Description
This meant that the total count of frames between block animation and the action frame of the action taken would need to be equal or less than the block grace period. Here's a table showing the relationship between FCR and Action Frame.
For example: A sorceress with 27% faster block rate (6 frame animation), would need a faster cast rate of 63% (action frame = 5) or higher to ensure the ability to Teleport out of a bad situation after blocking.
In the 2.4 patch notes, the following is included:
"Character hit block will no longer apply while your character is playing a skill pre-cast animation (Block will still trigger for the skill's post-cast animation)."
The way I read this is:
Once a character begins casting and until the action frame is reached, a character's chance of blocking is 0%.
So let's take the example of a Necro with 20% faster block rate and 75% faster cast rate. The block animation takes 8 frames and the action frame of a spell casted is 6.
This means that after block starts, it takes 14 frames for your character to move, if you're holding down Teleport.
That means that there's a 3 (14-11) frame gap where your block chance is 0%. During this period, your character is open to being interrupted by hit recovery, which you can still be locked into since it interrupts pre-cast animations.
This obviously affects characters who cast a lot while taking continuous hits like hammerdins, winddruids and novasorcs, although sorcs have fast animations to prevent it. It also is bad for any teleports that put you in a bad spot.
Have I understood the changes correctly?
Can be used to make Runewords:
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Katonda
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