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Convent
08-03-2008, 02:15 PM
I just thought of something that makes me want to make a thread for people to argue about.

A lot of us remember back when the MEN stat was nerfed, making it pretty much useless for many classes. The main biggy was for apprentices who all of a sudden noticed that their stats in MEN did pretty much nothing. The main claim was that the animation speed lengths for long enough of a time that even with large enough men the animation time couldn't complete fast enough.

Then I read a post that pointed out about MEN being awesome for scouts and archers. When I thought about it, it was. Animation speed came across and I noticed something.

As a scout, your character pulls back the string. This is a very small movement and doesn't span much time. As an apprentice (male), you put your entire body into it, waving your arms across in a pull-restance-swing motion. This brought me back to something someone brought up earlier about how they thought female apprentices casted faster than males. If you look at the motions, females bring their arm back, then forth. Males do a lot more into their cast, and take more animation time.

Squires pull back their sword and stab forward. Men is a little bit of a factor for them, but having more than X amount doesn't work because it no longer takes effect.

Acolytes I'm not sure. Disciples I'm also not sure, being that they need the pow and sta more to make them harder tanks and I haven't seen many posts involving them and men. Neophytes have agi which also seems to increase casting time by a small amount (credit to archers who tried agi builds for finding this out).

Then I thought: what if animation speed is holding classes back? Scouts/archers have a split-second animation, allowing more room for the animation time of the skill to be crammed closer together. But apprentices, who have a 2-3 step process in their casting speed, have filled up their time between two casting intervals (with no extra MEN) with their animation speed. Squires have a shorter animation speed (pull back-stab) so they can have a little men but not much because any more than X amount hits the point when the animation start of the 2nd attack meets the animation end of the 1st attack.

It's like this:

|_____|_____|_____|

Every verticle line represents the next time a person with no extra men is allowed to attack.

Men decreases the time between each verticle line:
|____|____|____|

As each class our animation speeds take up a different amount of time:

Apprentice/Mage:
|lllllllllll|lllllllllll|llllllllllll|

Scout/Archer:
|lll___|lll___|lll___|

Squire:
|lllllllll_|llllllll_|llllllll_| ,etc.

Since the "llll"s take up the entire time of casting from one to the next, even if MEN is increased:
|____|____|____|
lllllllllllllll lllllllllllllll lllllllllllllll
The animation time ("lll") is slow enough to make men useless. Apprentices/mages seem to come into xen with skills crammed next to each other so there's no room between skills casted to be taken away by MEN.

Scouts/archers, on the other hand, look like:
|lll___|lll___|lll___|
And with more men/agi they look like
|lll__|lll__|lll__|
So their casting speed is increased because the animation speed has already finished by then.

Squires, who can have men but don't necessarily need it can decrease theirs only up until the skill animation times are crammed right next to each other:
|lllllllll|llllllll|llllllll|
Then it becomes something like apprentices:
|__|__|__|
llllllllllll lllllllllll llllllllllll

Assuming most of this is just theory, what do you think?

Also, before the men nerf, how do you think the skill speed was affected by men that makes it so different after the nerf?

Personally I think men sped up animations instead of decreased the time between them. I'm wondering, though (because I was an app before the nerf and never saw a scout shoot), what did the split-second scout shooting look like if it was extended over a period of time of extra-men-less casting?

It'd be funny to see an archer shoot really slowly. .__.

(...so...yeah, that's my thought of the day.)

justin_2006
08-03-2008, 02:21 PM
i dont think cast rate can change...

not to sound rude or anything but i think if it could change there would be a percentage on the character stat screen... and if ppl put alot men into their character they might just "think" they are casting faster cuz they want to believe it since they put so much into men[a mind trick basically]

then again i could be wrong but ive never seen anyone cast faster than anyone else of the same class...

and lol i have to give u major credit, u put alot of thought into this xDD

Convent
08-03-2008, 02:24 PM
Well, if you've ever seen some archers out there you'd know something was up. I've got around 18 men and 21 agi or so and I know of archers with 30+ men and half their points in agi shooting 3 times faster than me.

It should show up, I don't know why it doesn't, but it's been pretty proven that men increases casting time for some classes, which prompts this thread to why it doesn't for others. xD

EDIT: Just as clarification, I put down their men and agi stats trying to say that agi does also increase casting speed. Archers with no men<archers with men<archers with men agi in terms of casting speed.

justin_2006
08-03-2008, 02:27 PM
lol
srry ive just never noticed it ><

wasnt arguing or anything just saying :)

Convent
08-03-2008, 02:34 PM
Ah, my bad, sorry if I came off as arguing, wasn't meaning to either. >.<;

wildswing
08-04-2008, 07:21 AM
I'm not sure about the male apprentice animation thingy, but I do know that damages are both client and server sided in a way where even though damages may seem to be slow to show up, in effect it has already been registered. If you play a close range class, you'll see that a lot of times the final blow to the mob may result in you not getting hit by the mob's last hit, even though it shows up on your screen. I think a reliable experiment to test on mentality and across classes is to have people cast self buffs repeatedly and count how many times they can cast them within 30 seconds or so and see if it differs between genders and so forth.

I believe why mentality doesn't seem to do much for classes besides archers is because I've heard someone mentioned that cast times are unique for each skill. If squire's slash is 1.5 sec long and scout's wind blow is 1 sec and enough mentality is put in to decrease cast time by 0.5 sec, it will be more noticeable on the scout than the squire. I also don't believe animation speed is a factor since when I lag, I see myself dashing out 3 slashes within a second when I caught back up. Just my thoughts.

Nights_Fang
08-04-2008, 10:57 AM
I believe why mentality doesn't seem to do much for classes besides archers is because I've heard someone mentioned that cast times are unique for each skill. If squire's slash is 1.5 sec long and scout's wind blow is 1 sec and enough mentality is put in to decrease cast time by 0.5 sec, it will be more noticeable on the scout than the squire. I also don't believe animation speed is a factor since when I lag, I see myself dashing out 3 slashes within a second when I caught back up. Just my thoughts.

I belive that's because the animation for slash is rather short. As an appy whenever I lag, and then catch back up my appy only does the skill animation once, but the spell hits multiple times. (In ratio with how many I actually casted till the lag faded away)

Convent
08-04-2008, 11:38 AM
I'm not sure about the male apprentice animation thingy, but I do know that damages are both client and server sided in a way where even though damages may seem to be slow to show up, in effect it has already been registered. If you play a close range class, you'll see that a lot of times the final blow to the mob may result in you not getting hit by the mob's last hit, even though it shows up on your screen. I think a reliable experiment to test on mentality and across classes is to have people cast self buffs repeatedly and count how many times they can cast them within 30 seconds or so and see if it differs between genders and so forth.

I believe why mentality doesn't seem to do much for classes besides archers is because I've heard someone mentioned that cast times are unique for each skill. If squire's slash is 1.5 sec long and scout's wind blow is 1 sec and enough mentality is put in to decrease cast time by 0.5 sec, it will be more noticeable on the scout than the squire. I also don't believe animation speed is a factor since when I lag, I see myself dashing out 3 slashes within a second when I caught back up. Just my thoughts.
Well, the main thing that perplexes (because your explination makes complete sense) is that before the men nerf in the first 2 months or so, men was a stat equal over all classes (relatively). After one update all of a sudden uproars from apprentices with long-built int/men builds sprouted up and still continue to be something today (I'm assuming they got hardest hit, didn't see any complaints from other classes).

The animation speed thing makes sense. xD *totally got pwned* Didn't think of it like that (or even remember those lag spike things .__.)

Nights_Fang
08-04-2008, 12:04 PM
Well, the main thing that perplexes (because your explination makes complete sense) is that before the men nerf in the first 2 months or so, men was a stat equal over all classes (relatively). After one update all of a sudden uproars from apprentices with long-built int/men builds sprouted up and still continue to be something today (I'm assuming they got hardest hit, didn't see any complaints from other classes).

The animation speed thing makes sense. xD *totally got pwned* Didn't think of it like that (or even remember those lag spike things .__.)

Actually the theory you put forward on the OP makes complete sense too.

Oh yeah men would help acos a teensy bit, going by your theory since they jump. (at least the female acos do)

And the only reason that the sudden men uproar came from the appys, was because Men increased our casting speed, like hell. So everyone who had the int/men build hit for lower dmg, but killed faster in the long run. But once the men bug crept in, along with the flashy slow animations everything for us went to hell. (whats the use of a stat that allows for faster casting when the skill animation itself is long?)

Lost_Sage
08-04-2008, 06:11 PM
You never fail to amaze me, even the smallest thing and you can show it. That is something i have never saw before and never even bothered to research in it.
You theory is technically correct, but we as players have no idea how the gameplay animation works, and with more men over the animation process, the animation could have been cut a few nano-seconds short, proving your theory is incorrect.
There is alot more to this we as players won't ever know without tapping onto the game's data and framework.
But either way, nice eye and work.

Julia1
08-05-2008, 03:55 AM
this seems logical

Zeltar
08-05-2008, 04:03 AM
trente, you are 100% correct, it is the animation time that slows down your attack.

Actually with rogues AGI decreases your normal attack time, not skill attack time. so AGI has no affect on your skills(the same applies with AGI achers, it speeds up their normal strike but nor the skill strike).

the affect of animation time can be seen clearly with rogues with faster than 0.5 attack time. your attack speed gets faster till 0.5s, that is the time it takes for the animation of the normal attack. after that the attack time has no affect, as the animation time is longer than your attack time. i have attack time of 0.2s, ie should do a normal attack 5 times a second, but in reality it is 0.5s because of the animation.

this shows the details of the attack speed bug:
http://outspark.com/forums/showthread.php?t=53319

enhance is supposed to speed up your attack, but with the attack speed bug limiting normal attacks to twice a sedond, then it has no affect, i strike just as fast when my stats say 0.5 or 0.2

on another note, the same applies with MEN and skill attack, just yesterday i was timing with EL22, el has 22 MEN and i have 1 MEN, we skill spam attack at EXACTLY the same speed.

if we could disable or cut short the animation then we'd attack much faster. (i actually heard a roumer that in RO people found a way to disable the animation so they could attack faster, if anyone has info on this then please let us know)

wildswing
08-05-2008, 08:46 AM
Hit Alt+D to bring up Option menu, uncheck Effect Apply box near the bottom and you won't see animations anymore. Personally I've seen no difference in skill speed toggling in between on and off. But I'm eager to hear the results from others as I do not have a rogue or scout character.

thrakx
08-05-2008, 08:55 AM
you might not have the effects, but you still get tee wild arm motions of the skill being cast. which is the problem in the first place

MarvHartigan
08-05-2008, 09:23 AM
on another note, the same applies with MEN and skill attack, just yesterday i was timing with EL22, el has 22 MEN and i have 1 MEN, we skill spam attack at EXACTLY the same speed.
As a side note to this, I'd like to add that I think I'm faster than a no men disciple/templar but I think rogue's Threaten has less animation than Force Blast (our skill draws a big club drawing when is casted), I havent tried with effect disabled...

and @Trente: when the MEN patch was applied, every single high lvl disciple (Strider, Xanthe, Chun-Li, Monique-chan(I miss her), and I bet graav too) around complained about it but there were too few of them with MEN High enough to notices it, then Strider recommended not to invest in MEN anymore so that noone else complained about.

I might be the only one who keep that old build alive... the crits r nice though xD

Adios!

Zeltar
08-06-2008, 03:29 AM
yes it's the actual swing animation that slows it down, not the effects.

actually i also did a similar test with a rogue friend a looong time ago, they had
significant MEN, and we skill spammed at the same rate.

hmm, i wonder how hard it would be to make shorter swing animations? maybe there is some animation file that could be easily edited. that's probably easier than cutting the animation short when a swing is incomplete. i'd REALLy like to be able to attack as fast as the stats say we should attack.