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Mar 2 2011 11:02pm
WSG can cancel animations if you know a few *extra* tricks, is all I'll mention on that.
I have no idea on the AF of attack animations, however. And that would be a field unto itself, needing a calculator like titanseals, if its anything other than just "last frame of every animation"
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Mar 2 2011 11:05pm
Quote (Goomshill @ Mar 3 2011 01:02am)
WSG can cancel animations if you know a few *extra* tricks, is all I'll mention on that.
I have no idea on the AF of attack animations, however. And that would be a field unto itself, needing a calculator like titanseals, if its anything other than just "last frame of every animation"


I am pretty sure the AF is somewhere "in the middle" on attacks like zeal for example. I am not sure if extra ias can possibly make an AF go from say 3 to 2 though. That's what I would like to see. There's some info on the basin about full rollback attacks where some of this is mentioned, but nothing really fleshed out.

I can't seem to get wsg to cancel attacks at all. It cancels fhr/fbr fine. Damn you and your tricks. :(

I wonder if RTB still lurks the 'net?

This post was edited by inkanddagger on Mar 2 2011 11:06pm
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Mar 2 2011 11:12pm
I definitely agree that the AF is not "at the end", because I've noticed it horribly during my duels as a slow dagger necro
for example I'd slow someone down so that their melee attack took 5+ seconds to finish from holy freeze + slow + clay + decrep, yet I'd die seemingly in the middle of their animation, which looks incredibly odd for some animations.

I imagine that IAS should have the exact same effect in terms of making an action frame jump while the total animation does not for at least *some* attacks, probably not applicable to say full speed 4 FPA swings.
But it would certainly make a difference, no? But given the way animations are calculated it would be very implausible for them to have somehow tied the action frame onto the same breakpoints if its just floored like everything else

So don't be surprised if looking this sort of stuff up gives new and more meaningful melee breakpoint info for gear selection.
Getting WSG to cancel attacks isn't something I've tried yet. But I've managed to get it to cancel animations, but its rather unreliable and takes a specific hoop jumping that I only can pull it off on my trangs fastnec (and I still accidentally fail and cancel it in the first 5 frames wayyyy too often).

If I ever find a method to hammer it out reliably then maybe I'll revil sekrets ;)
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Mar 2 2011 11:13pm
Quote (inkanddagger @ Mar 3 2011 01:35am)
I am pretty sure the AF is somewhere "in the middle" on attacks like zeal for example. I am not sure if extra ias can possibly make an AF go from say 3 to 2 though. That's what I would like to see. There's some info on the basin about full rollback attacks where some of this is mentioned, but nothing really fleshed out.

I can't seem to get wsg to cancel attacks at all. It cancels fhr/fbr fine. Damn you and your tricks. :(

I wonder if RTB still lurks the 'net?

switch, cast, and left click ground at same time



This post was edited by marvel. on Mar 2 2011 11:15pm
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Mar 2 2011 11:16pm
Quote (marvel. @ Mar 2 2011 11:13pm)
switch, cast, and left click ground at same time

it's only useful on zons/necros to swap-shoot while kiting


zzz ruin all the fun why don't you

pretty much yeah, but its horribly unreliable.
basically what I'm gathering is that movement can interrupt the animations after a weapon switch, but the wsg alone cannot

but even so I can only do it maybe 1/5 times even on a trangs nec who has 5/21 animations, because it either goes too early or doesn't go at all.
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Mar 2 2011 11:18pm
Well, animation cancelling would be amazing for casters. I'm not sure if I want it to be revealed really. A 0 fcr fireball sorc using animation cancelling would essentially be casting at the same speed as a 200% fcr fireball sorc without animation cancelling.

However, understanding the AF breakpoints seems like important knowledge for everyone. For example, on a wind druid, you might find it fairly easy to get to 142% fcr over 99% vs fully going for 163% while maintaining max block. If I can figure out where the AFs are on melee attacks I would certainly change the amount I am using if it would matter.
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Mar 2 2011 11:23pm
Quote (inkanddagger @ Mar 2 2011 11:18pm)
Well, animation cancelling would be amazing for casters. I'm not sure if I want it to be revealed really. A 0 fcr fireball sorc using animation cancelling would essentially be casting at the same speed as a 200% fcr fireball sorc without animation cancelling.


With a hack, sure. With human abilities its simply not possible, not at all (involves doing 3 different actions in a row that require mouse aiming, like 5 times per second)
And seeing as blizzard is retarded and left animation handled events to the clientside (oh fucking god) the hackers obviously have much more powerful ways to exploit it, ala TMC

Quote
However, understanding the AF breakpoints seems like important knowledge for everyone. For example, on a wind druid, you might find it fairly easy to get to 142% fcr over 99% vs fully going for 163% while maintaining max block. If I can figure out where the AFs are on melee attacks I would certainly change the amount I am using if it would matter.


Yep. Probably the most wide and useful thing to pick up from it is the different breakpoints. Because I can't imagine any good applications beyond trangs necros for canceling. We're not Rylai with a 2 second backswing ;)
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Mar 2 2011 11:30pm
Yeah, I am not even really going to bother with the cancelling, but hitting the AF "breakpoints" seems pretty important for maximizing a build. So I really want to see the melee ones if they exist so that I can optimize all of my characters.
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Mar 3 2011 02:29am
earth mother hear our pleas
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Mar 3 2011 03:01am
gj!

I wasn't aware that the 'cast' frame has additional bps, thought it's constant for each fcr bp.

T4i.
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