Defense angles
Ads
Re: Defense angles
Thanks, i searched very long for this.
On defense angles: you mean we shouldn't parry, dodge and block from the side only the front?
On defense angles: you mean we shouldn't parry, dodge and block from the side only the front?
Re: Defense angles
Not directly from the side which makes me think angles for front side and back were all a certain angle between 90 and 180 with some crossover.Luth wrote:Thanks, i searched very long for this.
On defense angles: you mean we shouldn't parry, dodge and block from the side only the front?

- noisestorm
- Posts: 1727
Re: Defense angles
But to come back to the core of my statement. Even if the Radii for casting and blocking are different the same scheme HOW it is handled (like my paint project before) should apply for casting as well as block/parrying and also normal melee attacking...
Re: Defense angles
Well casting is 180 frontal. Whereas some positionals have side. So there was a side angle as well for melee angles.#noisestorm wrote:But to come back to the core of my statement. Even if the Radii for casting and blocking are different the same scheme HOW it is handled (like my paint project before) should apply for casting as well as block/parrying and also normal melee attacking...
I doubt the rear angle was as large as 180 because you could quite easily avoid the rear ranged snare or sw rear ability by kiting.
Thats what makes me believe the rear and fore angles were between 90 and 180 leaving the left over angles sides.

- noisestorm
- Posts: 1727
Re: Defense angles
Check my pic above the screenshots again. the 2x 45° were meant to be the Sides. it looks a bit distorted (because it was painted..) and may not reflect the actual Degress correctly, but thats how it could actually look like. Probably the Sides are even a bit bigger like ~50° each leaving the Back with something like ~100°. I cant really remember exactly how easy/hard it was to hit Torment/AW with the armor penetration, but it wasnt too hard either.
But WHAT i can remember is, that running parallel to strafing targets always let me torment/BAL them easily
But WHAT i can remember is, that running parallel to strafing targets always let me torment/BAL them easily
Ads
Re: Defense angles
ummmm there is a difference beetween attack angle and defense angle
melee attack have 180 degree + auto facing
ranged have 360 degree (stil auto facing)
block , parry, dodge have all the same degree 180
disrupt have a 360 degree.
For positional purpose from sides it's 45 degree and the rest for back
any block dodge/disrupt made from behind /side = internet lag/server lag or long animation (remember that side and block, parry , dodge get calculate when skill get used and not at the end of animation)
This should be all, i hope to have been to help.
melee attack have 180 degree + auto facing
ranged have 360 degree (stil auto facing)
block , parry, dodge have all the same degree 180
disrupt have a 360 degree.
For positional purpose from sides it's 45 degree and the rest for back
any block dodge/disrupt made from behind /side = internet lag/server lag or long animation (remember that side and block, parry , dodge get calculate when skill get used and not at the end of animation)
This should be all, i hope to have been to help.

Re: Defense angles
Ranged was 180Tesq wrote:ummmm there is a difference beetween attack angle and defense angle
melee attack have 180 degree + auto facing
ranged have 360 degree (stil auto facing)
block , parry, dodge have all the same degree 180
disrupt have a 360 degree.
For positional purpose from sides it's 45 degree and the rest for back
any block dodge/disrupt made from behind /side = internet lag/server lag or long animation (remember that side and block, parry , dodge get calculate when skill get used and not at the end of animation)
This should be all, i hope to have been to help.

Who is online
Users browsing this forum: Bing [Bot] and 16 guests