Global cooldown & animation canceling

exeeter702
exeeter702
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Perhaps I'm missing something here do I apologize in advance but if someone can shed some light on this i would appreciate it.

I don't understand animation canceling in the context of pve dps roations. Basically as an example, if I were to cancel the animation of say crushing shock with a block and proceed to mash on another shock my character would still stand there for a second doing nothing while the games gcd refreshes. If I were to, for the sake of this test, mash on another shock during the animation of the first one, the second one comes out has as soon as if I had canceled it with block.

The same thing applies to weapon swapping. I can cast a skill and quickly weapon swap and hammer on another skill as fast as possible but my character still won't do any in for a second. If I let the first cast animation play all the way through and then weapon swap, I am able to cast the next skill almost immediately.

Note that I'm not talking about light attack weaving.
Edited by exeeter702 on September 24, 2016 6:08PM
  • old_mufasa
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    exeeter702 wrote: »
    Perhaps I'm missing something here do I apologize in advance but if someone can shed some light on this i would appreciate it.

    I don't understand animation canceling in the context of pve dps roations. Basically as an example, if I were to cancel the animation of say crushing shock with a block and proceed to mash on another shock my character would still stand there for a second doing nothing while the games gcd refreshes. If I were to, for the sake of this test, mash on another shock during the animation of the first one, the second one comes out has as soon as if I had canceled it with block.

    The same thing applies to weapon swapping. I can cast a skill and quickly weapon swap and hammer on another skill as fast as possible but my character still won't do any in for a second. If I let the first cast animation play all the way through and then weapon swap, I am able to cast the next skill almost immediately.

    Note that I'm not talking about light attack weaving.

    https://www.youtube.com/watch?v=ulee0pjPVB0

    maybe this will help you...
  • exeeter702
    exeeter702
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    old_mufasa wrote: »
    exeeter702 wrote: »
    Perhaps I'm missing something here do I apologize in advance but if someone can shed some light on this i would appreciate it.

    I don't understand animation canceling in the context of pve dps roations. Basically as an example, if I were to cancel the animation of say crushing shock with a block and proceed to mash on another shock my character would still stand there for a second doing nothing while the games gcd refreshes. If I were to, for the sake of this test, mash on another shock during the animation of the first one, the second one comes out has as soon as if I had canceled it with block.

    The same thing applies to weapon swapping. I can cast a skill and quickly weapon swap and hammer on another skill as fast as possible but my character still won't do any in for a second. If I let the first cast animation play all the way through and then weapon swap, I am able to cast the next skill almost immediately.

    Note that I'm not talking about light attack weaving.

    https://www.youtube.com/watch?v=ulee0pjPVB0

    maybe this will help you...

    Sorry but no. Canceling a light attack to a skill I already understand. And bash canceling snb users in pvp I understand that just as a well. As for 2h, dizzying itself obeys a cast timer, the games gcd starts at the begining of a skill being used not after it completes. Weaving light and mediums in between skills I get, and intentional design. I'm talking about people that have posted videos of bloods pawn tests for example, where they are block canceling skills into other skills that all have cast timers. That is where I'm confused
  • FriedEggSandwich
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    The idea is you cancel your light/heavy attack with a skill, like crushing shock, then hit block to cancel the animation of the skill which then allows you to get back on the light/heavy attack sooner than if you had let the skill animation complete. There is more than one gcd; one for light/heavy attacks, one for skills and one for ultimates. You can't override any one gcd, as you have discovered, but you can overlap the different gcds to make more efficient use of your time in combat. Block canceling is only really advantageous when not taking damage. If you block cancel while taking any damage you just drain your stam.
    PC | EU
  • exeeter702
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    The idea is you cancel your light/heavy attack with a skill, like crushing shock, then hit block to cancel the animation of the skill which then allows you to get back on the light/heavy attack sooner than if you had let the skill animation complete. There is more than one gcd; one for light/heavy attacks, one for skills and one for ultimates. You can't override any one gcd, as you have discovered, but you can overlap the different gcds to make more efficient use of your time in combat. Block canceling is only really advantageous when not taking damage. If you block cancel while taking any damage you just drain your stam.

    I understand that, but a light attack weave starts immediately as a soon as the game allows, after casting an ability. On console for example, hit shock and immediately hold down attack (r2) and you will go into the attack animation as soon as the game engine allows you to, which in effect cancels the ending animation of shock. If you hit shock and then instead press block right away, and then hold r2, your character will wait (gcd refreshing) before the attack animation begins, resulting in the same exact timing as if you simply were light attack weaving.
    Edited by exeeter702 on September 24, 2016 7:10PM
  • Necrelios
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    You're not going to be able to surpass the global cooldown, but you can cancel some animations that would exceed the length of the next gcd cycle, for instance. You can also line up certain skill to "piggyback" on other skills, like crit rush for example, to make them hit at the same time, if that makes any sense.
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  • altemriel
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    you can do attack weaving: light attack+skill or heavy attack+skill (cancels the animation of light attack or heavy attack) or you can cancel the animation of skill by doing block or dodge roll or weapon swap after the skill.

    you can even do a rotation, light attack+skill+block, light attack+skill+block, and so on
  • Nifty2g
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    barely anyone animation cancels in pve anymore that whole fad is almost over, and if they do its usually on a bar swap cancel
    #MOREORBS
  • altemriel
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  • exeeter702
    exeeter702
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    altemriel wrote: »
    you can do attack weaving: light attack+skill or heavy attack+skill (cancels the animation of light attack or heavy attack) or you can cancel the animation of skill by doing block or dodge roll or weapon swap after the skill.

    you can even do a rotation, light attack+skill+block, light attack+skill+block, and so on

    thank you but this isnt quite relevant to the topic.
  • exeeter702
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    I should really reiterate...

    I understand animation cancel in its pvp benefits ie. attack+skill+bash with snb to obtain extra damage. (since block and bash obey the same priorities that regular attacks do) Obviously in pve no one is doing SnB in a DPS role. And also for the benefits of mobility, not being grounded by the animation if you have to block or dodge roll in a timely fashion.

    I also understand basic attack weaving and ive never considered that "animation canceling". Yes it cuts off the animation when you weave attacks in between but if you use any popular cast bar addon, that also fades out your action bar when the GCD is refreshing, you can clearly begin to understand the rules that are in effect with how the games engine determines when you can and can not queue up an attack and have it release.

    What im talking about is this

    https://www.youtube.com/watch?v=wyK5W4BK8_M&feature=youtu.be

    Where he is almost canceling every skill, with block, which is literally not giving him any sort of increase in dps, his forces would come out just as often had he not canceled the animation with block.
    Edited by exeeter702 on September 24, 2016 10:07PM
  • Lunaugh
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    threadNecromancer = function (oldThread)
    --->do revive (oldThread)
    --->end
    end


    threadNecromancer (Global cooldown & animation canceling)

    If thats the case, I'm wasting some valuable mental energy on animation canceling. Now I find myself hungry for a list of the GCD per skill...
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • Violynne
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    Nifty2g wrote: »
    barely anyone animation cancels in pve anymore that whole fad is almost over, and if they do its usually on a bar swap cancel
    :confused:

    I use it all the time. It's second nature to me now. I'd be hard pressed not to do it.
  • Jayman1000
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    animation cancelling feels and looks like a bug made feature. personally I hate that playstyle, it's just an annoying way to play. But people seem to love it, so whaddayagonnado eh?
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