I died inside Kindred's ult

Trias000··1 votes·1,525 views

Rito pls

7 Comments

Fondling Gems2 votes

Watching in .25 speed it looks like you got hit right as you flashed.

Unfortunately due to how computers work things like these are simply unavoidable.

Depending on the order of operations in the code there are a number of ticks you could have died during. At max: Death check, Damage Taken, Kindred Ult Update, positional update, flash input. Which leaves you with 5 frames you could have died during, or 1 frame if the checks are done in the opposite order which I highly doubt. At a guess I would say it takes the game 2-3 ticks to apply everything in that situation correctly, with most of it being done in the first frame.

The point is that Computers can only do 1 thing at a time, they just do each one of those things very very quickly. It does mean though that the game probably registered your flash, updated your position, then you got hit by the damage, it exceeded your health and you died, then (if you hadn't) the game at some point would have gotten to the Kindred ult in existence, checked to see if anyone was in it, and then applied the Ult Buff to everyone which would have prevented your from dying.

While these issues are Technically solvable, they would require so much redundant programming that it would have a drastic impact on the game's performance, not to mention how difficult it would be to create such a thing without introducing numerous bugs. League servers update 30 times a second so things being 2-3 ticks off isn't actually noticeable, we really only notice them happening due to Leagues visuals (The flash particle effect, your body falling down in the Kindred ult)

For reference I play at around 50 ping (.05 seconds), which is a barely noticable delay (and I was only able to notice after the server move since I was at 24 before), and equates to me playing a little less than 2 ticks behind the servers.


TLDR:

Yes it isn't supposed to happen, and thus is a bug, however it is due to a computer limitation and can be found in any and every program on your computer, it is just all but impossible to notice without visual guides.

Trias0001 votes

To me it seems it's more of a flash bug. So many times I flashed out of melee range just to be killed by a melee auto attack anyway. So it seems like the position change after flashing is registered with delay. Visually you're in spot B, but the game still thinks you're in A.

ZackTheWaffleMan1 votes

Some melee/AA abilities (e.g. Garen's Q) can't be flashed.

Fondling Gems1 votes

That is due to abilities having a delay on them, similar to how there is a delay before ranged auto attacks hit you. Garen Q registers as "hitting" you before it applies the damage, which is done to slow down champion ability rotations so they don't burst as hard and have better readability.

Fondling Gems1 votes

As I said above it isn't a bug per say. What you are describing is just how computers work. Computers aren't capable of doing multiple things simultaneously, that just isn't how they work.

To expand on what Zack said melee attacks can't actually be flashed after a certain point. Once a melee attack has passed the point where the player can cancel the auto attack it can't be flashed.

Ranged attacks are composed of 3 steps: AA prep animation (aa's can be canceled during this time) AA fire (this is when the projectile begins traveling) AA finish animation (this is the follow through animation that the attacking champion completes, and orbwalking/animation canceling is specifically done to make use of this time frame before your champion can AA again)

Melee attacks are composed of 3 similar steps: AA prep animation (aa's can be canceled during this time) AA confirm (at this point the aa is confirmed to hit, but a delay is built in to slow down combos and help readability. Functionally it is similar to the delay that ranged aa have due to travel time.) AA finish animation (this is the follow through animation that the attacking champion completes, and orbwalking/animation canceling is specifically done to make use of this time frame before your champion can AA again)


Thus unless you flash away from a melee auto attack before step one is completed it will still land (and keep in mind you have to count ping on top of that, even if you hit flash before step 1 finishes if your ping is too high the server wont get it until after the aa is in phase 2)


Flash is not bugged, your first issue is simply a hard set limitation in how computers work, and the second is simply how melee auto attacks were designed to work.

Trias0001 votes

[{quoted}](name=Fondling Gems,realm=NA,application-id=LqLKtMpN,discussion-id=9hIX5n96,comment-id=000000000001,timestamp=2018-05-27T23:23:15.876+0000)

To expand on what Zack said melee attacks can't actually be flashed after a certain point. Once a melee attack has passed the point where the player can cancel the auto attack it can't be flashed.

But at that point it should apply damage. And if that was the case, you'd die before you managed to flash away.

Fondling Gems1 votes

No, because the actual damage is still delayed to provide readability and slow down champion combos. The order of operations goes like this:

Enemy: AA preparation Enemy: AA confirm (In .X of a second you will now take damage) You: Flash You: Take damage Enemy: Finish animation

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