Good read, need to test this myself.
Have you tried a one handed sword vs a one handed axe with same APS?
I made that switch recently and felt like my kiting ability went to pot, but I have no evidence, just thought you might have tried that combo.
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Phrensta posted a message on Gamebreaking Combat Mechanics - Movement Lockout and Weapon TypesPosted in: Diablo III General Discussion -
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paroxysm2010 posted a message on Gamebreaking Combat Mechanics - Movement Lockout and Weapon Typesok i misunderstood the attack speed issue, but it still seems like a big problem, hit and run is probably a lot of peoples strategies, and unknowingly to them their 'hit and run build' is nerfed if there is a limit on you being able to run after you attack.Posted in: Diablo III General Discussion
and is still a silly glitch, that could eat you up in inferno. -
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Tyraen posted a message on Gamebreaking Combat Mechanics - Movement Lockout and Weapon TypesI should add - the title is not correct. It isn't game-breaking, even as a melee - with just enough dps, I can still progress. The bit of DPS I would gain would be nice, but it isn't enough to impede most. With ranged (especially glass cannon builds) I can see it being rough, as that extra seconds many times is the difference between life and death, though.Posted in: Diablo III General Discussion
Still needs to be fixed.
EDIT: this wasn't added in 1.0.3. It has been there for a while now. -
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Savages posted a message on Gamebreaking Combat Mechanics - Movement Lockout and Weapon TypesIf I'm reading this correctly, I have had this happen many times since 1.03.Posted in: Diablo III General Discussion
I will be using frenzy on a bunch of enemies and quickly spam furious charge because I am about to die. The ability will not go off when I know I cast it in plenty of time and I will die. -
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Tyraen posted a message on Gamebreaking Combat Mechanics - Movement Lockout and Weapon TypesPosted in: Diablo III General DiscussionQuote from repinSniper
Quote from paroxysm2010
if you have to wait before you can move again with certain weapons the game is basically LIENG to you about your attack speed
I just fully comprehended what you were trying to get at just now. But it seems attacks per second correlating to overall attack speed are dead on if not very close to 100% accurate over a periodic timeframe without moving.
The issue is that movement lockout time is basically a second mechanic that can cause what we could call secondary effects to movement alone.
All in all, movement, not attack speed or "DPS", seems to be the one to suffer, which has major secondary side effects.
A good example to relate this to would be, the jailer affix.
Say you are jailed for 0.2 seconds per jail, compared to 0.5 seconds per jail. You still can stand still and deal damage without suffering any direct side effects, but when the time comes to move, you would want to know why there is a 0.3 second disparity.
This is spot on from my experience in fights with no movement or when movement doesn't effect survivability, but also slightly off, and affects my dps in fights where movement is required for survivability, and here's why. When I can stand and DPS non-stop, my attacks/sec and DPS are very close to my stats overtime, because I can just spam my attacks until the monsters are dead.
This changes when you get in fights that require movement. When you start spamming attacks, and get ground-effects thrown under you and have to move, you won't move out of it no matter how many times you click until your last attack animation ends. This leads one to click in a more metered fashion to make sure you don't get trapped in them, because if the ground-effects hurt enough to have to leave them, then the mobs themselves hurt enough for you to need to move.
Basically, it ends up being a reduction in DPS in fights where you need it, and reflects the stat pages DPS in fights where it doesn't matter.
EDIT: typos and clarity. -
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paroxysm2010 posted a message on Gamebreaking Combat Mechanics - Movement Lockout and Weapon Typesbest you can do is test out a new weapon when you get it, and make sure the attack speed is acceptable to you, but it doesnt mean this problem can be ignored, il tell jay wilson my self XD does he check his email often?Posted in: Diablo III General Discussion
and dont assume the DPS is what it says it is. -
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paroxysm2010 posted a message on Gamebreaking Combat Mechanics - Movement Lockout and Weapon TypesSeriously, i mean wtf is so hard? you have an animation, you ( the team ) decide a certain amount of frames for the animation to be complete, you increase the speed it is played ie your attack speed, wtf is so complicated about this?Posted in: Diablo III General Discussion
if the animation length is actually longer just make a formula to decide how long it should take to complete it, and speed up the animation accordingly/ apply correct attack speed. - To post a comment, please login or register a new account.
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Following links to Blizzard forum posts:
General Overview (quick read) : http://us.battle.net...ic/5911882086#1
Bug Report (most detailed) : http://us.battle.net...061483?page=1#0
Hardcore warning: http://us.battle.net...opic/5912471934
I do not know how this has not been publicized widely yet; this topic should be at a top priority level.