Wow, completely aside from the whole rest of your post - that last video... what in holy hell?
There isn't a way to speed up skills, the game just has many spikes in lag causing enough frames to drop that so skills will appear to fire faster. However it's not something that the player manually does.
Then there is what you see on your screen, and what the server 'sees' and processes which are not always the same thing. That's what lag is, and what happened in each of the videos. It's not actions happening faster or slower. It's frame loss. Imagine a booklet that is flipped through to show motion. Remove pages from that book at the motion is altered. It's not that the speed of action is changed. It's that there are less pages/frames from A (action begin) to B (action end).
Breath of Life has had a hitch in the animation for a while, and ZOS shortened the frames of the animation to make it smoother. 30 FPS means frames per second and BoL probably had 2-3 frames at the most shaved off it, and the only reason it's noticeable is because the hitch was very apparent.
There isn't a way to speed up skills, the game just has many spikes in lag causing enough frames to drop that so skills will appear to fire faster. However it's not something that the player manually does.
Then there is what you see on your screen, and what the server 'sees' and processes which are not always the same thing. That's what lag is, and what happened in each of the videos. It's not actions happening faster or slower. It's frame loss. Imagine a booklet that is flipped through to show motion. Remove pages from that book at the motion is altered. It's not that the speed of action is changed. It's that there are less pages/frames from A (action begin) to B (action end).
Breath of Life has had a hitch in the animation for a while, and ZOS shortened the frames of the animation to make it smoother. 30 FPS means frames per second and BoL probably had 2-3 frames at the most shaved off it, and the only reason it's noticeable is because the hitch was very apparent.
So how is it that attacks are connecting, before in most cases they are even fired? Let alone shown animations of? Or even in regards to lag though. Like for example, the NPC archers I mentioned. The skill Quick Shot seems fire off and connect like lightning. In some cases even before there's a chance to act. As you said, there's normally frames that go between actions. And in some cases, the frames are sped-up. Or missing entirely.
There isn't a way to speed up skills, the game just has many spikes in lag causing enough frames to drop that so skills will appear to fire faster. However it's not something that the player manually does.
Then there is what you see on your screen, and what the server 'sees' and processes which are not always the same thing. That's what lag is, and what happened in each of the videos. It's not actions happening faster or slower. It's frame loss. Imagine a booklet that is flipped through to show motion. Remove pages from that book at the motion is altered. It's not that the speed of action is changed. It's that there are less pages/frames from A (action begin) to B (action end).
Breath of Life has had a hitch in the animation for a while, and ZOS shortened the frames of the animation to make it smoother. 30 FPS means frames per second and BoL probably had 2-3 frames at the most shaved off it, and the only reason it's noticeable is because the hitch was very apparent.
So how is it that attacks are connecting, before in most cases they are even fired? Let alone shown animations of? Or even in regards to lag though. Like for example, the NPC archers I mentioned. The skill Quick Shot seems fire off and connect like lightning. In some cases even before there's a chance to act. As you said, there's normally frames that go between actions. And in some cases, the frames are sped-up. Or missing entirely.
The frame/s when an action begins not be visible on your screen doesn't mean the server didn't process it happening. Which is part of what makes lag so frustrating. There is a 'reality' which can be different from what is present on your screen. The server is ultimately the dictator of what happens and not what a player sees.
You can actually hear mob's Rapid Strikes hitting in the second clip. As well as see a hitch when the AOEs where being placed which is when the frames dropped.
There isn't a way to speed up skills, the game just has many spikes in lag causing enough frames to drop that so skills will appear to fire faster. However it's not something that the player manually does.
Then there is what you see on your screen, and what the server 'sees' and processes which are not always the same thing. That's what lag is, and what happened in each of the videos. It's not actions happening faster or slower. It's frame loss. Imagine a booklet that is flipped through to show motion. Remove pages from that book at the motion is altered. It's not that the speed of action is changed. It's that there are less pages/frames from A (action begin) to B (action end).
Breath of Life has had a hitch in the animation for a while, and ZOS shortened the frames of the animation to make it smoother. 30 FPS means frames per second and BoL probably had 2-3 frames at the most shaved off it, and the only reason it's noticeable is because the hitch was very apparent.
So how is it that attacks are connecting, before in most cases they are even fired? Let alone shown animations of? Or even in regards to lag though. Like for example, the NPC archers I mentioned. The skill Quick Shot seems fire off and connect like lightning. In some cases even before there's a chance to act. As you said, there's normally frames that go between actions. And in some cases, the frames are sped-up. Or missing entirely.
The frame/s when an action begins not be visible on your screen doesn't mean the server didn't process it happening. Which is part of what makes lag so frustrating. There is a 'reality' which can be different from what is present on your screen. The server is ultimately the dictator of what happens and not what a player sees.
You can actually hear mob's Rapid Strikes hitting in the second clip. As well as see a hitch when the AOEs where being placed which is when the frames dropped.
So then naturally my question is, how exactly do you defend yourself and or play around these types of occurrences? How do you play with and or against that which you cannot see? How do you block or dodge roll a skill that is instant, or in some cases not visibly there.
I'll give you an example. I was dueling a guild member yesterday, and their Dragon Leaps were instant. I mean they had no animation whatsoever. And yet, I would receive damage from it and be knocked back from it. What do I do in those types of situations? How do I handle a Stone Giant cast at me, that connects almost instantly now. How do you defend? One minute they're weaving whips and medium attacks, and the next I get knocked to the ground and stunned briefly. With what was no warning of it at all. I mean I couldn't even see the projectile cast at me in time for a reaction. It was instant.
There isn't a way to speed up skills, the game just has many spikes in lag causing enough frames to drop that so skills will appear to fire faster. However it's not something that the player manually does.
Then there is what you see on your screen, and what the server 'sees' and processes which are not always the same thing. That's what lag is, and what happened in each of the videos. It's not actions happening faster or slower. It's frame loss. Imagine a booklet that is flipped through to show motion. Remove pages from that book at the motion is altered. It's not that the speed of action is changed. It's that there are less pages/frames from A (action begin) to B (action end).
Breath of Life has had a hitch in the animation for a while, and ZOS shortened the frames of the animation to make it smoother. 30 FPS means frames per second and BoL probably had 2-3 frames at the most shaved off it, and the only reason it's noticeable is because the hitch was very apparent.
So how is it that attacks are connecting, before in most cases they are even fired? Let alone shown animations of? Or even in regards to lag though. Like for example, the NPC archers I mentioned. The skill Quick Shot seems fire off and connect like lightning. In some cases even before there's a chance to act. As you said, there's normally frames that go between actions. And in some cases, the frames are sped-up. Or missing entirely.
The frame/s when an action begins not be visible on your screen doesn't mean the server didn't process it happening. Which is part of what makes lag so frustrating. There is a 'reality' which can be different from what is present on your screen. The server is ultimately the dictator of what happens and not what a player sees.
You can actually hear mob's Rapid Strikes hitting in the second clip. As well as see a hitch when the AOEs where being placed which is when the frames dropped.
So then naturally my question is, how exactly do you defend yourself and or play around these types of occurrences? How do you play with and or against that which you cannot see? How do you block or dodge roll a skill that is instant, or in some cases not visibly there.
I'll give you an example. I was dueling a guild member yesterday, and their Dragon Leaps were instant. I mean they had no animation whatsoever. And yet, I would receive damage from it and be knocked back from it. What do I do in those types of situations? How do I handle a Stone Giant cast at me, that connects almost instantly now. How do you defend? One minute they're weaving whips and medium attacks, and the next I get knocked to the ground and stunned briefly. With what was no warning of it at all. I mean I couldn't even see the projectile cast at me in time for a reaction. It was instant.