Yeah i juz bought a SSB
tried spamming attack, double swing, triple swing
and always on the 8th triple swing, the nex atk will juz atk, no double swing. No matter how hard or fast i press the C button, its always like that :(
Yeah i juz bought a SSB
tried spamming attack, double swing, triple swing
and always on the 8th triple swing, the nex atk will juz atk, no double swing. No matter how hard or fast i press the C button, its always like that :(
I have tried timing triple swing with fraps and here is what I have gotten:
Test 1 (including time in prone position)
2 (fast) // 1230 milliseconds
3 (normal) // 1350 milliseconds
4 (slow A) // 1470 milliseconds
5 (slow B) // 1560 milliseconds
6 (slower) // 1680 milliseconds
Test 2,3,4 (excluding time in prone position)
41(5->2) 1150-1180-1200-1230
45(6->3) 1200-1280-1280-1320
49(7->4) 1350-1380-1380-1470
52(8->5) 1470-1480-1480-1500-1570
56(9->6) 1480-1500-1590
Test 5 (using 1500 as base)
1110/1140
1230
1320
1410
1500
None of these are exact, but the variation seemed to be too great to make any sense...
I don't see how triple is calculated, if it was 750 (normal atk) + 420 (double) + 660 (triple) = 1830, that is too long. So what does the 660 mean?
Last edited by TLX; 2010-01-02 at 07:50 PM.
I have just tested 60s holding down explosion while using a wand speed [4] with booster2, I counted 55 casts in 60s, so about 916ms per cast.
wand speed [7] booster2 - 50 casts in 60s, so 933ms per cast.
they seemed quite close but the difference in-game is noticeable. I suggest someone with a more exact way to measure it to time them (or tell me how to get more accurate times).
I got an issue... what about Pyramid buffs?
Hadriel
Cant seems to find every one of them :(Code:signed int __cdecl get_cool_time(signed int a1) { char v1; // zf@10 if ( a1 > 5201002 ) { if ( a1 > 21001001 ) { if ( a1 != 22141001 ) { if ( a1 != 32101001 && a1 != 32111011 ) { if ( a1 != 33101002 ) { v1 = a1 == 33121005; LABEL_35: if ( !v1 ) return 0; return 1000; } return 400; } return 500; } } else { if ( a1 != 21001001 && a1 != 5201006 ) { if ( a1 <= 5211003 ) return 0; if ( a1 <= (signed int)loc_4F837D ) return 450; if ( (int (*)())a1 == (int (*)())((char *)loc_A9634B + 2) ) return 1500; if ( a1 == 13101005 ) return 400; if ( a1 == 14111006 ) return 1500; if ( a1 != 15111004 ) return 0; return 200; } } } else { if ( a1 != 5201002 ) { if ( a1 <= 4121008 ) { if ( a1 != 4121008 && a1 != 1121001 && a1 != 1321001 ) { if ( a1 == 3101003 ) return 400; if ( a1 != 3120010 ) { if ( a1 != 3201003 ) { v1 = a1 == 4001003; goto LABEL_35; } return 400; } return 1500; } return 500; } if ( (int (__cdecl *)(int, VARIANTARG *))a1 == loc_40684F ) return 200; if ( a1 - (_DWORD)loc_40684F != 99995 ) { if ( a1 - (_DWORD)loc_40684F == 119996 ) return 2000; if ( a1 - (_DWORD)loc_40684F == 899998 ) return 500; if ( a1 - (_DWORD)loc_40684F != 900000 ) return 0; return 200; } } } return 1000; }
Is this thread still up to date as of Big Bang? IIRC, the first revamp (before the Big Bang) boosted B-step's speed by a bit. Has the Big Bang changed any other skill speeds?
Disregard this, please.
Thanks!
Is this thread still up to date as of Big Bang? IIRC, the first revamp (before the Big Bang) boosted B-step's speed by a bit. Has the Big Bang changed any other skill speeds?
Also, from reading the first page of comments, I gather the minimum casting time is 600 ms. Is this still in effect, or has it been changed?
Is the Aran normal attack really 750 ms on normal (6)?
Because I could've sworn it looked like he was swinging faster than your average dk normal attack due to the missing animation frames. If anything, I think it's almost as fast as the double swing.
Or are the visuals lying to me?
Yes, I noticed a good number of those things a while ago. The delay from one attack to another is horrible for stuff that requires breaking objects, since it's much slower than anyone else's if you just hold the button.
Though, looking at Overswing again, the first hit is just him swinging in like 5 frames, then stays in that pose for like 100-150 ms or something, then chains into Double Swing.
The other day, I saw an Aran that was using only the Double Swing part of Overswing at LHC. I asked him how that was even possible, and he told me that it was a hotkeying glitch during the first few days of release for this class. He had Final Charge and Triple Swing hotkeyed too, but his Double was pulling some crazy dps. My Aran was made on release too (I even have Combo King), so I missed out on this.
But can you get banned for it? Doing Double Swing only, at faster (2), yields some really ridiculous dps thanks to Overswing.
I did some testing with Chains of Hell. The Chain portion of the attack appears to be ~600ms, affected by weapon speed and Booster. The attacking portion appears to be the listed 1740ms. Add 120ms for the initial Dark Sight.
When Advanced Dark Sight does not activate, there appears to be some additional delay that makes the result inconsistent. The overall delay of reusing the skill appears to be around 3210ms in such a case, but uses the above delay to perform a different attack. There may or may not be some extra delay between the Chain extending and hitting a monster that is further away as well, I cannot tell.
Also, Explosion is now 1020ms.
this thread is outdated? F>att speed for post-bbp
The majority of the information is unchanged.
Whatever else you might need is here: http://www.southperry.net/showthread...l=1#post503465
So there's something that isn't quite clear here for me. When you calculate the delay, do you always round up or no?
|
Bookmarks