Quote (Stefbef @ May 12 2022 01:33pm)
I read something from goomshill that you get a 3-5 second gracetimer after the animation and if you start an animation like a teleport in that time it’ll be uninterruptible.
Not sure that’s all info I could find for now and I’m not sure if anyone has properly looked into it yet or counted the frames or figured out the exact way how the mechanic works
I'd like to see it testing thoroughly so we can actually understand it like we do the block grace timer.
I can't be sure that description is accurate, but it would explain why people are able to consistently cast after hit recovery regardless of breakpoints. If it was just a static timer started when the event occurs, like the block grace timer, you'd have definable thresholds where you go from stunlocked to reliable escape with 1 frame FHR or cast action frame difference. It also makes sense with blizzards description of how they changed blocking by making animations uninterruptible during their foreswing. Seems like they thought the solution to everything was to just make everyone wiggle out of stunlocks by default. Which is arguably better than d2r, but way worse game balance than LoD
if its a static timer, then it should be clear if you try to test a char with a long cast foreswing and long hit recovery against a trapper. Take an amazon with 0% fcr and 0% fhr and no points D/A/E and java out. She should have 13 frame cast foreswing and 11 frame hit recovery, that's 24 frames to complete a single cast. If she can cast teleport while under traps hitting at ~5 fpa, then there's definitely some kind of uninterruptible animation flag involved
This post was edited by Goomshill on May 12 2022 12:56pm