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Thread: Melee hits and delay     submit to reddit submit to twitter

  1. #1
    BEES OH GOD BEES
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    Melee hits and delay

    This is probably a lame question, but I'd like to know for sure how it works.

    I've noticed, right before I e.g. 2hr on DRK and put up all my speed buffs, that the increase in speed doesn't take effect until after my next melee hit. Something to compare it to would be recast timers on spells; once the spell is cast, the recast starts counting down, and adding haste while the recast is still counting down doesn't actually affect the current time required before the next hit. Is this the case with melee hits as well, or is it just something that the melee animation makes it look like?

    Idk how it works, this is just what I've observed. Would love to know how it really works.

  2. #2
    Ruke
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    Re: Melee hits and delay

    All delay reductions and haste for an attack round are calculated after the last one finishes, and once that's done it doesn't change. Exactly comparable to what you said, with how if you cast a spell, no amount of haste/fast cast gear put on after will reduce the recast after it.

    So, if you just finished swinging a GA with no haste or delay reduction, no matter what happens in between time you have to wait 504 delay until your next swing. If you put on 25% haste gear, got 15% haste from spell, used hasso, and got marchx2 all in the time before that next swing it wouldn't change a thing. But, after the next swing you'd now have a much lower delay.

    You see this most often with MNK and hundred fists.

  3. #3
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    Re: Melee hits and delay

    ty for the fast reply (*'-')b

  4. #4
    assburgers
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    Re: Melee hits and delay

    The min-maxer in me actually worries every time I get a melee round off during a WS, because of the Hecatomb slow. I actually try to time my WS macro rhythm just after a swing goes off to try and avoid that in lower haste situations.

    Also why I like to buff up just before/as I draw my weapon in those situations, as it seems like the loss of not having your weapon out for the half a second while you pull it out is made up for by not having that full delay swing at the beginning.

  5. #5
    Relic Horn
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    Re: Melee hits and delay

    Since this was answered so quickly, I'll add another question to it:

    What is the delay added to your attack round for using an ability? I assume it's static and doesn't matter how long the animation is or which ability is used (based on playing Dancer), but is there a specific delay related to it that we know?

    I know there's a 150(or thereabouts) delay from when you engage to when you hit it, regardless of buffs/debuffs/gear/weapon etc.

  6. #6
    assburgers
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    Re: Melee hits and delay

    Ya know, I honestly think the timing of animation delay matters a lot.

    I can't say for certain, but it seems like it's purely from the animation.

    When they get blinked out, or overridden (like when you swing mid zerk/third eye/voke effect), it doesn't "FEEL" like it's adding much, if any, delay.

    I'd guess it wouldn't be too hard to test with a Stage 1 Relic.

  7. #7
    VZX
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    Re: Melee hits and delay

    Quote Originally Posted by Wizerd
    Since this was answered so quickly, I'll add another question to it:

    What is the delay added to your attack round for using an ability? I assume it's static and doesn't matter how long the animation is or which ability is used (based on playing Dancer), but is there a specific delay related to it that we know?

    I know there's a 150(or thereabouts) delay from when you engage to when you hit it, regardless of buffs/debuffs/gear/weapon etc.
    I think that depends on JA, though most of them have about ~1 second delay. 1 exception I can think of is Choco jig

  8. #8
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    Re: Melee hits and delay

    Quote Originally Posted by Max™
    Ya know, I honestly think the timing of animation delay matters a lot.

    I can't say for certain, but it seems like it's purely from the animation.

    When they get blinked out, or overridden (like when you swing mid zerk/third eye/voke effect), it doesn't "FEEL" like it's adding much, if any, delay.

    I'd guess it wouldn't be too hard to test with a Stage 1 Relic.
    I would say it stun you for a fixed delay and reset your next round after.
    The stun delay range from ~0.5sec for most JA to , 1-2sec for longer one like tomahawk

  9. #9
    TSwiftie
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    Re: Melee hits and delay

    I've actualli been planning on testing this. I want to finish my MND/Slow stuff before I get around to it though =x

  10. #10
    Relic Horn
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    Re: Melee hits and delay

    I did some basic tests on Dancer/Thief with:

    Quickstep
    Spectral Jig
    Chocobo Jig
    Curing Waltz
    Sneak Attack
    Flee

    As well as a few without using any abilities. All I did was use timestamp combined with a macro setup like this:

    /attack <t>
    /p /
    /wait 1
    /ja <Ability here>

    And then I watched the time from / to my first hit. In the case of no abilities, I simply took out the last 2 lines. The results seemed to show using an ability gives a 2 second added delay (maybe something more concrete like 100 delay, rather than 120).

    Without any abilities, the common result was 4 seconds, with 5 seconds appearing sometimes.

    With an ability, it was 6 seconds, with 7 appearing about as often as 5 appeared for the former.

    It didn't seem to matter what ability I used. Chocobo Jig has a very long animation, and I still hit the mob after 6 seconds. In contrast, Sneak Attack has a very very short animation, and I still hit after 6 seconds, no sooner.

    These aren't 100% reliable tests because of the simplicity, but they satisfy me. I didn't test changing gear during animation because I was naked on Dancer.

  11. #11
    assburgers
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    Re: Melee hits and delay

    Good testing idea, I'll have to screw around with that later.

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