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  1. #1
    Player
    Zhinse's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    113
    Character
    Zhinse Sanwa
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Gidonoidon_Sur View Post
    Question. Does stamina recharge at the same rate across classes for light strike? With introduction of auto-attack, and then delay/weapon damage, will also make stats like ACC more important for high delay classes (presumably MRD and LNC) and crit/attack more useful for low delay classes (PUG), a la FFXI. Definitely will have impact on what weapons are best. Going to be interesting to see how it shakes out.
    Currently stamina recharges at the same rate for all classes currently and all the base attacks cost the same 10~15% of stamina bar. The ability to click on the Standard attack happens about half a second after you've initially clicked it. All the animations are cancelable after about .75-1.5 second or as soon as they reach the recovery frames. That means if you que up two attacks your second attack will launch as soon your character starts to return to idle stance.

    i imagine that we are going to keep the animation cancel property on all of our actions unless they decide to change properties of the actual animation itself. All the actions that took up 25-50 percent (such as taunt and provoke, disorient, etc) of the stamina bar are getting a significant buff in usefulness and will probably be toned down in actual effectiveness to combat it.

    The question is what happens if we are stuck in animation/ability stun such as using Ferocity when our auto attack comes around. Will it cancel the Animation and attack? Or will it cause you to skip the auto attack? Second question is how cancelable is our standard auto attack going to be?
    (0)
    Hello Everyone!I am a studying animation student at the Unversity of the Arts in Philadelphia. I am originally from southern California.

  2. #2
    Player
    Sine's Avatar
    Join Date
    Mar 2011
    Posts
    24
    Character
    Sine Cura
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Zhinse View Post
    The question is what happens if we are stuck in animation/ability stun such as using Ferocity when our auto attack comes around. Will it cancel the Animation and attack? Or will it cause you to skip the auto attack? Second question is how cancelable is our standard auto attack going to be?
    If you go back and watch the auto-attack video, there are a few times when you can see the auto-attack damage but the visual effects are clipped because of the player using an ability. Of course this could change in 1.19.
    (0)

  3. #3
    Player
    Zhinse's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    113
    Character
    Zhinse Sanwa
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Seems like how it should be for auto attack.

    Since most of these Normal attacks will now run on timers, I hope that the special effect properties of the actions are enhanced to counter, so we wouldn't have to spam them like we do now to get the usefulness out of them.
    (0)
    Hello Everyone!I am a studying animation student at the Unversity of the Arts in Philadelphia. I am originally from southern California.

  4. #4
    Player

    Join Date
    Mar 2011
    Posts
    36
    Quote Originally Posted by Zhinse View Post
    The question is what happens if we are stuck in animation/ability stun such as using Ferocity when our auto attack comes around. Will it cancel the Animation and attack? Or will it cause you to skip the auto attack? Second question is how cancelable is our standard auto attack going to be?
    According to the released info and Auto-Attack demo, auto-attacks will keep looping based on a weapon-specific delay, and only recovery lags following by actions will reset the delay loop. This means, auto-attacks will keep going whether players are standing/idle or moving in aggressive mode - as long as they are facing targets and within the attack-able range. Some actions, mostly weapon skills, have lags when they are executed. During those lags, players can't move freely and auto-attacks stop, then Auto-Attack loop will be reset once those actions are finished.
    (0)