Maybe add pvp to point 6 as one of the "needed to be viable" categories. Other than that, everything seems to check out.
I would probably also mention that doing this via macros is both very easy and illegal.
DocFrost72 wrote: »Weaving: The act of canceling a light attack animation with an ability to fire both at once.
DocFrost72 wrote: »Weaving: The act of canceling a light attack animation with an ability to fire both at once.
Let me ask a question here. When I am testing on a dummy, I always try to weave LAs into my abilities, but sometimes the dummy does not show any damage from the LA, only from the ability. Also there is not even a trace of the animation. It seems rather random, and does not depend on the timing I use.
What is the proper timing for weaving, is it LA and the ability as fast as possible? Or is there some necessary delay?
Note that I use a mouse with more buttons and I have the action keys mapped on the mouse buttons.
The OP doesn't really bring up the main thing that annoys some of us about this "mechanic" of the game. Address more directly that animation cancelling allows abilities to have an effect in spite of realism-defying animation interruptions. That, more than anything else, is what makes me find the combat in this game downright bizarre and it is not at all intuitive. If my character blocks/swaps/etc while trying to cast something, the spell they are casting should not fire. If my character blocks/swaps/etc in mid-swing with their mace, the mace should not hit the enemy and do damage. Except it does, which is why animation cancelling in this game is seriously messed up.
This is not a discussion of "should it be in the game", go post in any of the other 27 threads.
This is about dispelling common misconceptions, rumors, and falsehoods in order to arm ourselves with facts upon which you can draw from in future discussions, regardless of if you want it to exist or not.
The OP doesn't really bring up the main thing that annoys some of us about this "mechanic" of the game. Address more directly that animation cancelling allows abilities to have an effect in spite of realism-defying animation interruptions. That, more than anything else, is what makes me find the combat in this game downright bizarre and it is not at all intuitive. If my character blocks/swaps/etc while trying to cast something, the spell they are casting should not fire. If my character blocks/swaps/etc in mid-swing with their mace, the mace should not hit the enemy and do damage. Except it does, which is why animation cancelling in this game is seriously messed up.
DocFrost72 wrote: »Maybe add pvp to point 6 as one of the "needed to be viable" categories. Other than that, everything seems to check out.
I would probably also mention that doing this via macros is both very easy and illegal.
Good catch to the pvp one, editing it now.
As for the latter, it is addressed in point 4. "No part of the TOS is broken by manual input of animation canceling. Macros are their own separate issue." Might not be a bad idea to clarify that macros are 3rd party and technically break TOS to further clarify this point though.
DocFrost72 wrote: »The OP doesn't really bring up the main thing that annoys some of us about this "mechanic" of the game. Address more directly that animation cancelling allows abilities to have an effect in spite of realism-defying animation interruptions. That, more than anything else, is what makes me find the combat in this game downright bizarre and it is not at all intuitive. If my character blocks/swaps/etc while trying to cast something, the spell they are casting should not fire. If my character blocks/swaps/etc in mid-swing with their mace, the mace should not hit the enemy and do damage. Except it does, which is why animation cancelling in this game is seriously messed up.
Correct, I do not bring it up. Know why?
This is not a discussion of "should it be in the game", go post in any of the other 27 threads.
This is about dispelling common misconceptions, rumors, and falsehoods in order to arm ourselves with facts upon which you can draw from in future discussions, regardless of if you want it to exist or not.
DocFrost72 wrote: »Weaving: The act of canceling a light attack animation with an ability to fire both at once.
Let me ask a question here. When I am testing on a dummy, I always try to weave LAs into my abilities, but sometimes the dummy does not show any damage from the LA, only from the ability. Also there is not even a trace of the animation. It seems rather random, and does not depend on the timing I use.
What is the proper timing for weaving, is it LA and the ability as fast as possible? Or is there some necessary delay?
Note that I use a mouse with more buttons and I have the action keys mapped on the mouse buttons.
The OP doesn't really bring up the main thing that annoys some of us about this "mechanic" of the game. Address more directly that animation cancelling allows abilities to have an effect in spite of realism-defying animation interruptions. That, more than anything else, is what makes me find the combat in this game downright bizarre and it is not at all intuitive. If my character blocks/swaps/etc while trying to cast something, the spell they are casting should not fire. If my character blocks/swaps/etc in mid-swing with their mace, the mace should not hit the enemy and do damage. Except it does, which is why animation cancelling in this game is seriously messed up.
InvictusApollo wrote: »Since we are talking about animation canceling - is there an addon that would show me a list of abilities used on me by my enemy? Preferably divided by enemy and time so that I could see at which point of his combo my enemy is.
DocFrost72 wrote: »Maybe add pvp to point 6 as one of the "needed to be viable" categories. Other than that, everything seems to check out.
I would probably also mention that doing this via macros is both very easy and illegal.
Good catch to the pvp one, editing it now.
As for the latter, it is addressed in point 4. "No part of the TOS is broken by manual input of animation canceling. Macros are their own separate issue." Might not be a bad idea to clarify that macros are 3rd party and technically break TOS to further clarify this point though.
u should edit the last part. its not just killing sustain but it doesnt rly add dps unless u bash so it murders ur sustain and is useless for magicka. skill and lightattacks have both global cooldown after a block cancel (if ur rly fast) u cant start a lightattack or skill again (thats why its most effective to just weave and no experienced guy like alcast will use block cancel). test it if u like. u cant be fast than the global cooldown ;D
DocFrost72 wrote: »The OP doesn't really bring up the main thing that annoys some of us about this "mechanic" of the game. Address more directly that animation cancelling allows abilities to have an effect in spite of realism-defying animation interruptions. That, more than anything else, is what makes me find the combat in this game downright bizarre and it is not at all intuitive. If my character blocks/swaps/etc while trying to cast something, the spell they are casting should not fire. If my character blocks/swaps/etc in mid-swing with their mace, the mace should not hit the enemy and do damage. Except it does, which is why animation cancelling in this game is seriously messed up.
Correct, I do not bring it up. Know why?
This is not a discussion of "should it be in the game", go post in any of the other 27 threads.
This is about dispelling common misconceptions, rumors, and falsehoods in order to arm ourselves with facts upon which you can draw from in future discussions, regardless of if you want it to exist or not.
Excuse me, but how is anything I said a rumor or falsehood? Are you saying that in real life, if you stop swinging a sword to block an attack, you somehow hit your opponent with your sword anyway? Surely that is not what you are saying....
You don’t have to raise the point in a “should be” context, but when animation cancels in this game are as wonky and uninuititve as they are, it needs to be mentioned that animation cancelling disregards common sense. You need to mention “keep in mind when you cancel an animation you will do damage even though it does not look like you should have.” I raise this because it is confusing as hell for new players because of how counterintuitive it is. You’ll think you are lagging or something. This was seriously my assumption for an entire year in this game. xd
AcadianPaladin wrote: »@DocFrost72 nicely done with a tight focus on what AC is and does while avoiding debate among proponents/detractors. Awesome for you!
GrumpyDuckling wrote: »@DocFrost72
It might be worth mentioning the following patch note in #3 or #4 because this appears to reaffirm their decision that animation canceling is here to stay for at least the near future:
From Wrathstone Patch Notes in the UI/Gameplay section:
Added a Loading Screen Tip: "Once you've begun a light attack, you can immediately activate an ability from your skill bar without interrupting that light attack."
https://forums.elderscrollsonline.com/en/discussion/460633/pc-mac-patch-notes-v4-3-5-wrathstone-update-21#latest
InvictusApollo wrote: »Since we are talking about animation canceling - is there an addon that would show me a list of abilities used on me by my enemy? Preferably divided by enemy and time so that I could see at which point of his combo my enemy is.
I dare to say it is really random. Sometimes I start OK and later while keeping my timing I start missing LAs, and the toon shows some strangely incomplete animation. Sometimes the whole test run is fine.DocFrost72 wrote: »How often would you say it happens?
InvictusApollo wrote: »Since we are talking about animation canceling - is there an addon that would show me a list of abilities used on me by my enemy? Preferably divided by enemy and time so that I could see at which point of his combo my enemy is.
I highly recommend Combat Metrics for anything and everything to do with combat. It includes,
Live readouts of your DPS, your group's DPS, the percentage of the group's DPS you're pulling, your average healing per second, how long you've been in combat for, etc.
An in-depth combat report where you can see your average and maximum stats over the period of the fight, how much damage you did in total, how much of that total damage was in critical strikes, what DPS you pulled on each target during the fight, what (de)buffs you both applied and received during the fight, the uptime of all (de)buffs, how much damage each of your skills did, how much of that damage was in critical strikes, how many times you used your abilities, what your resource generation and drain was like during the fight, etc. It is absolutely packed full of information.
And a live combat log in a new chat tab which shows you in real time what is happening throughout the fight, whether it be dealing damage, taking damage, healing, generating resources, draining resources, weapon swapping, etc.
I dare to say it is really random. Sometimes I start OK and later while keeping my timing I start missing LAs, and the toon shows some strangely incomplete animation. Sometimes the whole test run is fine.DocFrost72 wrote: »How often would you say it happens?
InvictusApollo wrote: »Since we are talking about animation canceling - is there an addon that would show me a list of abilities used on me by my enemy? Preferably divided by enemy and time so that I could see at which point of his combo my enemy is.
I highly recommend Combat Metrics for anything and everything to do with combat. It includes,
Live readouts of your DPS, your group's DPS, the percentage of the group's DPS you're pulling, your average healing per second, how long you've been in combat for, etc.
An in-depth combat report where you can see your average and maximum stats over the period of the fight, how much damage you did in total, how much of that total damage was in critical strikes, what DPS you pulled on each target during the fight, what (de)buffs you both applied and received during the fight, the uptime of all (de)buffs, how much damage each of your skills did, how much of that damage was in critical strikes, how many times you used your abilities, what your resource generation and drain was like during the fight, etc. It is absolutely packed full of information.
And a live combat log in a new chat tab which shows you in real time what is happening throughout the fight, whether it be dealing damage, taking damage, healing, generating resources, draining resources, weapon swapping, etc.
I really wish we could get a combat text window like that on console as well. I believe it would help out a lot.
As to the Animation canceling I want to say thanks to DocFrost72 for posting such a detained post about what it is and isn't.
DocFrost72 wrote: »Ask yourself "does it make sense that the OP would add this to the discussion".
here is my feedback on this thread and subject, as you requested.DocFrost72 wrote: »
I'd also like feedback. Did I miss something? Is something here not accurate? Discuss it below.
none of what has been said here in this thread "can be, nor should be" considered "legitimate Law of this subject" and / or "cannon" because this thread is "fan made" and not the work of an elderscrolls online developer.
you can speculate and try to make threads like these "sound" or "look" to be the Law of any subject, but the fact remains this is purely speculation Even if you have Quotes it still is all the work of fans of the subject and players of the game, and not to be considered as credible Fact on the behalf of a developer.
makes for a very unfair disadvantage for anyone that has a differing belief or opinion.
here is my feedback on this thread and subject, as you requested.DocFrost72 wrote: »
I'd also like feedback. Did I miss something? Is something here not accurate? Discuss it below.
none of what has been said here in this thread "can be, nor should be" considered "legitimate Law of this subject" and / or "cannon" because this thread is "fan made" and not the work of an elderscrolls online developer.
you can speculate and try to make threads like these "sound" or "look" to be the Law of any subject, but the fact remains this is purely speculation Even if you have Quotes it still is all the work of fans of the subject and players of the game, and not to be considered as credible Fact on the behalf of a developer.
makes for a very unfair disadvantage for anyone that has a differing belief or opinion.
Red_Feather wrote: »I saw a comment about how Capcom does animation in their games and if ESO has to have animation canceling it should work on doing it like Capcom does it.
Red_Feather wrote: »I saw a comment about how Capcom does animation in their games and if ESO has to have animation canceling it should work on doing it like Capcom does it.
So Zos has a system in place and I am pretty sure it is not the same as Capcom because this is not Capcom, fortunately.
Red_Feather wrote: »Red_Feather wrote: »I saw a comment about how Capcom does animation in their games and if ESO has to have animation canceling it should work on doing it like Capcom does it.
So Zos has a system in place and I am pretty sure it is not the same as Capcom because this is not Capcom, fortunately.
Sounds like you are saying capcom doesn't know how to make fighting systems and zenimax does. Glad you cemented that into the internet here.
here is my feedback on this thread and subject, as you requested.DocFrost72 wrote: »
I'd also like feedback. Did I miss something? Is something here not accurate? Discuss it below.
none of what has been said here in this thread "can be, nor should be" considered "legitimate Law of this subject" and / or "cannon" because this thread is "fan made" and not the work of an elderscrolls online developer.
you can speculate and try to make threads like these "sound" or "look" to be the Law of any subject, but the fact remains this is purely speculation Even if you have Quotes it still is all the work of fans of the subject and players of the game, and not to be considered as credible Fact on the behalf of a developer.
makes for a very unfair disadvantage for anyone that has a differing belief or opinion.
DocFrost72 wrote: »Ask yourself "does it make sense that the OP would add this to the discussion".
Yes, it makes a lot of sense to add in that a key attribute of animation cancelling is interruption of visual cues such that the visual cues do not match up with what is happening in the game. You mention this to some extent later on, but it would be really helpful to put it up front because it's a critical part of what animation cancelling is. Additionally, there's basically two ways games treat animation cancelling: (1) upon cancelling an animation, the effect associated with the ability does not fire because it was programmed to complete at the end of the animation, and (2) upon cancelling an animation, the effects associated with the ability DO fire because it was programmed to calculate immediately after player inputs or at the beginning of the animation. From what I can tell, ESO actually uses both of these methods. It would be worth letting players know that and also list out what abilities are affected by which model of animation cancelling. I wouldn't be the person to compile that list, so I'd definitely defer to someone more knowledgable on that issue. Basically what I am pointing out is that this paragraph could be further clarified:
Animation canceling is the act of halting or cutting short an action or a visual representation of an action by using the game's priority system. Such examples include blocking to react to a heavy attack after casting surprise attack, bar swapping to maintain a fluid rotation after casting endless hail, or using biting jabs after initiating a light attack to weave. Cutting short the visual representation of an action in ESO often removes combat cues, so it may appear to players that no attack or skill was being done even though the game registers damage or an effect. This happens because instant cast abilities and light attacks in ESO are designed to calculate their effects the moment they are initiated, not in the middle or towards the end of the animation. Not all abilities in ESO are designed this way, however, so animation cancelling interacts with them differently.
Then somewhere detail the various abilities of the game and how they interact with animation canceling in ESO. Basically an expansion of section 5 I guess? Again, I wouldn't be the person to make that list.