OlumoGarbag wrote: »^what Others said. You don't really need any types of animation cancels anymore (besides roll, block, dodge when you actually need to)
OlumoGarbag wrote: »^what Others said. You don't really need any types of animation cancels anymore (besides roll, block, dodge when you actually need to)
oh, huh. guess things have changed in the two years i've been away. good to know.
You can cancel uppercut's excess animation into executioner for the kill.
eovogtb16_ESO wrote: »I parse 110k this patch
eovogtb16_ESO wrote: »A perfect rotation with 1 skill 1 LA per second
eovogtb16_ESO wrote: »That would be ideal for doing the most damage sure, even in pvp that's the goal. Just a little hard to do right now due to the game performance when you're actually not on a dummy and trying to play it.
weaving is one thing- simply fire a LA before every skill & cancel it by casting the skill.
LAs consistently cancel (this patch release excluded lol) upon pressing a skill.
it's straightforward to learn & practice. simple.
but animation cancelling the actual skills? now this is where it gets murky for me.
watching an experienced player do their rotation is like watching somebody have a seizure.
they cancel pretty much every skill's animation. i'd like to learn more about what goes into that.
now, i know there's three major ways to cancel them- block, dodge roll, and bar swap.
i've mostly been relying on bar swapping to cancel my animations &
i guess what i'd like to know is whether that is how the experienced players do it, or nah.
how bar-configuration dependent is it, then?
are you expected to cancel every skill with a bar swap, or should some be canceled with a block?
what about spammables?
you can't bar swap after every cast of them. do you not cancel them, or block cancel?
figures, cause every skill has a unique animation therefore they all have a unique most efficient way to cancel it.
if only there was a spreadsheet or something with all this info...
StaticWave wrote: »What you should be doing most of the time when you animation cancel is to block tap.
Abilities such as endless hail, rending slashes, crystal weapon, crushing weapons cannot be block canceled, so it is more efficient to dodge roll or bar swap cancel them.
StaticWave wrote: »What you should be doing most of the time when you animation cancel is to block tap.
Abilities such as endless hail, rending slashes, crystal weapon, crushing weapons cannot be block canceled, so it is more efficient to dodge roll or bar swap cancel them.
there we go! that's the most straight-forward answer to the questions i had, and the least confusing (as some people have said statements that contradict this). i wasn't very clear to begin with, but i just needed confirmation of this information.
thank you for your thorough reply.) that lets me know what i needed to know.
and then some more insight from the other replies.
good thread thanks.
(except for the passive-aggressive people you can tone that down fellas)
... proper ...
StaticWave wrote: »weaving is one thing- simply fire a LA before every skill & cancel it by casting the skill.
LAs consistently cancel (this patch release excluded lol) upon pressing a skill.
it's straightforward to learn & practice. simple.
but animation cancelling the actual skills? now this is where it gets murky for me.
watching an experienced player do their rotation is like watching somebody have a seizure.
they cancel pretty much every skill's animation. i'd like to learn more about what goes into that.
now, i know there's three major ways to cancel them- block, dodge roll, and bar swap.
i've mostly been relying on bar swapping to cancel my animations &
i guess what i'd like to know is whether that is how the experienced players do it, or nah.
how bar-configuration dependent is it, then?
are you expected to cancel every skill with a bar swap, or should some be canceled with a block?
what about spammables?
you can't bar swap after every cast of them. do you not cancel them, or block cancel?
figures, cause every skill has a unique animation therefore they all have a unique most efficient way to cancel it.
if only there was a spreadsheet or something with all this info...
There are 2 and only 2 purposes of animation canceling skills:
1) Be defensive while on the offense - Due to how ZOS coded their game, the damage of instant cast abilities is registered the moment you hit that skill button, and will go through despite the animation being completely cut off. This is why you can still do damage with abilities like Surprise Attack while using defensive maneuvers. It does not work on channeling abilities, since they require the full animation to play before the damage is registered at the end of the animation. This is a major reason why people animation cancel instant cast skills, because it lets them stay on the offense while taking defensive actions.
2) It saves time - Some skill animations are actually longer than the global cool down (GCD) because they have a post skill animation as well. Take endless hail for example. If you let the full animation play out, you will notice that it is longer than the GCD, and thus wasting valuable time that could have been used to cast another skill. GCD management is very important in high level gameplay, so any extra milliseconds that you can shave off gives an advantage over your opponent.
With that cleared up, we can start answering your questions.
1) How do experienced players do it?
They activate defensive maneuvers when necessary. This comes with more game time as you will know when and what kind of animation canceling technique should be used.
2) How bar-configuration dependent is animation canceling?
Not very dependent. Generally you have your offensive bar and defensive bar, with the occasional mixed bars that have both defensive and offensive skills. The only time when animation canceling becomes bar-configuration dependent is when you have a mixed bar, which means you need to bar swap cancel all the time. Other than that, animation canceling is usually independent of bar-configuration.
3) Are you expected to cancel every skill with a bar swap, or should some be canceled with a block?
As stated above, you only need to bar swap cancel when you want to get to a skill on your other bar faster. Doing that all the time will slow down your offense and reduce build efficiency. For example, if you cancel every skill with a bar swap, then you would most likely recast buffs when not necessary, or have an inefficient skill configuration (i.e mixed bars, which spreads out your stats instead of focusing them into a single bar, such as stacking all offense on main bar and all defense on back bar). What you should be doing most of the time when you animation cancel is to block tap. This will also cut off the animation of most instant cast abilities, while also allowing you to block their damage. You will cut off your stam regen if you hold block for too long, so only tap the block for a split second.
4) What about spammables? You can't bar swap after every cast of them. do you not cancel them, or block cancel?
You simply don't. It is not necessary to cancel every spammable as most of them do not have a long post-skill animation. Occasionally you might want to cancel them with defensive maneuvers, but what you should be doing most of the time is light attack weaving.
Generally, most skills can be efficiently canceled with any animation cancelling technique. However, some skills do have the most efficient way of being canceled. Abilities such as endless hail, rending slashes, crystal weapon, crushing weapons cannot be block canceled, so it is more efficient to dodge roll or bar swap cancel them. You will figure out more as you play the game.
Hope this helps
MentalxHammer wrote: »StaticWave wrote: »
This is well written and well informed. I would like to add that there is one additional utility offered by animation cancelling. When using direct damage attacks, the damage check does not happen instantly, but briefly after the animation starts. You'll notice this when comparing executes, killers blade has a much faster animation than executioner, the damage from killers blade will land a few milliseconds before executioner.
When a direct damage skill is animation cancelled, the damage check is forced out instantly. That's why it's common to see executioner bash or swap cancelled, because it forces the damage check out, and the execution is snappier.
MentalxHammer wrote: »StaticWave wrote: »
This is well written and well informed. I would like to add that there is one additional utility offered by animation cancelling. When using direct damage attacks, the damage check does not happen instantly, but briefly after the animation starts. You'll notice this when comparing executes, killers blade has a much faster animation than executioner, the damage from killers blade will land a few milliseconds before executioner.
When a direct damage skill is animation cancelled, the damage check is forced out instantly. That's why it's common to see executioner bash or swap cancelled, because it forces the damage check out, and the execution is snappier.
this is exactly what i was talking about, thank you!
... proper ...
I don't think "proper" is the correct term for a bug that ZOS couldn't figure out how to fix and then simply declared it a "feature".
If you go back far enough on these forums, you'll find some interesting discussions on the subject around the time the player base found animation canceling and ZOS's struggle to go from "bug" to "feature".
It really isn't. There is lot of incorrect and misleading informations in said post.MentalxHammer wrote: »StaticWave wrote: »weaving is one thing- simply fire a LA before every skill & cancel it by casting the skill.
LAs consistently cancel (this patch release excluded lol) upon pressing a skill.
it's straightforward to learn & practice. simple.
but animation cancelling the actual skills? now this is where it gets murky for me.
watching an experienced player do their rotation is like watching somebody have a seizure.
they cancel pretty much every skill's animation. i'd like to learn more about what goes into that.
now, i know there's three major ways to cancel them- block, dodge roll, and bar swap.
i've mostly been relying on bar swapping to cancel my animations &
i guess what i'd like to know is whether that is how the experienced players do it, or nah.
how bar-configuration dependent is it, then?
are you expected to cancel every skill with a bar swap, or should some be canceled with a block?
what about spammables?
you can't bar swap after every cast of them. do you not cancel them, or block cancel?
figures, cause every skill has a unique animation therefore they all have a unique most efficient way to cancel it.
if only there was a spreadsheet or something with all this info...
There are 2 and only 2 purposes of animation canceling skills:
1) Be defensive while on the offense - Due to how ZOS coded their game, the damage of instant cast abilities is registered the moment you hit that skill button, and will go through despite the animation being completely cut off. This is why you can still do damage with abilities like Surprise Attack while using defensive maneuvers. It does not work on channeling abilities, since they require the full animation to play before the damage is registered at the end of the animation. This is a major reason why people animation cancel instant cast skills, because it lets them stay on the offense while taking defensive actions.
2) It saves time - Some skill animations are actually longer than the global cool down (GCD) because they have a post skill animation as well. Take endless hail for example. If you let the full animation play out, you will notice that it is longer than the GCD, and thus wasting valuable time that could have been used to cast another skill. GCD management is very important in high level gameplay, so any extra milliseconds that you can shave off gives an advantage over your opponent.
With that cleared up, we can start answering your questions.
1) How do experienced players do it?
They activate defensive maneuvers when necessary. This comes with more game time as you will know when and what kind of animation canceling technique should be used.
2) How bar-configuration dependent is animation canceling?
Not very dependent. Generally you have your offensive bar and defensive bar, with the occasional mixed bars that have both defensive and offensive skills. The only time when animation canceling becomes bar-configuration dependent is when you have a mixed bar, which means you need to bar swap cancel all the time. Other than that, animation canceling is usually independent of bar-configuration.
3) Are you expected to cancel every skill with a bar swap, or should some be canceled with a block?
As stated above, you only need to bar swap cancel when you want to get to a skill on your other bar faster. Doing that all the time will slow down your offense and reduce build efficiency. For example, if you cancel every skill with a bar swap, then you would most likely recast buffs when not necessary, or have an inefficient skill configuration (i.e mixed bars, which spreads out your stats instead of focusing them into a single bar, such as stacking all offense on main bar and all defense on back bar). What you should be doing most of the time when you animation cancel is to block tap. This will also cut off the animation of most instant cast abilities, while also allowing you to block their damage. You will cut off your stam regen if you hold block for too long, so only tap the block for a split second.
4) What about spammables? You can't bar swap after every cast of them. do you not cancel them, or block cancel?
You simply don't. It is not necessary to cancel every spammable as most of them do not have a long post-skill animation. Occasionally you might want to cancel them with defensive maneuvers, but what you should be doing most of the time is light attack weaving.
Generally, most skills can be efficiently canceled with any animation cancelling technique. However, some skills do have the most efficient way of being canceled. Abilities such as endless hail, rending slashes, crystal weapon, crushing weapons cannot be block canceled, so it is more efficient to dodge roll or bar swap cancel them. You will figure out more as you play the game.
Hope this helps
This is well written and well informed. I would like to add that there is one additional utility offered by animation cancelling. When using direct damage attacks, the damage check does not happen instantly, but briefly after the animation starts. You'll notice this when comparing executes, killers blade has a much faster animation than executioner, the damage from killers blade will land a few milliseconds before executioner.
When a direct damage skill is animation cancelled, the damage check is forced out instantly. That's why it's common to see executioner bash or swap cancelled, because it forces the damage check out, and the execution is snappier.
MentalxHammer wrote: »StaticWave wrote: »
This is well written and well informed. I would like to add that there is one additional utility offered by animation cancelling. When using direct damage attacks, the damage check does not happen instantly, but briefly after the animation starts. You'll notice this when comparing executes, killers blade has a much faster animation than executioner, the damage from killers blade will land a few milliseconds before executioner.
When a direct damage skill is animation cancelled, the damage check is forced out instantly. That's why it's common to see executioner bash or swap cancelled, because it forces the damage check out, and the execution is snappier.
this is exactly what i was talking about, thank you!
What the poster of the quote says is merely visual *feeling*. Instant skills hit instantly, skills programmed to not hit instantly (like minimum travel time on ranged attacks) still hit that required time. People (notably in PVP) love their anim canceling placebo.
MentalxHammer wrote: »StaticWave wrote: »
This is well written and well informed. I would like to add that there is one additional utility offered by animation cancelling. When using direct damage attacks, the damage check does not happen instantly, but briefly after the animation starts. You'll notice this when comparing executes, killers blade has a much faster animation than executioner, the damage from killers blade will land a few milliseconds before executioner.
When a direct damage skill is animation cancelled, the damage check is forced out instantly. That's why it's common to see executioner bash or swap cancelled, because it forces the damage check out, and the execution is snappier.
this is exactly what i was talking about, thank you!
What the poster of the quote says is merely visual *feeling*. Instant skills hit instantly, skills programmed to not hit instantly (like minimum travel time on ranged attacks) still hit that required time. People (notably in PVP) love their anim canceling placebo.