- Jul 5, 2010
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Hiya.
I've been theorycrafting possible lvl 98 bowazon builds for the untwinked 99er challenge; and I'm stuck on how strafe's 4 frame next-delay works. The information in wiki and basin and such tells me strafe has 4 frame next-delay and there's a whole diagram telling me how it takes 1~2 frames for the arrow to pass through the target; and I have no idea how to combine the two information.
Assume 5/3/3/3/7 frames for strafe and stationary target(same travel time of arrows).
1. Firing arrows and animation frames. When we talk about 8fpa, 6fpa, etc swings, are the frame before or after the swing?
I'm thinking #2 is how it really work, but I'm not a 100% sure.
2. Strafe's 4 frame next-delay and the arrows hit. (assuming 100% chance to hit)
Am I correct to assume only every other arrow will hit due to 4 frame next-delay and 3 frame mid-strafe arrows?
3. How does arrow taking 2~ frames to leave the target affect the next-delay? If at all?
The reason I started looking up strafe and the next-delay was that I wanted to compare how Strafe and GA would compare against Diablo. There are other things to consider such as strafe-lock, chance to hit, skill points invested and such; but i'll leave that for later after i sort out the above question first.
Any insights or links to other ppl's insights would be very much appreciated.
E: edited format.
E2:
After a bit of searching, I found that strafe will miss every other arrow (regardless of frames before or after the animation, how long it takes an arrow to leave the target, and next-delay) and concluded that GA > strafe against Diablo.
Strafe
+ higher ctc amp
+ high chance of CB (but CB works at 1/8 effectiveness w/ a ranged attack + against bosses)
+ ~25% faster than GA
- every other arrow will miss.
- 3/4 weapon dmg (bigg factor)
- AR issues (requires extra 19 points + points in dex to make up for it)
- strafe lock (another big factor)
GA
+ always hit (no AR issues - works great w/ my Faith, as ITD on it lets me skip AR on both GA and MS)
+ don't have to worry about diablo's position (running away and missing the arrow)
+ low(er) mana cost
+ can dodge lightning hose
+ no need to invest extra 19 points in penetrate and extra points in dex
- lower ctc amp
- lower CB
@maxicek : I sorta got what I was looking for and don't need to have the thread up anymore. Could you delete it? If general rule is to keep the thread alive, then that's fine too. =P
E3: got a reply. worth leaving it up.
I've been theorycrafting possible lvl 98 bowazon builds for the untwinked 99er challenge; and I'm stuck on how strafe's 4 frame next-delay works. The information in wiki and basin and such tells me strafe has 4 frame next-delay and there's a whole diagram telling me how it takes 1~2 frames for the arrow to pass through the target; and I have no idea how to combine the two information.
Assume 5/3/3/3/7 frames for strafe and stationary target(same travel time of arrows).
1. Firing arrows and animation frames. When we talk about 8fpa, 6fpa, etc swings, are the frame before or after the swing?
Rich (BB code):
#1. Frames after arrow fires #2. Frames before arrow fires #3. Somewhere in between
start strafe animation start strafe animation start strafe animation
> Arrow 1 fires > 5 frames delay > 5 frames delay > Arrow 1 fires > 2 frames delay > Arrow 1 fires > 3 frames delay
> A2 > 3 frames > 3 frames > A2 > 2 frames delay > A2 > 1 frame
> A3 > 3 frames > 3 frames > A3 > 2 frames delay > A3 > 1 frame
> A4 > 3 frames > 3 frames > A4 > 2 frames delay > A4 > 1 frame
> A5 > 7 frames > 7 frames > A5 > 2 frames delay > A5 > 5 frames
> end strafe animation > end strafe animation > end strafe animation
* frames are arbitary, they just add up to 5, 3 and 7
I'm thinking #2 is how it really work, but I'm not a 100% sure.
2. Strafe's 4 frame next-delay and the arrows hit. (assuming 100% chance to hit)
Rich (BB code):
#1. based on when last hit, frames after animation.
Arrow 1 will hit.
Arrow 2 will hit.
Arrow 3 will NOT hit.
Arrow 4~n every other arrow will hit.
Arrow n will hit. (if n = even).
#2. based on when last hit, frames before animation.
Arrow 1 will hit.
Arrow 2 will NOT hit.
Arrow 3~n every other arrow will hit.
Arrow n will hit. (if n = odd).
Am I correct to assume only every other arrow will hit due to 4 frame next-delay and 3 frame mid-strafe arrows?
3. How does arrow taking 2~ frames to leave the target affect the next-delay? If at all?
The reason I started looking up strafe and the next-delay was that I wanted to compare how Strafe and GA would compare against Diablo. There are other things to consider such as strafe-lock, chance to hit, skill points invested and such; but i'll leave that for later after i sort out the above question first.
Any insights or links to other ppl's insights would be very much appreciated.
E: edited format.
E2:
After a bit of searching, I found that strafe will miss every other arrow (regardless of frames before or after the animation, how long it takes an arrow to leave the target, and next-delay) and concluded that GA > strafe against Diablo.
Strafe
+ higher ctc amp
+ high chance of CB (but CB works at 1/8 effectiveness w/ a ranged attack + against bosses)
+ ~25% faster than GA
- every other arrow will miss.
- 3/4 weapon dmg (bigg factor)
- AR issues (requires extra 19 points + points in dex to make up for it)
- strafe lock (another big factor)
GA
+ always hit (no AR issues - works great w/ my Faith, as ITD on it lets me skip AR on both GA and MS)
+ don't have to worry about diablo's position (running away and missing the arrow)
+ low(er) mana cost
+ can dodge lightning hose
+ no need to invest extra 19 points in penetrate and extra points in dex
- lower ctc amp
- lower CB
E3: got a reply. worth leaving it up.
Last edited: