Updated Necromancer FCR breakpoints (includes Vamp style)

RTB

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Updated Necromancer FCR breakpoints (includes Vamp style)

We all know the breakpoints for the total length of the cast animation, but this is about the breakpoints for the frame in which something actually happens, which seems very important to me in PvP. I can give the maths behind it if anyone's interested. The knowledge required for this kinda stuff is about a year to almost 2 years old. :rolleyes:

Onto the tables:
Code:
Necromancer ActionFrame Breakpoints
FCR	frame
0	9
15	8
39	7
86	6

Vampire ActionFrame Breakpoints
FCR	frame
0	7
8	6
39	5
120	4

If we add these to the full length breakpoints, you end up with this:
Code:
Necromancer FCR+ActionFrame Breakpoints
FCR	frames	ActionFrame
0	15	9
9	14	9
15	14	8
18	13	8
30	12	8
39	12	7
48	11	7
75	10	7
86	10	6
125	9	6

Vampire FCR+ActionFrame Breakpoints
FCR	frames	ActionFrame
0	23	7
6	22	7
8	22	6
11	21	6
18	20	6
24	19	6
35	18	6
39	18	5
48	17	5
65	16	5
86	15	5
120	14	4
180	13	4

I wonder how this affects the other classes.

btw, FHR also speeds up the blocking animation for Vampires.
 
Very nice RTB, it's interesting that the difference between 125% on a necro and 120% on a vampire when it's all said and done is only 3 frames.
 
I don't get what this is..

The thing I'm used to is the animation frame I guess, the length in frames an animation lasts. So 105% FCR on a sorceress means it takes 8 frames for her casting animation?

What is action frame? The frames in which it takes for the spell to finish after the sorceress is done with her casting animation? I thought the velocity, distance, and time of every spell was constant.

Can you please explain?
 
F1R3STR1D3R said:
What is action frame? The frames in which it takes for the spell to finish after the sorceress is done with her casting animation?

My *guess* is that the action frame is the point where the spell actually is released. So with a sorc, when you cast a fireball you do some movements and somewhere in that sequence the fireball starts flying. The frame where the fireball is actually released could be the action frame.

I believe that spells get aborted when you get hit while casting, so I suspect that if you get hit *after* the action frame it doesn't matter, but if you get hit before the spells is actually released you won't release it at all.

Just guesses, though. But I don't see any other reason why people would be interested in the action frame, assuming the action frame is what I think.

EDIT: as consequence, for certain spells such as teleport it might be interesting to increase FCR even if you don't reduce the casting time, if it moves the action frame forward. So if the total casting time stays the same, but your teleport takes place a frame earlier within the sequence, it could help to get away from a pack before they hit you. On the other hand, though, if you end up in a pack you need an additional frame before your total casting time is finished...

EDIT-2: so, for example, a meteor-user would want his action frame to be *late* in the teleport sequence: teleporting towards a monster pack to place the merc and taking a step backwards means you'll be teleporting from a safe position into an unsafe one; hence you'll want the teleport happening late within the total time allocated for the spell.
 
Myrakh-2 said:
My *guess* is that the action frame is the point where the spell actually is released. So with a sorc, when you cast a fireball you do some movements and somewhere in that sequence the fireball starts flying. The frame where the fireball is actually released could be the action frame.

I believe that spells get aborted when you get hit while casting, so I suspect that if you get hit *after* the action frame it doesn't matter, but if you get hit before the spells is actually released you won't release it at all.

Just guesses, though. But I don't see any other reason why people would be interested in the action frame, assuming the action frame is what I think.

EDIT: as consequence, for certain spells such as teleport it might be interesting to increase FCR even if you don't reduce the casting time, if it moves the action frame forward. So if the total casting time stays the same, but your teleport takes place a frame earlier within the sequence, it could help to get away from a pack before they hit you. On the other hand, though, if you end up in a pack you need an additional frame before your total casting time is finished...

EDIT-2: so, for example, a meteor-user would want his action frame to be *late* in the teleport sequence: teleporting towards a monster pack to place the merc and taking a step backwards means you'll be teleporting from a safe position into an unsafe one; hence you'll want the teleport happening late within the total time allocated for the spell.
All correct. :thumbsup:

Code:
Sorceress ActionFrame Breakpoints
FCR	ActionFrame
0	8
18	7
48	6
125	5
 
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