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https://forums.elderscrollsonline.com/en/discussion/683901

let's talk about proper animation cancelling

  • Varana
    Varana
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    No, the posts you quoted were not.
  • Juhasow
    Juhasow
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    Muttsmutt wrote: »
    SodanTok wrote: »
    Muttsmutt wrote: »
    StaticWave wrote: »
    Muttsmutt wrote: »
    snip

    snop

    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.

    Thing is You don't. Animation of light attack or certain ability will be also automatically cancelled when light attack or animation global cooldown will end and You'll use light attack or next ability. Every ability that have animation longer then global cooldown at that moment will have finishing moves of the animation automatically cancelled by next attack. You don't have to block or bash cancell to cast Your abilities faster. Regular la+skill weaving will perform literally at the same speed as la+skill+block/bash. And after changes ZoS did to block cancelling earlier this year animation cancelling with block is not even possible for most of the abilities. There are no exceptions for that rule between all instant cast abilities. The ones like endless hail were block cancelled not because it was needed or faster but because it was more comfortable and safe for many people to block cancell them to avoid double cast. Even endless hail cast animation was clipped by next attack when global cooldown of previous attack was finished. As for other mentioned abilities like rending slashes, crystal weapon, crushing weapons etc You can no longer block cancell them because ZoS changed how block cancelling work earlier this year annd those mentioned abilities share the same fate as most of the abilities in the game atm. Before that change You could block cancell them but as I mentioned earlier it was not making Your rotation faster because regular la+skill weaving was cancelling animations the same way and at the same speed as la+skill+block. The only place where block cancelling mattered was PvP due to how client-server checks are calculated. So yes it was meerely a visual feeling in PvE because You were clicking 3 things instead of 2 within same time period so it felt faster but every combat log would show You that in reality it wasn't faster.


    And if You're confused because You see different opinions on that matter I reccomend You to check this out for Yourself. Just log in on some class that have long animations of abilities like warden and test stuff.
    Edited by Juhasow on November 15, 2020 4:17PM
  • nightdreaming
    nightdreaming
    Soul Shriven
    I don't get it, LA's don't cancel skill animations as far as I'm aware (brief test seems to support that)

    Given LA and Skill are on separate GCD's, you can't cast more than one skill per second, but if you wait the full second for the skill animation to complete then you're losing time aren't you? I know I'm assuming a more than perfect rotation skill but just for discussions sake...

    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?

  • Muttsmutt
    Muttsmutt
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    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.
    PC-EU // UNDEAD
  • HankTwo
    HankTwo
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    Muttsmutt 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.
    Edited by HankTwo on November 15, 2020 5:25PM
    PC EU
    Stam DK, Magden, Magplar, Stamcro, Hybrid Sorc, Magblade & Mag DK
  • Muttsmutt
    Muttsmutt
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    HankTwo wrote: »
    Muttsmutt 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?
    Edited by Muttsmutt on November 15, 2020 5:33PM
    PC-EU // UNDEAD
  • Ladislao
    Ladislao
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    Muttsmutt wrote: »
    HankTwo wrote: »
    Muttsmutt 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?

    1:30 - Endless Hail started
    1:31 - Poison Injection casted
    It looks pretty consistent at low playback speed.
    Everything is viable
  • HankTwo
    HankTwo
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    Muttsmutt wrote: »
    HankTwo wrote: »
    Muttsmutt 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?

    Put the video you showed on lowest playback speed and stop right at the moment you see the poison injection duration popping up. For me its at 1:32 and I see the following durations:
    - poison injection : 9.4 seconds --> skill already ran for 0.6 seconds
    - endless hail: 12.3 seconds --> skill already ran for 1.7 seconds

    So his user interface shows a 1.1 second delay between the endless hail and the poison injection, which is well in line with the GCD.

    Now, with all this talk about cooldowns and animations it is also very important to keep in mind that there are actually 3 distinct systems at work here:
    1) The animations you see playing
    2) Your user interface which shows for example durations, your health and resources, your targets health, damage, healing, and so on
    3) The underlying combat system, simplified this is what the server 'sees'

    We already know that the first system and the latter 2 are not necessarily showing the same thing. For example, I can do an almost perfect dodge cancel with the executioner skill (mostly used in PvP), so that the skill animation doesnt show at all. However, my user interface will still show the stamina consumed and the damage on target, and of course then the underlying combat system recognized the skill cast as well.

    However, and this is very problematic, the second and third system can also be out of sync. When this happens you dont see damage on your user interface for example, but the underlying system, e. g. the server, still recognized it. This is what we usually call a 'health desync' in PvP. What happens is that someone casts multiple skills, and on our end our user interface doesnt show the damage after every skill cast, but all at once and we instantly die. However, while this looks like someone broke the GCD and used multiple skills within say a second, it is still not true in case of the underlying system. When for example 3 skills hit at once, the caster still had to cast skills for 3 seconds, they just showed on our UI at the same time. I havent done the additional tests with proxy detonation, but to me the delayed bash cancel damage also looks like a UI desync.

    The final implication of this is that even during desyncs, you can never perform more than 1 skill cast per second if you average it over time. If you find an exception to the above rule, then that would be a very serious and game breaking bug. To make things clear: someone casting for 10 seconds and then hitting 10 skills in 1 second would not be an exception (this would be a UI desync), while someone parsing and casting say 20 skills in 10 seconds would be.
    Edited by HankTwo on November 15, 2020 7:05PM
    PC EU
    Stam DK, Magden, Magplar, Stamcro, Hybrid Sorc, Magblade & Mag DK
  • nightdreaming
    nightdreaming
    Soul Shriven
    @HankTwo

    Your comment may get to the root of my confusion: "Because the skill cooldown prevents you from performing light attacks"

    LA cooldown is separate from Skill cooldown, so I assumed these operated independently of the other. That is, as long as the LA cooldown had completed you could do another LA regardless of whether the Skill cooldown had completed or not.

    What you're saying (I think!) is that to cast a LA both LA and Skill cooldown must be complete. Is that right?
  • nightdreaming
    nightdreaming
    Soul Shriven
    No wait, that can't be right because then you could never achieve LA+Skill per second. LA (say 250ms) + Skill(1s cooldown) = 1250ms
  • Malkiv
    Malkiv
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    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.
    PC-NA | PvP (Gray Host & BGs) | PvE (vTrials & vDGs)
  • nqvarihs
    nqvarihs
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    No wait, that can't be right because then you could never achieve LA+Skill per second. LA (say 250ms) + Skill(1s cooldown) = 1250ms

    no
    What you're saying (I think!) is that to cast a LA both LA and Skill cooldown must be complete. Is that right?

    this is correct. the LA cd runs during the skill GCD. so at 0:00s you LA, at 0:1s you cast a skill (or earlier if you're faster) and you can cast another LA at 1:1s.
  • Juhasow
    Juhasow
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    Malkiv 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.

    Actually in shorter parses (~ 1 minute) with really good latency and perfect weaving You can potentially reach la ratio over 1.0
    Muttsmutt wrote: »
    HankTwo wrote: »
    Muttsmutt 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?

    He actually cancelled endless hail with light attack followed up by poison injection. You can see bow light attack arrow shooting right before poison injection and the hawk eye passive (procced by bow light and heavy attacks) refreshing 1 stack right after endless hail and before poison injection. If You have doubts watch video closely at high resolution and low speed.
    Edited by Juhasow on November 18, 2020 3:17AM
  • idk
    idk
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    No skill can be done in less time than the GCD.
  • nightdreaming
    nightdreaming
    Soul Shriven
    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
  • Muttsmutt
    Muttsmutt
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    Juhasow wrote: »
    He actually cancelled endless hail with light attack

    i must be doing something terribly wrong because i never seemed to be able to do this.
    what's the catch?
    PC-EU // UNDEAD
  • Juhasow
    Juhasow
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    idk wrote: »
    No skill can be done in less time than the GCD.
    Agree.

  • Juhasow
    Juhasow
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    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.
    Edited by Juhasow on November 18, 2020 3:28PM
  • nightdreaming
    nightdreaming
    Soul Shriven
    Juhasow 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.

    Haha yes true, you can sneak an extra attack that way. I don't remember the last time the gods aligned in terms of latency and desync.
  • Muttsmutt
    Muttsmutt
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    Muttsmutt wrote: »
    Juhasow wrote: »
    He actually cancelled endless hail with light attack

    i must be doing something terribly wrong because i never seemed to be able to do this.
    what's the catch?

    y'all, how do you cancel skills with light attacks on PC?!
    or that a console-only thing?
    like here.

    Juhasow wrote: »
    He actually cancelled endless hail with light attack


    how? on PC, how?
    PC-EU // UNDEAD
  • Juhasow
    Juhasow
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    Muttsmutt wrote: »
    Muttsmutt wrote: »
    Juhasow wrote: »
    He actually cancelled endless hail with light attack

    i must be doing something terribly wrong because i never seemed to be able to do this.
    what's the catch?

    y'all, how do you cancel skills with light attacks on PC?!
    or that a console-only thing?
    like here.

    Juhasow wrote: »
    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.
  • Muttsmutt
    Muttsmutt
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    Juhasow wrote: »
    Muttsmutt wrote: »
    Muttsmutt wrote: »
    Juhasow wrote: »
    He actually cancelled endless hail with light attack

    i must be doing something terribly wrong because i never seemed to be able to do this.
    what's the catch?

    y'all, how do you cancel skills with light attacks on PC?!
    or that a console-only thing?
    like here.

    Juhasow wrote: »
    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.
    PC-EU // UNDEAD
  • Juhasow
    Juhasow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Muttsmutt wrote: »
    Juhasow wrote: »
    Muttsmutt wrote: »
    Muttsmutt wrote: »
    Juhasow wrote: »
    He actually cancelled endless hail with light attack

    i must be doing something terribly wrong because i never seemed to be able to do this.
    what's the catch?

    y'all, how do you cancel skills with light attacks on PC?!
    or that a console-only thing?
    like here.

    Juhasow wrote: »
    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.
    Edited by Juhasow on November 21, 2020 7:15PM
  • Muttsmutt
    Muttsmutt
    ✭✭✭✭✭
    Juhasow wrote: »
    Muttsmutt wrote: »
    Juhasow wrote: »
    Muttsmutt wrote: »
    Muttsmutt wrote: »
    Juhasow wrote: »
    He actually cancelled endless hail with light attack

    i must be doing something terribly wrong because i never seemed to be able to do this.
    what's the catch?

    y'all, how do you cancel skills with light attacks on PC?!
    or that a console-only thing?
    like here.

    Juhasow wrote: »
    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.

    yeah that's what i've been trying to do.
    LA-EH-LA-PI, in this sequence, one after another.
    it doesn't cancel quite like in the video.
    Edited by Muttsmutt on November 22, 2020 2:40PM
    PC-EU // UNDEAD
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