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Hitbox

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Weapon hitbox (green) and monster hitbox (red)

A hitbox is an invisible shape commonly used in video games for real-time collision detection.

Melee weapon hitbox[edit]

In DDO, this term is often used to describe the area where an enemy must be in order for your attack to hit it. It's mainly a combination of two factors:

  • Reach (how far can the enemy be)
  • Facing (do you have to be facing the enemy directly or can it be on your left / right, or even behind you)

In general, the hitbox matches your animation. For example, if your character makes a wide sweeping attack, it can also connect to enemies on your left and right. If the animation is a forward thrust, it can have a slightly longer reach, etc.

Some information about hitboxes:

  • Different weapons have different hitboxes. For example, two-handed weapons have larger reach.
  • Various attacks in an attack sequence can have different hitbox.
  • Special attacks, such as Cleave, can have different (often larger) hitbox.
  • Your attacks while moving can have a different hitbox than when stationary.

See also: Tests from 2018

Enemy hitbox[edit]

Another meaning of a hitbox is how close to an enemy do you have to be in order to hit. Some large enemies, for example dragons, have a rather big hitbox, i.e. your character may stand quite far from the enemy and your melee attacks still connect.

Being prone does not move your enemy's hitbox. When you trip a tall enemy, for example an earth elemental, the bulk of its body appears to be few steps away. However, its hitbox actually stays in the small area around its feet.