Breakpoint Tables
Breakpoints are minimum (transition) values required to shorten the duration of a given animation.
See the following resources for the formal derivation of breakpoints,
[FAQ] Bewegungs- und Animationsgeschwindigkeiten
librarian's FAQtoids: http://www.mannm.org/d2library/faqtoids/faqtoids_eng.html
Faster Block Rate (FBR), Faster Cast Rate (FCR), and Faster Hit Recovery (FHR) breakpoint tables given below.
25 frames = 1 second
(weapon classes refer to the weapon wielded by that character class, not the weapon by which you are struck).
Classes
AmazonCode
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR, 1hs *) 0 4 6 11 15 23 29 40 56 80 120 200 480
other 0 13 32 86 600
FCR 0 7 14 22 32 48 68 99 152
FHR 0 6 13 20 32 52 86 174 600
*) 1hs: one-handed swinging weapons.
Javelins and knives are classified as one-handed thrusting weapons (1ht).
Thus, if you are wielding e.g. Titan's Revenge, the FBR breakpoints are given by the second row (other).
AssassinCode
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR 0 13 32 86 600
FCR 0 8 16 27 42 65 102 174
FHR 0 7 15 27 48 86 200 4680
The FBR breakpoints apply to both claw block (Weapon Block) and shield block.
NecromancerCode
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR, human 0 6 13 20 32 52 86 174 600
vampire *) 0 2 6 10 16 24 34 48 72 117 208 638
FCR, human 0 9 18 30 48 75 125
vampire 0 6 11 18 24 35 48 65 86 120 180
FHR, human 0 5 10 16 26 39 56 86 152 377
vampire 0 2 6 10 16 24 34 48 72 117 208 638
*) Trang-Oul's Avatar.
The vampire form has no blocking animation; instead it uses the hit recovery animation when blocking.
Hence, in this particular case, FHR (not FBR) increases blocking speed.
BarbarianCode
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR 0 9 20 42 86 280
FCR 0 9 20 37 63 105 200
FHR 0 7 15 27 48 86 200 4680
SorceressCode
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR 0 7 15 27 48 86 200 4680
FCR, L/CL *) 0 7 15 23 35 52 78 117 194
other 0 9 20 37 63 105 200
FHR 0 5 9 14 20 30 42 60 86 142 280 1480
*) Lightning, Chain Lightning.
DruidCode
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR 0 6 13 20 32 52 86 174 600
FCR 0 4 10 19 30 46 68 99 163
FHR, 1hs *) 0 3 7 13 19 29 42 63 99 174 456
other 0 5 10 16 26 39 56 86 152 377
*) 1hs: one-handed swinging weapons (see Amazon).
PaladinCode
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR, no HS *) 0 13 32 86 600
HS active 0 86
FCR 0 9 18 30 48 75 125
FHR, stf/2ht **) 0 3 7 13 20 32 48 75 129 280 4680
other 0 7 15 27 48 86 200 4680
*) HS: Holy Shield.
**) stf/2ht: two-handed weapons, except swords.
Delirium, WereformsCode
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR, Delirium *) 0 4 7 10 15 20 27 35 48 65 86 129 200 414 4680
Werebear 0 5 10 16 27 40 65 109 223 1320
Werewolf 0 7 15 27 48 86 200 4680
FCR, Werebear 0 7 15 26 40 63 99 163
Werewolf 0 6 14 26 40 60 95 157
FHR, Delirium 0 4 7 10 15 20 27 35 48 65 86 129 200 414 4680
Werebear 0 5 10 16 24 37 54 86 152 360
Werewolf 0 9 20 42 86 280
*) Bone Fetish ("Delirium") has no blocking animation either (see Necromancer, Trang-Oul's Avatar).
Spell casting is disabled in Delirium form - you can only do normal attacks in the form of a headbutt.
Regardless of which class or mercenary is transformed, the animations applying to that form will be used.