2010-06-19, 04:33 AM
Fiel, are there any player animations that go along with the changed final attack, not just the hit animation?
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[1.2.319] [ENG] Adventurer skill revamps
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2010-06-19, 04:33 AM
Fiel, are there any player animations that go along with the changed final attack, not just the hit animation?
2010-06-19, 04:34 AM
Lasten Wrote:Interesting. i realised i mistyped final attack as final strike -.-
2010-06-19, 04:38 AM
Cancambo Wrote:Fiel, are there any player animations that go along with the changed final attack, not just the hit animation? A script pulls out all of the animations. What you see is all there is (and yes, I double checked on Final Attack just to be sure).
2010-06-19, 04:43 AM
Didn't Shikage or someone have a warrior in KMST? This would so easy to verify if someone would try it out.
2010-06-19, 04:44 AM
Fiel Wrote:A script pulls out all of the animations. What you see is all there is (and yes, I double checked on Final Attack just to be sure). Doesnt Final Attack have its animation together with the swing/attack animations in character.wz?
2010-06-19, 04:55 AM
Fiel Wrote:A script pulls out all of the animations. What you see is all there is (and yes, I double checked on Final Attack just to be sure). Hmmmm. Well what I was getting at was that if there is no swing animation and just a hit animation, it might clue in as to how the new FA will work. Perhaps, due to the lack of a swing animation, this could mean that it does not chain on another attack like it does now. Maybe this shows that it works, as prosposed above, by just making your attacks stronger at a certain percentage. When this happens, perhaps, it changes the hit animation, sort of like how criticals change how your damage looks.
2010-06-19, 05:05 AM
Cancambo Wrote:Hmmmm. Well what I was getting at was that if there is no swing animation and just a hit animation, it might clue in as to how the new FA will work. Perhaps, due to the lack of a swing animation, this could mean that it does not chain on another attack like it does now. Maybe this shows that it works, as prosposed above, by just making your attacks stronger at a certain percentage. When this happens, perhaps, it changes the hit animation, sort of like how criticals change how your damage looks. What do you mean when you say "swing animation"? Do you mean the animation of the sword as it swings (Afterimage.img) or the animation of the character as it swings (00002000.img) or the animation of the skill as it swings (Skill.wz)? You're losing me.
2010-06-19, 05:07 AM
Fiel Wrote:What do you mean when you say "swing animation"? Do you mean the animation of the sword as it swings (Afterimage.img) or the animation of the character as it swings (00002000.img) or the animation of the skill as it swings (Skill.wz)? You're losing me. Probably afterimage, there wasnt any animations in skill.wz before and after this patch
2010-06-19, 05:11 AM
Fiel Wrote:What do you mean when you say "swing animation"? Do you mean the animation of the sword as it swings (Afterimage.img) or the animation of the character as it swings (00002000.img) or the animation of the skill as it swings (Skill.wz)? You're losing me. I guess it is probably afterimage. What I mean is, as you swing your sword through the air, there is sort of a trail that follows your sword. That trail is changed by using different skills (slash blast, power strike, FA, etc.) FA currently has its own "trail," yes? Is that "trail" still there?
2010-06-19, 05:19 AM
Cancambo Wrote:I guess it is probably afterimage. What I mean is, as you swing your sword through the air, there is sort of a trail that follows your sword. That trail is changed by using different skills (slash blast, power strike, FA, etc.) FA currently has its own "trail," yes? Is that "trail" still there? Afterimage happens on all attacks. Power Strike, Slash Blast and all other skills appends their effect-images in front of that. If it's not there, then that means that the skill is passive, or that it just doesn't have an effect. From what I know, all active/buff-skills do have an effect when used.
2010-06-19, 06:10 AM
There are some skills where there's an afterimage override, such as spear/polearm fury, band of thieves, and blast.
2010-06-19, 06:11 AM
Lasten Wrote:Brandish on (6) Normal has a delay of 840ms. Brandish also hits three monsters. It does more damage per hit so it has better knock back probability if you're having issues reaching the required amount, and it's faster so it can pin better unless the monster has an awkward delay. Speeds are all the same ratio, give or take like 5% for rounding, so at Fastest (2), the damage ratio between two skills should be the same as they are at Slower (8). It appears that Dark Knight's Rush has a delay of 1920ms while the others have 600ms. Typo or bug?
2010-06-19, 07:13 AM
i meant old brandish is stronger than brave slash in my other post, but it seems some people calculated and the new nooby brandish is also stronger than brave slash! OMG UNDERPOWERED BRAVE SLASH. There's extra range tho... in different maps heroes will prob have to switch between attacks
2010-06-19, 07:20 AM
For that it would make more sense.
Final attack is now looking to be less useless by the moment. But maybe they'll remove the animation and replace it with the damage and critical boost that it provides. But doing that Final attack would turn into some sort of "Critical Hit". Or, remove Final Attack and replace it with critical. That'll make more sense.
2010-06-19, 07:21 AM
am I the only one who noticed the epic animation for Heroes new attack in 4th job?
2010-06-19, 08:17 AM
Adramelech Wrote:am I the only one who noticed the epic animation for Heroes new attack in 4th job? its good, but ctrl is the most epic animation ive ever seen!
2010-06-19, 01:24 PM
It would be sick if they split the paradigm completely with pally's and heroes. Imagine if heroes only used 2-h and pally's only used 1-hand sheilds. It would make sense with the skill animations. The three choices would mix things up if the formulas were made accordingly to something like unstable(low minimum but insane maximum) middle(decent minimum with decent maximum) stable (high minimum low maximum)
2010-06-19, 01:31 PM
Arroz Wrote:It would be sick if they split the paradigm completely with pally's and heroes. Imagine if heroes only used 2-h and pally's only used 1-hand sheilds. It would make sense with the skill animations. The three choices would mix things up if the formulas were made accordingly to something like unstable(low minimum but insane maximum) middle(decent minimum with decent maximum) stable (high minimum low maximum) Actually this is how it's working in other MMORPGs. warrior types are seperated by the weapons they use. Paladins using 1hand+shield makes sense as them being a "defensive" job, and Hero's being just an all out attacking, 2h weapon using job, when Dark Knight being thrown to the mix as another form of playing (berserk, dragon skills). Notice how only Paladins have shield skills now. For this to make sense though, Paladins need a good party skill.
2010-06-19, 01:35 PM
Blup Wrote:Actually this is how it's working in other MMORPGs. warrior types are seperated by the weapons they use. Paladins using 1hand+shield makes sense as them being a "defensive" job, and Hero's being just an all out attacking, 2h weapon using job, when Dark Knight being thrown to the mix as another form of playing (berserk, dragon skills). Notice how only Paladins have shield skills now. Threaten can be considered a party skill....I guess. |
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