The following Animation Times were measured by counting frames. Unfortunately the animation times differed in some cases for unknown reasons to the degree that an estimated animation span from 1650ms went down to 1350. That said many powers never showed a high deviation.
Overview:
Animation Times
Effect Triggering
Power Animation Cancelling
References
Animation Times
Before looking at the Animation Times it is important to know, which times the animation times mean. Lets assume the toon stays in the normal stance in or out of combat and no button is pressed. When a power is used, eg. Daunting Light, the animation of DL starts off until some point where the power goes often on CD and another power can be used. At this point the DC can cast another power, do something else or do nothing. In all of the 3 cases, an animation is played. For case 1 and 2 the animation of the other power or the animation of the "something else" is played. In case 3, the toon moves from the end of animation back to his normal stance. This makes the game looking more fluent, but is not important for combats. Thus the animation times showed in the tables are the times between the animation start and the end of the animation, the point where other powers can be used.
Or explicitely stated: The time between the begin of the animation and the normal stance is not the one showed in the tables. For some powers there are just given animation timing spans, as i have not tracked them down.
Additional stuff:
- When cast the powers have some "marking" that shows that the power is activated. This marking is for
- At wills, Encounter powers and Dailies: A darker image for the power.
- Divinity Encounter powers and Dailies: A golden blinking border.
This was used to know if another power animation starts, but is not always accurrate. See the notes on the not properly shown powers.
- When a power is pressed that can't cancel another power, this power is chained or cast immediately after the currently running power. The number of powers that can be chained is 1 and the power is, except in some cases, overwritten when another power is tried to chain.
- Every power, except divinity at wills, do not need to be pressed for the whole animation time. On click they will either start their whole animation time or are chained.
- An animation isn't showed and the damage is not calculated when the client is not connected to the servers anymore. But the CD of the powers are calculated on the client and still work as expected.
- How tested and accurracy of the animation times:
The animation times are tested by chaining different powers after each other. For the animation time of an encounter power this was done by holding down an at will power and then casting an encounter power. At the end of the encounter animation the at will is immediately cast, because the at will is still hold down. The number of frames the marking of the power is shown is then counted and the animation time is calculated. In some cases the markings are shown later than the animation began to cast or ended earlier. The shown idletime was then included in the animation span. At wills can be tested by clicking the button whithout holding them down. The first attack is then executed and the marki8ng is shown for the whole animation time. Then the frames are counted and the time is calculated as before. For the 2,3 and 4 attack of the at will, the button is simply hold longer to mark the 2,3 or 4 attacks. The animation times of the follow up attacks are calculated by subtracting the known ones. For divinity powers the mode is just switched with an full bar of 3 charges and animation times are tested like encounter powers. After that the animation times were randomly checked by casting other stuff as follow up powers. As an example: First cast some atwills, then use some divinity powers, to see if some error exists.
The accurracy of the animation times should be taken with some salt as they may be falsified due to:
- User error resulting in slower casting and non-chaining: This may result in longer animation times.
- False Marking-reading: This may result in shorter or longer animation times to about +-50ms.
- FPS error and reading resulting in longer or shorter animation times to about +-50ms.
- Server influence: Unknown influence. Animations are just played when the connection is established.
- Client bugs and wrong calculation of timers resulting in longer or shorter animation times.
- Client lag resulting in longer animation times.
- Other unknown issues resulting in longer or shorter animation times.
Due do this i wouldn't wonder if all listed animation times are wrong for at least 50-100ms and some to about ~200ms. I guess that the most derivation comes from the client.
At Wills
| Animation Time in ms | Notes |
---|
Astral Seal | 1250 | Different Animations exist |
Lance of Faith 1 | 850-900 | |
Lance of Faith 2 | 700-750 | |
Lance of Faith 3 | 1550 | All 3: 3150 |
Brand of the Sun | 1050 | |
Sacred Flame 1 | 900 | |
Sacred Flame 2 | 650 | |
Sacred Flame 3 | 925 | |
Blessing of Battle | 1550 | |
Divinity At Wills
| Channeling Rate in s | Notes |
---|
Punishing Light | 1/3s | After every ~1/3s a hit is produced. The first "hit" consumes just a tiny amount of divinity and deals no damage. The first real damage is produced at 2/3s. The animation times derivates around ~100ms. Client side Bug? |
Soothing Light | 1/3s | After every ~1/3s a heal is produced. The first "heal" consumes just a tiny amount of divinity and does not heal. The first real heal is produced at 1s. The animation times derivates around ~100ms. Client side Bug? This at will can just be used when the hp of the target is not full. Mod 15 Updated |
Both at wills need to be pressed all the time to deal damage / heal. When the button is not pressed anymore the power will immediately stop.
Encounter Powers
| Animation Time in ms | Notes |
---|
Break the Spirit | 950 | |
Prophecy of Doom | 1750-1800 | |
Divine Glow | 1050 | |
Sun Burst | 1100 | |
Healing Word | 900 | |
Searing Light | 1150 | |
Chains of Blazing Light | 1350-1400 | |
Daunting Light | 950 | |
Forgemaster's Flame | 950 | |
Exaltation | 950 | |
Bastion of Health | 1550(CD) 1750(Next Attack) | This power goes on CD, but don't allow casting another power straight after it |
Astral Shield | 1150-1250 | |
Warding Flare | 1500-1550(CD) 1700(Next Attack) | |
Geas | 900-1000 | |
Divinity Encounter Powers
Some powers
seem to have a faster time to cast other powers as follow ups. Example: After a time of 550ms dBTS allows to cast dExaltation but not dSunburst. dSunburst can be casted at 750.
| Animation Time in ms | Notes |
---|
Divinity Break the Spirit | 550 or 750 | 550 on some follow-up powers: dBTS, dExaltation, dFF and 750 on other powers. Not fully testet. |
Divinity Prophecy of Doom | 1650-1800 | high deviated |
Divinity Divine Glow | 800 | location based casting power |
Divinity Sun Burst | 800 or 900 | 800 on follow up powers: dSunburst, BotS and 900 on others. Not fully testet. The marking, that the power is activated, is not properly shown too. |
Divinity Healing Word | 700 | location based casting power |
Divinity Searing Light | 1150 | |
Divinity Chains of Blazing Light | 700 | location based casting power |
Divinity Daunting Light | 550 | location based casting power |
Divinity Forgemaster's Flame | 550 or 750 | 550 on some follow-up powers: dBTS, dExaltation, dFF and 750 on other powers. Not fully testet. |
Divinity Exaltation | 950 | |
Divinity Bastion of Health | 700 | location based casting power |
Divinity Astral Shield | 800 | location based casting power |
Divinity Warding Flare | 1000(Marking disappears) 1150(Next Attack) | |
Divinity Geas | 1000(Marking disappears) 1100(Next Attack) | |
Comments
Dailies
Effect Triggering
A power activates different stuff at different times. Examples are:- FF which goes on CD, does DMG and gives AP-GAIN at the end of the power animation, but the buff is delayed for about 500-750ms.
- BoB activates its buff at the beginning of the animation and the rest on the end.
- Divine Glow activates its buff in the middle of the animation.
Important things about buffs:- All tooltips update their damage range once the buffs are shown in the buffbar.
- The buffbar is actualized by the communication to the server. Once the connection is lost the buffbar don't actualize its buffs anymore.
- Because of point 2, this results in a far higher deviation of buff-times shown in the buffbar and thus makes testing less accurrate. As an example FF buff duration was sometimes shown longer. Like for 8.2s rather than 8s.
There is currently no plan to look deeper into effect triggering of powers and write them down. The reason for that is mostly the last point. As long they differ for such long time due to client-server communication, there is no real point in testing this from half over the world. Maybe somebody else can test this? At least here is room to put it down.Power Animation Cancelling
This paragraph goes short into the questions "What cancelles what?", "Why cancelling?" and "DC possibilities of cancelling animations".The actions that cancel other actions can be shown in a table. Actions with higher priorities normally cancel actions with lower priority.
The daily Hammer of Fate does not cancel an at will power though, but chains it after the at will. When holding down the at will before Hammer of Fate starts and then through the whole animation of Hammer of Fate, the at will will be immediately cast after ther daily.
Cancelling actions are used to either
There is not much of interest to cancel an animation on the DC. The reason for that is the time of the Dodge is larger than most other animations. The only usefulness is when the toon has to reposition itself. Then a dodge at the right time can shorten the animation time without lossing the effect of the power. Some excellent powers are Lance of Faith and HG. The first can be cast at 750 ms without loosing the effect and HG can be successfully cancelled at 750ms too thus having 1 second won for moving.
The effective cancelling times for other powers are not checked and thus not listed here. There is currently no plan to test that for other powers.
References
The issue I have is if you are not aware of what abilities cancel what or how to do it properly you will take a big damage loss or miss a big buff, etc..
I'm not going to dive into this topic much more than I know how to cancel animation, did it plenty in other games that allowed it without being ban, but it is something I am against and hope the devs can resolve this without too much fuss. If it is part of the game design, than I will adept as needed.
Other than my POV on animation cancelling I like where you are going with this post.
Any of my comments not posted in orange are based on my own personal opinion and not official.
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in PVP its very hard to cast HG (last boss tong as well). i usally dodge before casting it, but i think its cause of the control and not the animation canceling.
hammers 3 sec with the low damage expalin why its so bad (i use it only when i need the control immunity, weekly garbage tasks)