generalmyrick wrote: »Can you animation cancel steel tornado?
because....wow.
generalmyrick wrote: »Can you animation cancel steel tornado?
because....wow.
exeeter702 wrote: »Irrelevant. Its an instant cast ability. The animation is masked without a target in some cases but that is completely inconsequential. Once you cast it, targets in applicable range will take the damage, regardless of whether you block or bar swap right after.
Regardless of whether or not your character stops spinning, you arent going to be able to cast another skill for 1 second. So unless you actually have to block or roll dodge something incoming, all you are doing is stunting your stamina regen.
exeeter702 wrote: »Irrelevant. Its an instant cast ability. The animation is masked without a target in some cases but that is completely inconsequential. Once you cast it, targets in applicable range will take the damage, regardless of whether you block or bar swap right after.
Regardless of whether or not your character stops spinning, you arent going to be able to cast another skill for 1 second. So unless you actually have to block or roll dodge something incoming, all you are doing is stunting your stamina regen.
I wish this was true. This is how it SHOULD be. But after a lot of testing I can confirm that it’s not how it is on live atm.
I doubt he will ever confirm in any sort of reproducible or verifiable way. People have been claiming stuff like this forever. "Trust me, I tested things a lot..."exeeter702 wrote: »exeeter702 wrote: »Irrelevant. Its an instant cast ability. The animation is masked without a target in some cases but that is completely inconsequential. Once you cast it, targets in applicable range will take the damage, regardless of whether you block or bar swap right after.
Regardless of whether or not your character stops spinning, you arent going to be able to cast another skill for 1 second. So unless you actually have to block or roll dodge something incoming, all you are doing is stunting your stamina regen.
I wish this was true. This is how it SHOULD be. But after a lot of testing I can confirm that it’s not how it is on live atm.
In what way have you find this to not be the case? Damage is not delivered at different times based on whether or not you block clancel the recovery animation. That is a common misconception. Scrolling combat text is coded to display based on how the attack animates. An easy way to test this in game is with twin slashes. It is an instant cast ability and thus resolves instantly when the criteria ks met for using it on a target.
If you let the animation play out, you will see 2 separate instances of damage in line with the way the attack animates, onefor the firsr stab and then a subsequent number for the outward slash. If you immediately block cancel it, the 2 damage values are displayed simultaneously which would indicate the second tick of damage is being delivered sooner but in reality that is false. This has no bearing on the recipient based solely around how these types of online mmos work server side. Instant cast abilities resolve instantly server side, any player agency after the fact has no bearing on that claculation. It just looks that way client side.
The_Outsider wrote: »I doubt he will ever confirm in any sort of reproducible or verifiable way. People have been claiming stuff like this forever. "Trust me, I tested things a lot..."exeeter702 wrote: »exeeter702 wrote: »Irrelevant. Its an instant cast ability. The animation is masked without a target in some cases but that is completely inconsequential. Once you cast it, targets in applicable range will take the damage, regardless of whether you block or bar swap right after.
Regardless of whether or not your character stops spinning, you arent going to be able to cast another skill for 1 second. So unless you actually have to block or roll dodge something incoming, all you are doing is stunting your stamina regen.
I wish this was true. This is how it SHOULD be. But after a lot of testing I can confirm that it’s not how it is on live atm.
In what way have you find this to not be the case? Damage is not delivered at different times based on whether or not you block clancel the recovery animation. That is a common misconception. Scrolling combat text is coded to display based on how the attack animates. An easy way to test this in game is with twin slashes. It is an instant cast ability and thus resolves instantly when the criteria ks met for using it on a target.
If you let the animation play out, you will see 2 separate instances of damage in line with the way the attack animates, onefor the firsr stab and then a subsequent number for the outward slash. If you immediately block cancel it, the 2 damage values are displayed simultaneously which would indicate the second tick of damage is being delivered sooner but in reality that is false. This has no bearing on the recipient based solely around how these types of online mmos work server side. Instant cast abilities resolve instantly server side, any player agency after the fact has no bearing on that claculation. It just looks that way client side.
Sort of.
There’s a weird single target check to steel tornado. If you animation cancel it with nobody targeted, or if you animation cancel it without LoS on your targeted person, then it’ll get cancelled and vanish similar to how DBoS can vanish.
It’s an interesting skill with some weird quirks.
Sort of.
There’s a weird single target check to steel tornado. If you animation cancel it with nobody targeted, or if you animation cancel it without LoS on your targeted person, then it’ll get cancelled and vanish similar to how DBoS can vanish.
It’s an interesting skill with some weird quirks.
But the damage to the target will still be registered server-side, I'm guessing? Just desynced to the clients, similar to the vanishing DBoS issue?
Oh I was talking about some bugs that cause the whirlwind to not do damage at all. I wasn’t talking about the timing of the dmg.The_Outsider wrote: »I doubt he will ever confirm in any sort of reproducible or verifiable way. People have been claiming stuff like this forever. "Trust me, I tested things a lot..."exeeter702 wrote: »exeeter702 wrote: »Irrelevant. Its an instant cast ability. The animation is masked without a target in some cases but that is completely inconsequential. Once you cast it, targets in applicable range will take the damage, regardless of whether you block or bar swap right after.
Regardless of whether or not your character stops spinning, you arent going to be able to cast another skill for 1 second. So unless you actually have to block or roll dodge something incoming, all you are doing is stunting your stamina regen.
I wish this was true. This is how it SHOULD be. But after a lot of testing I can confirm that it’s not how it is on live atm.
In what way have you find this to not be the case? Damage is not delivered at different times based on whether or not you block clancel the recovery animation. That is a common misconception. Scrolling combat text is coded to display based on how the attack animates. An easy way to test this in game is with twin slashes. It is an instant cast ability and thus resolves instantly when the criteria ks met for using it on a target.
If you let the animation play out, you will see 2 separate instances of damage in line with the way the attack animates, onefor the firsr stab and then a subsequent number for the outward slash. If you immediately block cancel it, the 2 damage values are displayed simultaneously which would indicate the second tick of damage is being delivered sooner but in reality that is false. This has no bearing on the recipient based solely around how these types of online mmos work server side. Instant cast abilities resolve instantly server side, any player agency after the fact has no bearing on that claculation. It just looks that way client side.
I have confirmed that and tested it. Watch my video on vanishing dawnbreakers. The reason for the vanish is due to the delay between activation and the duration of the animation. Animation cancelling it avoids causing the DB to vanish.
This is pretty easily reproducible stuff.
The_Outsider wrote: »Oh I was talking about some bugs that cause the whirlwind to not do damage at all. I wasn’t talking about the timing of the dmg.The_Outsider wrote: »I doubt he will ever confirm in any sort of reproducible or verifiable way. People have been claiming stuff like this forever. "Trust me, I tested things a lot..."exeeter702 wrote: »exeeter702 wrote: »Irrelevant. Its an instant cast ability. The animation is masked without a target in some cases but that is completely inconsequential. Once you cast it, targets in applicable range will take the damage, regardless of whether you block or bar swap right after.
Regardless of whether or not your character stops spinning, you arent going to be able to cast another skill for 1 second. So unless you actually have to block or roll dodge something incoming, all you are doing is stunting your stamina regen.
I wish this was true. This is how it SHOULD be. But after a lot of testing I can confirm that it’s not how it is on live atm.
In what way have you find this to not be the case? Damage is not delivered at different times based on whether or not you block clancel the recovery animation. That is a common misconception. Scrolling combat text is coded to display based on how the attack animates. An easy way to test this in game is with twin slashes. It is an instant cast ability and thus resolves instantly when the criteria ks met for using it on a target.
If you let the animation play out, you will see 2 separate instances of damage in line with the way the attack animates, onefor the firsr stab and then a subsequent number for the outward slash. If you immediately block cancel it, the 2 damage values are displayed simultaneously which would indicate the second tick of damage is being delivered sooner but in reality that is false. This has no bearing on the recipient based solely around how these types of online mmos work server side. Instant cast abilities resolve instantly server side, any player agency after the fact has no bearing on that claculation. It just looks that way client side.
I have confirmed that and tested it. Watch my video on vanishing dawnbreakers. The reason for the vanish is due to the delay between activation and the duration of the animation. Animation cancelling it avoids causing the DB to vanish.
This is pretty easily reproducible stuff.
Oh I don't know anything at all about that. The comment of yours I saw was vague so I thought you were talking about the other guy's reference to the Global Cooldown, my bad. Maybe I've been reading too many AC threads lately...
Waffennacht wrote: »The_Outsider wrote: »Oh I was talking about some bugs that cause the whirlwind to not do damage at all. I wasn’t talking about the timing of the dmg.The_Outsider wrote: »I doubt he will ever confirm in any sort of reproducible or verifiable way. People have been claiming stuff like this forever. "Trust me, I tested things a lot..."exeeter702 wrote: »exeeter702 wrote: »Irrelevant. Its an instant cast ability. The animation is masked without a target in some cases but that is completely inconsequential. Once you cast it, targets in applicable range will take the damage, regardless of whether you block or bar swap right after.
Regardless of whether or not your character stops spinning, you arent going to be able to cast another skill for 1 second. So unless you actually have to block or roll dodge something incoming, all you are doing is stunting your stamina regen.
I wish this was true. This is how it SHOULD be. But after a lot of testing I can confirm that it’s not how it is on live atm.
In what way have you find this to not be the case? Damage is not delivered at different times based on whether or not you block clancel the recovery animation. That is a common misconception. Scrolling combat text is coded to display based on how the attack animates. An easy way to test this in game is with twin slashes. It is an instant cast ability and thus resolves instantly when the criteria ks met for using it on a target.
If you let the animation play out, you will see 2 separate instances of damage in line with the way the attack animates, onefor the firsr stab and then a subsequent number for the outward slash. If you immediately block cancel it, the 2 damage values are displayed simultaneously which would indicate the second tick of damage is being delivered sooner but in reality that is false. This has no bearing on the recipient based solely around how these types of online mmos work server side. Instant cast abilities resolve instantly server side, any player agency after the fact has no bearing on that claculation. It just looks that way client side.
I have confirmed that and tested it. Watch my video on vanishing dawnbreakers. The reason for the vanish is due to the delay between activation and the duration of the animation. Animation cancelling it avoids causing the DB to vanish.
This is pretty easily reproducible stuff.
Oh I don't know anything at all about that. The comment of yours I saw was vague so I thought you were talking about the other guy's reference to the Global Cooldown, my bad. Maybe I've been reading too many AC threads lately...
I read it the same tbh.