1. range. range was changed. look at the changelog. what do you mean by "duration"? what do you mean by "instant zap"?
circular definitions do not explain what you mean to me.
lets say that my understanding of zap is that i press the button and lighting shoots out and does damage. could you please explain to me the difference between 1.1 and gpp zap without assuming i understand the math behind it (because i do not, i have not even looked at it)
In 1.1 you need to be within range at all times when the zap is in effect else it won't do full damage, so you can't simply just zap someone as you whiz by them.
To make it simple to understand, let's create a situation
- Zap range is default, 300.
- Zap "duration" is 1000 msec i.e. one second. 1.1 never had a zap that happens straight away as you click, rather it was delt uniformly over time.
- Zap damage is 100.
Hence, if you just zap from the corner of a wall like gpp style and run, you'll end up only doing a mere 5-20 damage only, if you're only zapping one enemy.* Also, enemies are chained differently to gpp - in a "catapillar" kind of form rather than a "Y" form. I.e., one zaps another, linked to another, linked to another instead of one zaps another, linking to two others. In KoRx, it's just user zaps 3 without having to aim, which is even better in my opinion, and also the secondary needs to be held down to deal damage slowly which is pretty sweet.
*Total damage to first enemy depends on how many are chained to it. A maximum of two are to be chained to it, so the first one would receive a minimum of 66 damage while the next one receives 44 while the last 2 or something like that. I didn't quite like this part, rather i'd like it to go 100-50-25, which is more simplified and rewarding.
Anyway in the 1,1 example, the marauder needs to stay within 300 units of its enemy fr one whole second to deal out 100 damage if he's not wearing armour. Hence it would be a one hit kill as long as he stays close. To intiate the zap, it is also 300 units, which can kinda be annoying to sustain, so i modded this in my lolards qvm so to intiate the zap you'll need to be 200 units close and to sustain, it's 400 units.
However, this is not related to gpp - gpp zap ranges depends ONLY if the target is a victim from another zap victim i.e. in a chain, where the other type is the first one in the chain.
First one in the chain needs to be at most 300 units from the marauder, while its chain victims have to be at least 200 units from the first victim. Honestly i'd rather the two sets of numbers swapped around, so you need to be 200 units close to ur first zap victim while its chain-ees are 300 from it, for gameplay's sake.
TL;DR: Play both games for an extended period of time and examine it thoroughly, like I did. Or you can read the source code, although it's really complicated for the 1.1 side.