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.
i don't see how it can be merely a visual feeling if you are able to activate the next ability faster when you cancel the excess animation of the previous one.
nightdreaming wrote: »If I take the example of elemental weapon the animation is about one second, but it can be block cancelled. So let's say you can do an action with your keyboard every 250ms. LA + Skill + Block = 750ms. That's long enough for the LA GCD to finish so you can do an LA, by which time the skill GCD will have completed and its animation cancelled, repeat and you get an extra attack every 4 attacks. Or do I have that logic wrong?
nightdreaming wrote: »If I take the example of elemental weapon the animation is about one second, but it can be block cancelled. So let's say you can do an action with your keyboard every 250ms. LA + Skill + Block = 750ms. That's long enough for the LA GCD to finish so you can do an LA, by which time the skill GCD will have completed and its animation cancelled, repeat and you get an extra attack every 4 attacks. Or do I have that logic wrong?
your logic is the same as mine.
& frankly i'm not getting what would invalidate this at all.
whether it's block cancelling or bar swap canelling.
nightdreaming wrote: »If I take the example of elemental weapon the animation is about one second, but it can be block cancelled. So let's say you can do an action with your keyboard every 250ms. LA + Skill + Block = 750ms. That's long enough for the LA GCD to finish so you can do an LA, by which time the skill GCD will have completed and its animation cancelled, repeat and you get an extra attack every 4 attacks. Or do I have that logic wrong?
your logic is the same as mine.
& frankly i'm not getting what would invalidate this at all.
whether it's block cancelling or bar swap canelling.
Because the skill cooldown prevents you from performing light attacks. With some skills you can cancel animations but this will never cancel the cooldown itself.
From my own testing I deduced that all of the below actions generate an individual cooldown with the following priority hierarchy:
Roll dodge > Bar swap (very short CD) > Bash (also very short CD) > Skill > Light Attack
This means that while a certain cooldown is active, you can still perform an action thats higher in the hierarchy. For example you can activate a skill while the light attack cooldown is active but not wise versa. However, the cooldowns themselves will never be cancelled. Furthermore if a cooldown is higher in the hierarchy it will not only prevent you from performing the same action again, but also actions that are lower in the hierarchy as well. For example, casting a skill will also prevent you from casting light attacks while the skill cooldown is active. It is also important to note that the individual cooldowns are independent of each other, can overlap, and sometimes dont match their respective action animation in duration.
Afaik, this is in general how the game system works. However, this patch there are some skills that behave very strangely. From my own testing I found entropy and proximity detonation being examples of such. With proxy det on a dummy I had the following behavior during my test: casting skill into bash cancel: dummy gets aggrod immediately after I press bash, just like if the cancel would work, but the actual bash damage is very delayed. Casting skill into bar swap into bash cancel: I get the bash damage immediately just like with any other skill.
So yes, currently there are some skills that behave very weirdly, lets see if ZOS will fix tomorrow.
Edit: I think in case of proxy det the underlying combat system still recognizes the bash cancel immediately, thats why the dummy got aggroed before I saw the damage. To confirm this I will do a test duel later today where I will do proxy det --> bash --> instant stun from opponent and see if the damage will still go through even though I will be stunned.
nightdreaming wrote: »If I take the example of elemental weapon the animation is about one second, but it can be block cancelled. So let's say you can do an action with your keyboard every 250ms. LA + Skill + Block = 750ms. That's long enough for the LA GCD to finish so you can do an LA, by which time the skill GCD will have completed and its animation cancelled, repeat and you get an extra attack every 4 attacks. Or do I have that logic wrong?
your logic is the same as mine.
& frankly i'm not getting what would invalidate this at all.
whether it's block cancelling or bar swap canelling.
Because the skill cooldown prevents you from performing light attacks. With some skills you can cancel animations but this will never cancel the cooldown itself.
From my own testing I deduced that all of the below actions generate an individual cooldown with the following priority hierarchy:
Roll dodge > Bar swap (very short CD) > Bash (also very short CD) > Skill > Light Attack
This means that while a certain cooldown is active, you can still perform an action thats higher in the hierarchy. For example you can activate a skill while the light attack cooldown is active but not wise versa. However, the cooldowns themselves will never be cancelled. Furthermore if a cooldown is higher in the hierarchy it will not only prevent you from performing the same action again, but also actions that are lower in the hierarchy as well. For example, casting a skill will also prevent you from casting light attacks while the skill cooldown is active. It is also important to note that the individual cooldowns are independent of each other, can overlap, and sometimes dont match their respective action animation in duration.
Afaik, this is in general how the game system works. However, this patch there are some skills that behave very strangely. From my own testing I found entropy and proximity detonation being examples of such. With proxy det on a dummy I had the following behavior during my test: casting skill into bash cancel: dummy gets aggrod immediately after I press bash, just like if the cancel would work, but the actual bash damage is very delayed. Casting skill into bar swap into bash cancel: I get the bash damage immediately just like with any other skill.
So yes, currently there are some skills that behave very weirdly, lets see if ZOS will fix tomorrow.
Edit: I think in case of proxy det the underlying combat system still recognizes the bash cancel immediately, thats why the dummy got aggroed before I saw the damage. To confirm this I will do a test duel later today where I will do proxy det --> bash --> instant stun from opponent and see if the damage will still go through even though I will be stunned.
alright, that all makes perfect sense to me.
but to exemplify what i'm talking about:
look at how he cancels hail with poison arrow at 1m31s.
this is exactly what i'm talking about. isn't that two skills in less than a second?
nightdreaming wrote: »If I take the example of elemental weapon the animation is about one second, but it can be block cancelled. So let's say you can do an action with your keyboard every 250ms. LA + Skill + Block = 750ms. That's long enough for the LA GCD to finish so you can do an LA, by which time the skill GCD will have completed and its animation cancelled, repeat and you get an extra attack every 4 attacks. Or do I have that logic wrong?
your logic is the same as mine.
& frankly i'm not getting what would invalidate this at all.
whether it's block cancelling or bar swap canelling.
Because the skill cooldown prevents you from performing light attacks. With some skills you can cancel animations but this will never cancel the cooldown itself.
From my own testing I deduced that all of the below actions generate an individual cooldown with the following priority hierarchy:
Roll dodge > Bar swap (very short CD) > Bash (also very short CD) > Skill > Light Attack
This means that while a certain cooldown is active, you can still perform an action thats higher in the hierarchy. For example you can activate a skill while the light attack cooldown is active but not wise versa. However, the cooldowns themselves will never be cancelled. Furthermore if a cooldown is higher in the hierarchy it will not only prevent you from performing the same action again, but also actions that are lower in the hierarchy as well. For example, casting a skill will also prevent you from casting light attacks while the skill cooldown is active. It is also important to note that the individual cooldowns are independent of each other, can overlap, and sometimes dont match their respective action animation in duration.
Afaik, this is in general how the game system works. However, this patch there are some skills that behave very strangely. From my own testing I found entropy and proximity detonation being examples of such. With proxy det on a dummy I had the following behavior during my test: casting skill into bash cancel: dummy gets aggrod immediately after I press bash, just like if the cancel would work, but the actual bash damage is very delayed. Casting skill into bar swap into bash cancel: I get the bash damage immediately just like with any other skill.
So yes, currently there are some skills that behave very weirdly, lets see if ZOS will fix tomorrow.
Edit: I think in case of proxy det the underlying combat system still recognizes the bash cancel immediately, thats why the dummy got aggroed before I saw the damage. To confirm this I will do a test duel later today where I will do proxy det --> bash --> instant stun from opponent and see if the damage will still go through even though I will be stunned.
alright, that all makes perfect sense to me.
but to exemplify what i'm talking about:
look at how he cancels hail with poison arrow at 1m31s.
this is exactly what i'm talking about. isn't that two skills in less than a second?
nightdreaming wrote: »No wait, that can't be right because then you could never achieve LA+Skill per second. LA (say 250ms) + Skill(1s cooldown) = 1250ms
nightdreaming wrote: »No wait, that can't be right because then you could never achieve LA+Skill per second. LA (say 250ms) + Skill(1s cooldown) = 1250ms
What you're saying (I think!) is that to cast a LA both LA and Skill cooldown must be complete. Is that right?
nightdreaming wrote: »No wait, that can't be right because then you could never achieve LA+Skill per second. LA (say 250ms) + Skill(1s cooldown) = 1250ms
This is exactly it. No one will ever be able to get a perfect 1.0 LA/sec, because there's a slight user delay between the LA and skill activation. The goal is to edge up to the 1.0 LA/sec as much as you possibly can. Getting a 0.95 LA/sec is extremely good.
nightdreaming wrote: »If I take the example of elemental weapon the animation is about one second, but it can be block cancelled. So let's say you can do an action with your keyboard every 250ms. LA + Skill + Block = 750ms. That's long enough for the LA GCD to finish so you can do an LA, by which time the skill GCD will have completed and its animation cancelled, repeat and you get an extra attack every 4 attacks. Or do I have that logic wrong?
your logic is the same as mine.
& frankly i'm not getting what would invalidate this at all.
whether it's block cancelling or bar swap canelling.
Because the skill cooldown prevents you from performing light attacks. With some skills you can cancel animations but this will never cancel the cooldown itself.
From my own testing I deduced that all of the below actions generate an individual cooldown with the following priority hierarchy:
Roll dodge > Bar swap (very short CD) > Bash (also very short CD) > Skill > Light Attack
This means that while a certain cooldown is active, you can still perform an action thats higher in the hierarchy. For example you can activate a skill while the light attack cooldown is active but not wise versa. However, the cooldowns themselves will never be cancelled. Furthermore if a cooldown is higher in the hierarchy it will not only prevent you from performing the same action again, but also actions that are lower in the hierarchy as well. For example, casting a skill will also prevent you from casting light attacks while the skill cooldown is active. It is also important to note that the individual cooldowns are independent of each other, can overlap, and sometimes dont match their respective action animation in duration.
Afaik, this is in general how the game system works. However, this patch there are some skills that behave very strangely. From my own testing I found entropy and proximity detonation being examples of such. With proxy det on a dummy I had the following behavior during my test: casting skill into bash cancel: dummy gets aggrod immediately after I press bash, just like if the cancel would work, but the actual bash damage is very delayed. Casting skill into bar swap into bash cancel: I get the bash damage immediately just like with any other skill.
So yes, currently there are some skills that behave very weirdly, lets see if ZOS will fix tomorrow.
Edit: I think in case of proxy det the underlying combat system still recognizes the bash cancel immediately, thats why the dummy got aggroed before I saw the damage. To confirm this I will do a test duel later today where I will do proxy det --> bash --> instant stun from opponent and see if the damage will still go through even though I will be stunned.
alright, that all makes perfect sense to me.
but to exemplify what i'm talking about:
look at how he cancels hail with poison arrow at 1m31s.
this is exactly what i'm talking about. isn't that two skills in less than a second?
nightdreaming wrote: »If LA and Skill cooldown must be complete before you can do another LA then you could not get a ratio of better than 1.0
nightdreaming wrote: »If LA and Skill cooldown must be complete before you can do another LA then you could not get a ratio of better than 1.0
You actually can. But for that You need perfect precision with Your weaving , blessing from the gods if internet to have stable low latency with no desyncs and short fight duration. There is no trick here it's just those 3 things mentioned above that allow to link parses with la ratio over 1,0. How it's done ? You simply start the fight with light attack or more preferably heavy attack if it's stave so Your 1st cast happens at the time stamp 0,0 or something close to it so for example if Your fight ends at 60,1 sec then You've casted 61 light attacks (or 60 light and 1 heavy) within 60 seconds what puts You at la ratio over 1,01 almost 1,02. Ratios like that were happening here and there in the past when game was less lagy and 3M dummy or bloodspawn boss in spindleclutch were considered DPS measuring standards.
He actually cancelled endless hail with light attack
y'all, how do you cancel skills with light attacks on PC?!
or that a console-only thing?
like here.
He actually cancelled endless hail with light attack
how? on PC, how?
y'all, how do you cancel skills with light attacks on PC?!
or that a console-only thing?
like here.
He actually cancelled endless hail with light attack
how? on PC, how?
Simply by weaving. Visually it's light attack that cancells the animation of previous ability but it's happening because next ability forced animation of previous one to stop due to global cooldown being finished.
y'all, how do you cancel skills with light attacks on PC?!
or that a console-only thing?
like here.
He actually cancelled endless hail with light attack
how? on PC, how?
Simply by weaving. Visually it's light attack that cancells the animation of previous ability but it's happening because next ability forced animation of previous one to stop due to global cooldown being finished.
pressing the LA button while, say, endless hail is doing its animation, does not cancel the animation for me, like in the video. the LA simply fires after the animation finishes, visually and practically.
are you EU or NA? i'd really like to see this in action, live, not on a recording.
y'all, how do you cancel skills with light attacks on PC?!
or that a console-only thing?
like here.
He actually cancelled endless hail with light attack
how? on PC, how?
Simply by weaving. Visually it's light attack that cancells the animation of previous ability but it's happening because next ability forced animation of previous one to stop due to global cooldown being finished.
pressing the LA button while, say, endless hail is doing its animation, does not cancel the animation for me, like in the video. the LA simply fires after the animation finishes, visually and practically.
are you EU or NA? i'd really like to see this in action, live, not on a recording.
Because You need to clik follow up ability. Technically it's the next ability (in this case poison injection) that cancells animation of endless hail but light attack that does this visually. If You'll try just to click light attack after endless hail animation won't be cancelled but if You'll do light attack + any ability after endless hail then endless hail animation will be cancelled with light attack animation followed by next ability casted with light attack.