6/30/2012 12:21:07 PM
Bump, updating later today with more tests, have not have the time recently.Posted in: Diablo III General Discussion
6/25/2012 11:58:19 PM
Update:Posted in: Diablo III General Discussion
-New testing involving all Electrocute Onehand Combinations
-Reasearch needed to determine if % movement speed modifiers affect base movement lockout time in any way
Also, the average player's question to this issue and my response:
My fears exactly...So what are the best and the worst weapons?
6/24/2012 8:53:50 PM
Posted in: Diablo III General DiscussionQuote from Phrensta
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.
Yes, I have tried that combo, but only in regards to frenzy, bash, cleave, and basic attack. I have not tested it with any other skill combinations, ect.
Imo, one hand spears and daggers seem to have the most potential to be non-normalized to have much less of a movement lockout time then expected, and thats only taking into account my experience and not including dual wield. Maces, swords, and axes for me were much harder to visually comfirm irregularities, but "feel" like there also is some disparity between the movement lockout times of the types.
Again, more case by case research is needed...
Edit: For anyone willing to spare some time to test, very cheap normal weapon types sell for under 1000 gold a piece on the AH, if not under 200 gold. For those of you willing to look into it, the investment has a very small cost but mainly the time you put into it in relation to your specific case.
6/24/2012 8:10:42 PM
Bump for RelevancePosted in: Diablo III General Discussion
6/23/2012 9:19:14 PM
Update:Posted in: Diablo III General Discussion
Latherus, has a well written post on the Bug Section thread involving his personal experience with the issue from a Witch Doctor's perspective, even pre-patch. Long read, but informative none the less.
6/23/2012 8:01:45 PM
Posted in: Diablo III General DiscussionQuote from youwillneverknow
all observations, no data, and no clue what other mechanics are taken into account when calculating animation speeds
Yes, these are all observations with a biased opinion since I'm human. I do not have the tools or the qualifications to accurately describe the mechanics in a detailed numerical manner, nor would a vast majority of indivduals.
Most of these variances are taking place with timeframes of under one and a half seconds, a very small window to investigate.
Don't believe me or don't understand what I am saying? I have listed a few tests you can do for yourself, and I will list again here:
-Obtain two identical daggers, using basic attack as a skill, try to move as soon as you can after an attack with one dagger equipped, two daggers equipped, and no daggers equipped
-Obtain a 2h Mace and 2h Polearm, repeat
-Obtain 1h Spear and 1h Mace, repeat.
These "tests" that can be done in under 5 minutes that have been determined by myself to show the disparity are simple ways to "see for yourself" that a problem actually exists, and that there are probably more scenarios that this can occur.
As for the no clue about what other mechanics take place when calculating animation speeds, I do not know if animation speeds directly are even the problem and I doubt that they are. The issue is the Movement Lockout Time incurred by varying weapons, each of which have different animations.
Also, what large mechanic is altered by just switching weapons? If you could explain, please do so.
6/23/2012 5:58:08 PM
Posted in: Diablo III General DiscussionQuote from RaidenFreeman
No latency of course, just a long animation.
My hope is that this does not get attributed to latency or lag whatsoever. This is independant of latency due to the fact it is a game mechanic.
6/23/2012 5:50:25 PM
Posted in: Diablo III General DiscussionQuote from Plocer
Yeah, instead of being more realistic, everyone should be able to fire the skill off instantly, so fast thatyou can't even see, but the time between these super fast attack should be based on attack speed.
I don't fully understand the intentions of this post, but it raises the question: Realistic speeds + Unrealistic speeds COEXIST at the moment
Quote from paroxysm2010
ok 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.
and is still a silly glitch, that could eat you up in inferno.
Misunderstanding is fine! I just want to clarify everything so that misinformation does not amplify an already complex issue.
And yes! I went from Act 3 to the end with my polearm and after I put on a mace I said, "No way am i even touching A3+ with this dang mace, gotta get that polearm back from the AH, hope it doesnt sell!"
Edit: Just did a test with Furious charge VS Mace/Polearm/Sword of near identical base attack speed. I seemed that no matter what weapon I used, when I used Frenzy every weapon prevented me from using Furious Charge for nearly the same time, but some allowed a much longer period of movement before I could use Furious Charge.
6/23/2012 5:29:22 PM
Posted in: Diablo III General DiscussionQuote from Tyraen
I should add - the title is not correct. It isn't game-breaking
Quote from Tyraen
EDIT: this wasn't added in 1.0.3. It has been there for a while now.
I would consider gamebreaking any widespread issue that can have minimal effect on one player while having major side effects to another player.
Although you may disagree that this is in your idea of the word or meaning of gamebreaking, you are entitled to your opinion and I respect that.
I would agree with you that this issue has been in existance since launch day at the least.
6/23/2012 5:23:30 PM
Posted in: Diablo III General DiscussionQuote from Savages
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.
My build relys on Furious Charge + Merciless Assault rune to a degree I could not live without it at the moment (even with it's issues), so I can relate to your standpoint.
I also have had many times where Furious Charge has had issues that I believe I could attribute to Movement Lockout Times, and I did see an increase in Lockout after the charge ended when I was using a 2h mace compared to the seemingly faster polearm.
Thank you for one of the first actual Skill + Side Effects seen posts this topic has seen, I will do more research into Furous Charge now because of this.
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