
A Target Can Be in Range but Still Out of Line of Sight
Distinguish distance from line of sight when a game ability fails, and use terrain without assuming every attack follows the same rules.

Distinguish distance from line of sight when a game ability fails, and use terrain without assuming every attack follows the same rules.

Critical-hit chance changes frequency; critical damage changes the size of a qualifying hit. A simple model shows why the two stats are different.

Recognise a time-based boss escalation and review lost damage opportunities without assuming that surviving longer is always progress toward a clear.

Compare a damage-over-time effect with a direct hit over the same encounter window, accounting for ticks that never land and the actions needed to apply the effect.

A quest marker can be close horizontally while the objective is on another floor. Use the map, route and vertical clues before searching the same room again.

Read an ability’s available charges and recharge timer separately before deciding when to spend it during a fight.

Check whether a game’s loot filter hides labels, changes automatic pickup or excludes items from collection before relying on it during a run.

Test how lock-on affects target selection, camera movement and visibility before relying on it during a difficult boss encounter.

Understand invincibility frames as a brief game mechanic, then practise dodge timing without assuming every attack or animation follows the same rules.