Rafian At The Edge 13 Hit Fix [work] Official
Breaking the Damage Cap: A Deep Dive into the Rafian "At the Edge 13 Hit Fix"
A bug in the “At the Edge 13” hit-detection routine caused inconsistent hit registration during high-latency or edge-case physics frames. This resulted in missed or duplicated hits under specific timing and input conditions. A deterministic fix was implemented that normalizes hit-evaluation timing, corrects collision-priority handling, and prevents double-counting. Patch validated by unit, integration, and playtests and rolled out incrementally.
Collision Detection:
Fixing instances where an object or character model fails to register contact ("hits") properly. rafian at the edge 13 hit fix
"13-Hit Ghost"
If you’ve been deep in the Rafian custom client scene or messing with At the Edge source builds, you’ve probably run into the infamous problem. For the uninitiated: multi-hit skills or combo attacks would visually and mechanically cap out at 13 hits, leaving damage on the table and rotations feeling clunky. Breaking the Damage Cap: A Deep Dive into
- If you notice any lingering issues, capture a short clip and report the time, your ping, and a brief description of what happened—this helps developers validate edge cases.
- Pay attention to patch notes for any follow-up hotfixes addressing remaining corner cases.
"Welcome, young Rafian," she croaked, her voice like a rusty gate. "I've been waiting for you." If you notice any lingering issues, capture a