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Staff Running & Lunge


Solarverse

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For Staff Fighting, I would just like to toss the idea out there to have an animation option or stance option in which you carry the staff in one hand, much like how you do so with other hand held weapons, instead of held in front of you making your run look very awkward. Nothing fancy.

Second, with Lunge, it appears that Lunge roots you in place long after the animation has finished. It also (counting in my head here, nothing verifiable) counts out longer than the activating time says it should. Can anyone verify?

That's it, appreciate it.

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27 minutes ago, Solarverse said:

Second, with Lunge, it appears that Lunge roots you in place long after the animation has finished. It also (counting in my head here, nothing verifiable) counts out longer than the activating time says it should. Can anyone verify?

Which Lunge? Blood Widow or Spines?

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4 minutes ago, Solarverse said:

 

Spines, I have not checked Blood Widow.

I just checked both. My Widow can start moving immediately at the end of the animation. My Spines Brute seems to have a minor delay at the end of the animation before being able to move. I wouldn't normally have noticed it if I wasn't checking for it.

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Just now, Rudra said:

I just checked both. My Widow can start moving immediately at the end of the animation. My Spines Brute seems to have a minor delay at the end of the animation before being able to move. I wouldn't normally have noticed it if I wasn't checking for it.

 

I noticed it on my Stalker when I would go to use another power that was fully recharged but wouldn't activate. So from there I started to run a test to see how long it took for me to move after the animation was finished on Lunge. Okay, so glad it is not just me then. Thank you for verifying for me.

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4 minutes ago, Rudra said:

I just checked both. My Widow can start moving immediately at the end of the animation. My Spines Brute seems to have a minor delay at the end of the animation before being able to move. I wouldn't normally have noticed it if I wasn't checking for it.

 

After checking Mids just now, they have two different cast times. Blood Widow is .83 seconds and Stalker is 1.63 seconds. Now that confuses me even more considering Widow does more damage with it than a Stalker. Also, the time that it roots you during cast time still feels longer than 1.63 seconds. I wonder if this is intentional (the cast time, not whatever the actual time is, if we were to assume it is different) or something that was a mistake? Can anyone verify? Which GM would be in charge of this that we can ask?

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20 minutes ago, Solarverse said:

 

After checking Mids just now, they have two different cast times. Blood Widow is .83 seconds and Stalker is 1.63 seconds. Now that confuses me even more considering Widow does more damage with it than a Stalker. Also, the time that it roots you during cast time still feels longer than 1.63 seconds. I wonder if this is intentional (the cast time, not whatever the actual time is, if we were to assume it is different) or something that was a mistake? Can anyone verify? Which GM would be in charge of this that we can ask?

Per City of Data, Stalker Spines Lunge has a cast time of 1.63 seconds, cast arcanatime of 1.848 seconds, an animation time of 1.633 seconds, and a root time of 1.63 seconds. (https://cod.uberguy.net/html/power.html?power=stalker_melee.spines.lunge&at=stalker)

 

That holds true for Scrappers, Tankers, and Brutes as well. Maybe it's the arcanatime we're seeing? (Edit: That or the root time for Spines Lunge is bugged....)

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6 minutes ago, Rudra said:

Per City of Data, Stalker Spines Lunge has a cast time of 1.63 seconds, cast arcanatime of 1.848 seconds, an animation time of 1.633 seconds, and a root time of 1.63 seconds. (https://cod.uberguy.net/html/power.html?power=stalker_melee.spines.lunge&at=stalker)

 

That holds true for Scrappers, Tankers, and Brutes as well. Maybe it's the arcanatime we're seeing? (Edit: That or the root time for Spines Lunge is bugged....)

 

That would depend on the definition of Arcanatime. This is the first time I can recall hearing this terminology.

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8 minutes ago, Solarverse said:

 

That would depend on the definition of Arcanatime. This is the first time I can recall hearing this terminology.

A measure of the actual time it takes to fully activate one power and become ready to activate another, after adjusting for the small additional delays introduced by the game's animation system. (https://homecoming.wiki/wiki/ArcanaTime)

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2 minutes ago, Rudra said:

A measure of the actual time it takes to fully activate one power and become ready to activate another, after adjusting for the small additional delays introduced by the game's animation system. (https://homecoming.wiki/wiki/ArcanaTime)

 

Well then that would explain it. I can't fathom why it needs such a long Arcanatime and Activation time, but that sounds to me like it's working as intended, which is a bummer.

Well, only thing left on the board then is a possible animation change when running with a Staff, lol.

 

Really appreciate your help, Rudra.

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29 minutes ago, Solarverse said:

 

Well then that would explain it. I can't fathom why it needs such a long Arcanatime and Activation time, but that sounds to me like it's working as intended, which is a bummer.

Well, only thing left on the board then is a possible animation change when running with a Staff, lol.

 

Really appreciate your help, Rudra.

Bear in mind though, the arcanatime is not the full 1.848 seconds. The listed cast arcanatime is the cast time+arcana time. (The arcanatime itself being 0.218 seconds.) So there is a good chance there is a bug showing up in Lunge's root time. Doesn't hurt to point it out and maybe have a dev take a look.

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8 hours ago, Solarverse said:

I can't fathom why it needs such a long Arcanatime and Activation time

From my understanding, there are 2 components at play:

1. The game needs a brief pause to determine that animation A has stopped and now animation B can play, and...

2. There is a certain minimum amount of time the game needs between you inputting a command to activate a power on your client, then checking against the server to make sure said power is in fact ready for use and that there aren't any other conditions that would prevent you from using said power, (valid target, valid placement of you and the target, etc).  

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6 minutes ago, biostem said:

From my understanding, there are 2 components at play:

1. The game needs a brief pause to determine that animation A has stopped and now animation B can play, and...

2. There is a certain minimum amount of time the game needs between you inputting a command to activate a power on your client, then checking against the server to make sure said power is in fact ready for use and that there aren't any other conditions that would prevent you from using said power, (valid target, valid placement of you and the target, etc).  

 

So would the Widow version have the same issue or is this something that is synonymous with the other classes besides Widow?

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35 minutes ago, biostem said:

From my understanding, there are 2 components at play:

1. The game needs a brief pause to determine that animation A has stopped and now animation B can play, and...

2. There is a certain minimum amount of time the game needs between you inputting a command to activate a power on your client, then checking against the server to make sure said power is in fact ready for use and that there aren't any other conditions that would prevent you from using said power, (valid target, valid placement of you and the target, etc).  

 

28 minutes ago, Solarverse said:

 

So would the Widow version have the same issue or is this something that is synonymous with the other classes besides Widow?

Well, when I checked my Widow's Lunge, I walked up to a target, hit Lunge, and then immediately tried moving. The Widow's Lunge animation played and at the end of the animation, my Widow immediately started moving. However, when I did the exact same thing with my Spines Brute, there was a minor pause before my Brute started moving. So, sorry @biostem, but that doesn't actually seem to explain the situation.

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