Hi One thing dnh says, is very true. With some lag (it must not be the big lag), you got problems with casting monsters. It seems, that they can target you easier (because you dont move so fast/react in the same second) and the cone spells like fire/cold but also lightning do much more damage. I remember that i play a server in usa and the skulls in the mansion in scorn kills me so fast that i even cant run away. So, dnh's is right when he feels that the res can be higher for good play, the effect on him with lag gives him the feeling. The problem is, that for players with less lag the prot. value is ok. Well, calculating lag effects are a major task in real time games. Most games like quake&Co. have the same problem in moving actions. The word for it is "Client Prediction". It is the technique to "guess" and/or calculate the moving action of players with different lags to make them looking and playing as all with the same lag (and make it looking as there is no lag). We can simply implement the in cf. Not in the movement of course, but in the damage. To calculate the lag to the client is easy. We don't need a real exact value. What we simply need is a scaling factor for the damage/protection, which slightly change it depending on the lag of the connected client. This sounds much more strange at it is. The "you got more damage with lag effect" is real and this is an easy methode to prefent it. MichToen