Done for now. If you need NIN data or more ROG data, let me know.
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Done for now. If you need NIN data or more ROG data, let me know.
Quick question about weaving abilities, how many off-GCD abilities can you generally squeeze in between GCD times? I know - it depends on the animation time of the ability; for example, a jump would take up the entire GCD time, but how about faster off-gcd abilities? For example, for whatever reason mid-fight, let's say blood for blood or mercy stroke perhaps just became available just before a full thrust. And I'd also like to sneak in a life surge. Provided I popped blood for blood, then life surge,and the GCD 'clock' hasn't come back around to a 'ready' state yet by the time I've tapped full thrust, I assume I haven't pushed back my GCD ability and lost any dps. Is that correct? How far can the limits of weaving generally be pushed? I'm enjoying DRG, and any thoughts would be appreciated!
Thank you.
I've seen someone on Reddit propose that the suppression time on typical instant skills is 0.75 seconds, but their terminology was non-standard and their methodology was suspect.
I saw that thread as well. I laughed.
Here's the thing. He did it all eye-balling. So many different variables involved with just eye-balling something like this, on top of the fact certain action skills and ocd skills have different animation locks.
I might actually go test it later, but the best way to do it would be to record a sequence of abilities being used at 60FPS and import it into Sony Vegas or any other video editing software, break it down frame by frame and convert the frame_duration of the ability into seconds/milliseconds.
Honestly, I was initially confused by them calling it "animation lock" at all. In this game people almost always use that term for skills like Jump, Shoulder Tackle, Assassinate, etc. that prevent you from moving.
So then they called it "animation delay", which is a term I've been using to describe the time between skill activation ("instant" usage) and skill effects--i.e. the delay induced by the animation itself.
In fighting games we typically call it "recovery". Not sure what we should call the lockout on skill spam here....
When I have counted frames for animation delays, they do seem to fall into easily understood numbers, though. I wouldn't be surprised if the skill lockout time is something like 40 frames.
It should be Animation Delay (delay between casts) and movement lock (locks movement) imo.