks to lag spikes.

    EDIT:
    I should also add that relying on host also isn't 100% permakill guarantee. The lag affects hosts attacks as well, but to a lesser extent. The best option is to get rid of the lag (in case you're downloading something etc), do the area solo, or get rid of Necromancers first.


    Last edited by Sentiel on Mon Aug 12, 2013 4:08 pm; edited 1 time in total

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    Re: What would cause Divine weapons to NOT keep Catacomb skellies down?

    Post by Soul of Stray Demon on Mon Aug 12, 2013 4:07 pm

    Oh, well, that's new info for me. Thank you.

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    Re: What would cause Divine weapons to NOT keep Catacomb skellies down?

    Post by Back Lot Basher on Mon Aug 12, 2013 4:40 pm

    Sentiel wrote:It works 100% of the time for both phantoms and the host. The only exception is when there's lag involved.
    You can test this if one of you kills a skeleton, yet the other player/s can still damage it before it falls down. If it's possible, then phantoms won't be able to permakill them. Divine may work some time and don't work the other time. It's unreliable thanks to lag spikes.

    EDIT:
    I should also add that relying on host also isn't 100% permakill guarantee. The lag affects hosts attacks as well, but to a lesser extent. The best option is to get rid of the lag (in case you're downloading something etc), do the area solo, or get rid of Necromancers first.
    Wow, I had no idea.  Learn something new about this game every day.  Thanks for the info.

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