onderduiker
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- Jan 24, 2008
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Re: Wolfbarbs-The ultimate guide (Revised verson)
You dismiss any method other than video analysis, so I've recorded and uploaded a video of my own:
[youtube]vEKvqv4SC3M[/youtube]
After clearing the area around a Barricaded Tower in the Frigid Highlands in Hell, I stashed all non-essential items before returning to repeat your test attacking air with Griswold's Redemption Caduceus and 120 weapon-IAS, and then attacked the tower. Anybody who downloads the video can perform their own frame-by-frame analysis, but for those who don't the results are as follows:
Attacking Air 4 frames
http://img694.imageshack.us/img694/3838/feralrageattackingair.png
Attacking and Hitting Tower [highlight]3[/highlight] frames
http://img337.imageshack.us/img337/2656/feralragehittingtarget.png
The difference is apparent even when seen at normal speed, both by observing the animation and mana consumption: 2,277 mana regenerates more than enough mana (18.9453125/s) to compensate for Feral Rage's mana consumption with a constant 4 frame attack rate (18.75/s), but since 3,000 mana (25/s) is required to do likewise with a constant 3 frame attack rate (25/s) it depletes while attacking the tower (mana cost is applied regardless of whether the attack hits or misses the target).
So three different (and, at least for me, proven) methods of measuring attack rate indicate in this case that while Feral Rage has a 4 frame attack rate when he doesn't hit anything (either when attacking air or missing a target due to a failed hit check, or being blocked or dodged), it has a 3 frame attack rate when he does.
As you should already be aware, these tests merely corroborate what hubb had already reported as being posted in the German inDiablo.de forums:
However, both were wrong in assuming that Feral Rage has a constant, unconditional attack rate: however reasonable that assumption may have been, we now know better.
It's been more than three days, and since you haven't followed up I will now do so.wrong. lots of misinformation...
i will post tommorow frame by frame for griss caddy. 4 different paw positions while hitting with feral...
You dismiss any method other than video analysis, so I've recorded and uploaded a video of my own:
[youtube]vEKvqv4SC3M[/youtube]
After clearing the area around a Barricaded Tower in the Frigid Highlands in Hell, I stashed all non-essential items before returning to repeat your test attacking air with Griswold's Redemption Caduceus and 120 weapon-IAS, and then attacked the tower. Anybody who downloads the video can perform their own frame-by-frame analysis, but for those who don't the results are as follows:
Attacking Air 4 frames
http://img694.imageshack.us/img694/3838/feralrageattackingair.png
Attacking and Hitting Tower [highlight]3[/highlight] frames
http://img337.imageshack.us/img337/2656/feralragehittingtarget.png
The difference is apparent even when seen at normal speed, both by observing the animation and mana consumption: 2,277 mana regenerates more than enough mana (18.9453125/s) to compensate for Feral Rage's mana consumption with a constant 4 frame attack rate (18.75/s), but since 3,000 mana (25/s) is required to do likewise with a constant 3 frame attack rate (25/s) it depletes while attacking the tower (mana cost is applied regardless of whether the attack hits or misses the target).
So three different (and, at least for me, proven) methods of measuring attack rate indicate in this case that while Feral Rage has a 4 frame attack rate when he doesn't hit anything (either when attacking air or missing a target due to a failed hit check, or being blocked or dodged), it has a 3 frame attack rate when he does.
As you should already be aware, these tests merely corroborate what hubb had already reported as being posted in the German inDiablo.de forums:
Regarding feral rage, they seem to have a better understanding of the mechanics on the German forum where titanseal's calc is hosted, but my Germanic first language only helps so much. As far as I can figure out his calc is correct for when your hit connects, otherwise you swing a little slower. I remember from playing SP way-back-when (it's more noticeable with slow weapons) that feral rage sometimes sped up and would be slower at other times. This also explains Vk's results as I think he tested while shift-attacking the air.
The last argument about this in this thread (which, based on the date you posted your own video, I've traced back to 8 February 2008) was unresolved with both those asserting Feral Rage has a 3 frame attack rate and those asserting it has a 4 frame attack rate continuing to claim they were right... with good reason, since both were right for the conditions in which they tested.... They're wrong if you swing into the air. Go do that same test while attacking a target and you'll get 3 fpa (when your attack hits). Like I said, it makes sense, and correlates exactly with what T-hawk found in his tests described on the AB forum.
Here's a rough google translation of Titanseal's animation FAQ at diablo.ingame. It's mostly useless but you can sort-of get the gist of it. If you want to see the German or his analysis of the animation ticks here's the original post.
When the attack rate of Barbarenwut it matters whether we meet the enemy really is. If this is not the case, then, the duration of the blow that of a normal attack. Only if we cause the enemy to Barbarenwut damage (ie overcome defense and block), we get a speed bonus. The attack rate of this attack is thus influenced to some extent by the chance to hit.
At the beginning of this FAQ, I have covered the basics of animation calculation and provides the kind are now necessary. Before the start of an animation specific values are read from the game data and calculated so that the counter-value and increase the counter end value can be calculated, their ratio determines the length of each animation.
Counter end value = * Hitshift FramesPerDirection
Counter-rise value = [animation speed * Acceleration/100]
So far, these values were constant, they were not changed after its calculation. An effect of speed was so far (apart from the second special case "whirlwind") only by changing the acceleration (of SIAS, which in convertible form but looses in importance), (to lower the FramesPerDirection) a change in animation or a rollback, in which again no single impact would be possible. Barbarenwut is in this respect is a special case, because this attack increases the previously calculated Counter-rise value. Stick with an action is first queried whether our attack hits the opponent. If this were the case, the Counter-rise value is doubled, making the final part of the animation (the part between actual impact and animation end) runs faster.
However, both were wrong in assuming that Feral Rage has a constant, unconditional attack rate: however reasonable that assumption may have been, we now know better.
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