Defense angles

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: Defense angles

Post#11 » Mon Feb 02, 2015 3:59 pm

Image

Ads
Luth
Posts: 2840

Re: Defense angles

Post#12 » Mon Feb 02, 2015 4:02 pm

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?

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: Defense angles

Post#13 » Mon Feb 02, 2015 4:10 pm

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?
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.
Image

User avatar
noisestorm
Posts: 1727

Re: Defense angles

Post#14 » Mon Feb 02, 2015 4:15 pm

Wasnt Dodge the same like Disrupt at 360° ?

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: Defense angles

Post#15 » Mon Feb 02, 2015 4:29 pm

noisestorm wrote:Wasnt Dodge the same like Disrupt at 360° ?
I think it was
Image

User avatar
noisestorm
Posts: 1727

Re: Defense angles

Post#16 » Mon Feb 02, 2015 5:42 pm

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...

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: Defense angles

Post#17 » Mon Feb 02, 2015 6:10 pm

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...
Well casting is 180 frontal. Whereas some positionals have side. So there was a side angle as well for melee angles.#
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.
Image

User avatar
noisestorm
Posts: 1727

Re: Defense angles

Post#18 » Mon Feb 02, 2015 7:41 pm

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

Ads
User avatar
Tesq
Posts: 5713

Re: Defense angles

Post#19 » Mon Feb 02, 2015 8:11 pm

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.
Image

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: Defense angles

Post#20 » Mon Feb 02, 2015 11:04 pm

Tesq 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.
Ranged was 180
Image

Who is online

Users browsing this forum: Ahrefs [Bot] and 24 guests