Quote (haloneya @ Aug 25 2010 04:02pm)
no?
why would it...
That's part of what I'm asking o.o
Quote (haloneya @ Aug 25 2010 04:02pm)
not directly.. but both useful
Ofc they're both good, what I was confused on is this:
Quote
They work entirely separately.
When your character blocks an attack (generally melee or some physical ranged attack, like archers), it undergoes a blocking animation that interrupts whatever it's doing (usually running or attacking). The length of that animation can be shortened by getting items with faster block speed (e.g. many shields, Guardian Angel).
When your character gets hit and loses 1/12 or more of its maximum life, it undergoes a hit recovery animation that interrupts whatever it's doing. You must lose life to get into this animation; therefore, you can't ever have both FBR and FHR activated on the same hit. The length of that animation can be shortened by getting items with faster hit recovery.
Basically:
Both have to do with you having control over your character's actions in defensive situations. If you have low FBR/FHR, you might be stuck in blocking and hit recovery animations when you could be attacking back or running away. FBR is irrelevant if you don't block. FHR is irrelevant if your life is high enough that a single hit doesn't take away more than 1/12 of your max life. Both are irrelevant if you can avoid getting hit.
What happens when you're put into fbr then fhr by two quick attacks that can "sneak" in between frames? Further, how do these animations work together?
Quote (haloneya @ Aug 25 2010 04:02pm)
means that they will not stop their hit once they click on you close
Intuitively, you won't go into fhr if using an attack that can't be interrupted. What's confusing me, again, is how does this work with block? And again, how do these animations work together, such as the case of blocking while using zeal?
tl;dr- fhr, blocking, and uninterrupted attack animations: how do these work together?