View Full Version : Hit/Next Delay
Verashiden
13-06-2007, 18:05
Forgot which one means the Hit Timer when you take damage from a source. So yeah.
Does anyone know exactly how many frames this and the Block Timer are set on?
PhatTrumpet
13-06-2007, 20:10
By Hit Timer I assume you mean NextDelay, which only applies to certain skills: http://forums.diabloii.net/showthread.php?t=128208
By Block Timer I assume you mean block speed, which depends on your character type and how much Faster Block Rate you've got: http://strategy.diabloii.net/news.php?id=551
Verashiden
14-06-2007, 06:00
Yes on the NextDelay.
On the Block Timer. What I mean is that after you block, there's a cooldown before you can successfully block again. This was done to prevent Block Lock IIRC. I'm curious as to how many frames that "block cooldown" lasts.
Yes on the NextDelay.
On the Block Timer. What I mean is that after you block, there's a cooldown before you can successfully block again. This was done to prevent Block Lock IIRC. I'm curious as to how many frames that "block cooldown" lasts.
There is no block cooldown. When you block, then during the course of the animation if you block again, the animation won't play again... but you will still block (it just won't show the animation).
Verashiden
14-06-2007, 20:39
Ah so the block fix was simply to ignore block animation after the initial block? Does that mean the FBR is more usefull than I originally thought?
Ah so the block fix was simply to ignore block animation after the initial block? Does that mean the FBR is more usefull than I originally thought?
I don't know, I suppose that depends on how useful you originally thought it was. FBR is nice for minimizing the time you spend in blocking animation, which is good because less time blocking = more time attacking. It's useful for the exact same reasons that FHR is useful.
Verashiden
15-06-2007, 04:12
Hmm, all right. Seems I was in error before. Thanks for clearing it up ^_^.
Summerfun
15-06-2007, 11:29
I thought the block timer worked like Verashiden sayd to.
Not that long ago there were a long post in the Druid forum about.
Slower fury attack beeing better/ hitting more in pvp because of the block timer.
http://forums.diabloii.net/showthread.php?t=554982
That would be 10 frames in which the blocking animation is not shown, but you can still block. It could be that the hit still messes up interruptible attacks serverside, but that's only a guess.
Verashiden
16-06-2007, 00:43
Probably from the induced "server lag" then >.>.
rtb is correct. there is a 10frame animation cooldown period, but any successful blocks still prevent attacks from getting through. all you have to do is put on some headphones and test to listen for that "whank" noise when you block, even if you don't see the animation go through.
yes. i said whank.
=]
rtb is correct. there is a 10frame animation cooldown period, but any successful blocks still prevent attacks from getting through. all you have to do is put on some headphones and test to listen for that "whank" noise when you block, even if you don't see the animation go through.
yes. i said whank.
=]
Personally, I think it's more of a "tink". :smiley:
Verashiden
16-06-2007, 08:54
But the "tink" applies to Smite to. I have times when someone Smites me and I hear a "tink" but still take damage >.>
did you say that right, verashi?
when you're being smited, how can you block unless it's claw block?
or did you mean you put them in block animation and then they still hit you?
From what I've read, uninterruptible attacks sometimes behave a bit weirdly when it comes to blocking.
For example, this (http://strategy.diabloii.net/news.php?id=570#Rabies%20and%20Fire%20Claws%20Find ings) werewolf guide reports some weirdness associated with rabies and blocking.
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