As I was reading some other forums saying there isnt a gcd I wonder how will it work in a fight? It doesnt make sense that you can pop almost everything in same time as long as you have resources left.
If someone can confirm that there isnt any gcd after casting a spell it would be nice since I don't have the beta. It would make DoT really strong as well.
what argile said, it's your casting animation, which can be faster or slower depending on attack speed if i recall correctly. The only thing you will be limited to really is your resource pool.
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"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
"casting animation" is derived from attack speed. You can use a spell at the same rate your attack speed is. This goes for resource spenders and resource generators so it is balanced out in the long run.
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(╯°□°)╯︵ ┻━┻ h-o-p-e-s.net ┬─┬ノ( º _ ºノ) Sorry had to fix that table.
"casting animation" is derived from attack speed. You can use a spell at the same rate your attack speed is. This goes for resource spenders and resource generators so it is balanced out in the long run.
^ this. Boils down to your personal GCD = your weapon speed.
In a multiplayer or pvp, a slow machine couldnt affect negatively this gcd? How will it be controlled ? I mean a slow machine could have system-lag in the animations, will It due any impact in the game besides the lag itself?
Pretty much this, as had been the case with every Diablo game.
I remember playing Diablo II on mine (and seeing other) frozen orb sorcs with ias (increased attack speed) stats stacked up. They used runes, charms, etc. It ended up getting ridiculous how fast a character could cast something.
A friend of mine made a shout barbarian that specialized in a particular shout that dealt damage. His attack speed got so fast the sound FX would blur together.
It works similar to the Faster cast rate in d2 right? There is a minimum cast animation speed that you achieve. I remember that there were curtain FCR points you had to pass or else it did nothing for you. Is it the same in d3? Does this make any sense?
Im assuming by GCD you mean a casting delay (a global cooldown is something completely different btw). Each skill has a casting speed, the devs created the casting speeds to balance the game. But each skill's casting speed is modified by the attack speed of the weapon you are carrying. The faster you can attack with your weapon basically the faster you can cast... there is no limit except by weapons.
Now each skill may ALSO have a cooldown, this can not be changed with the exception of some runeskills.
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Blizzard used to care about releasing Diablo III, then they all took an arrow in the knee...
D3 is designed like an action game, not an MMO. The rate at which you can use spells/attacks is limited by casting/swing animations, not by any "GCD". Some attacks have a faster animation than others; for example the Barbarians ancient hammer is very fast.
D2 animations occurred in a whole number of frames. You either had a 5 frame attack or a 6 frame or a 7 frame. Because D2 frames were always whole numbers breakpoints were super important. On the other hand D3 is a modern game so the speed should be continuously variable.
Both shooters (halo, mw3 etc) and MMOs (WoW) handle lag compensation of attack speed in a similar way. Attack speed is calculated server side. Even is your client is significantly lagged, as long as you hold down the fire button (or spam your arcane blast button) the server will have your character fire his gun or cast arcane blasts as fast as he can.
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If someone can confirm that there isnt any gcd after casting a spell it would be nice since I don't have the beta. It would make DoT really strong as well.
for he to-day that sheds his blood with me
shall be my brother..."
h-o-p-e-s.net
┬─┬ノ( º _ ºノ)
Sorry had to fix that table.
^ this. Boils down to your personal GCD = your weapon speed.
Pretty much this, as had been the case with every Diablo game.
I remember playing Diablo II on mine (and seeing other) frozen orb sorcs with ias (increased attack speed) stats stacked up. They used runes, charms, etc. It ended up getting ridiculous how fast a character could cast something.
A friend of mine made a shout barbarian that specialized in a particular shout that dealt damage. His attack speed got so fast the sound FX would blur together.
Now each skill may ALSO have a cooldown, this can not be changed with the exception of some runeskills.
D2 animations occurred in a whole number of frames. You either had a 5 frame attack or a 6 frame or a 7 frame. Because D2 frames were always whole numbers breakpoints were super important. On the other hand D3 is a modern game so the speed should be continuously variable.
Both shooters (halo, mw3 etc) and MMOs (WoW) handle lag compensation of attack speed in a similar way. Attack speed is calculated server side. Even is your client is significantly lagged, as long as you hold down the fire button (or spam your arcane blast button) the server will have your character fire his gun or cast arcane blasts as fast as he can.