When Do Cooldowns Begin?
The cooldown starts at the END of the animation, not the beginning. So if an attack has a 10 second recharge, and a 3 second animation, the cycle time for the power is 13 seconds.
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Cooldown starts at the end of the animation. There will be 10 seconds between the two animations in your hypothetical example.
Also, don't forget Arcanatime:
http://wiki.cohtitan.com/wiki/Arcanatime
IIRC, the ONE exception to this rule is the T9 in Dual Pistols - but that's because to get the Animation-time-defense-bonus to work right, the power's duration starts right away.
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I'm putting together some theorycrafting on attack chains, but I realized I wasn't sure when the cooldown starts on abilities. Is it at the beginning of the animation or the end?
For example, if an ability has a 3 second cast time and a 10 second cooldown, are there 10 seconds or 7 seconds between the two animations? |
So to be very specific, in your example above there will be 13 seconds between the *start* of the first animation and the *start* of the second one.
Your actual question is a little more complex. Animations can last shorter or longer than the cast time, although they are normally approximately the same length. If you are measuring the animation duration itself somehow (say, by recording the sequence and playing the animation back frame by frame) the time will be about 10 seconds between the end of the first animation and the start of the second one, but probably slightly more than that. The reason isn't technically the aforementioned Arcanatime, but just because cast times are normally set to be slightly higher than animation durations. Arcanatime causes the rooted time to be slightly longer than the animation duration, which means there tends to be an impossible to eliminate pause between attacks that is due to the game's combat clock only ticking eight times per second, and the game engine trying to align visual activity to the 30/sec animation clock.
If you are theorycrafting attacks, the things you probably need to know the most is that Arcanatime dictates how long an attack "takes" and therefore how fast a sequence of attacks can execute; attacks generally start recharging when their cast time expires (NOT arcanatime); and if you construct an attack chain that has a power recharging the *instant* it needs to be used that will often be too close to actually use, real chains generally require about 0.125 to 0.2 seconds of leeway to make sure an attack recharges "just in time" to be used.
** Oddly, the "tiny delay" that shows up in measurements tends to show up with multi-attack chains and disappear in single attack tests, which is odd but may suggest a difference between activation and queuing powers
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IIRC, the ONE exception to this rule is the T9 in Dual Pistols - but that's because to get the Animation-time-defense-bonus to work right, the power's duration starts right away.
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("Rooted" for those not familiar has a technical meaning to the City of Heroes game engine: it means that while this animation is playing the game client will not allow the player to activate any other powers or use movement controls, and the game engine will not allow the game client to attempt to activate any other powers.)
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If I remember correctly, Hail of Bullets has a cast time of zero, so it begins recharging immediately upon activation. Its not an exception to the rule in that sense.
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Interesting avatar by the way.
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net
Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
AHAHAHAHAHA. Arcanaville, I love your new user icon. It totally screwed with my head.
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If only her join date and post count could read Arcanaville as well.
Until I see something that states to the contrary, going to assume VK is right .
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AHAHAHAHAHA. Arcanaville, I love your new user icon. It totally screwed with my head.
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Random offtopic question - if posting Arcanaville's name multiple times in a thread summons Arcanaville, does Arcanaville's own forum name + title + avatar create an infinite loop of summoning?
"My inner mind has become a reality-cracking overgod. He torments me! Help!"
AHAHAHAHAHA. Arcanaville, I love your new user icon. It totally screwed with my head.
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I would of figured it out right away but someone mentioned the villain skin to our alpha-fading math genius.
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
Arcanaville - Arcanaville - so cool they named it twice!
Rats, now I am going to be humming that in my head all day....arghhhh
So many cats - So few recipes!
Age is of no importance,
unless you are a cheese!
("Rooted" for those not familiar has a technical meaning to the City of Heroes game engine: it means that while this animation is playing the game client will not allow the player to activate any other powers or use movement controls, and the game engine will not allow the game client to attempt to activate any other powers.)
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I wanted to ask, how is it mechanically possible to skip the rooting time of some powers? I know strafing with certain directions can skip the rooting time, and I also reguarly skip weapon redraw by untargeting/Queueing an attack to retarget to skip animation.
If you've got a Weapon/Regen character, use MoG without a target, then click an attack twice to skip the long rooting time of MoG. The first time hitting it, you'll target an enemy, the next you'll queue the attack and draw your weapon during the MoG animation (instead of after).
You can't use any powers during it, but it allows movement (and drawing your weapon).
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I've bolded that specific part.
I wanted to ask, how is it mechanically possible to skip the rooting time of some powers? I know strafing with certain directions can skip the rooting time, and I also reguarly skip weapon redraw by untargeting/Queueing an attack to retarget to skip animation. If you've got a Weapon/Regen character, use MoG without a target, then click an attack twice to skip the long rooting time of MoG. The first time hitting it, you'll target an enemy, the next you'll queue the attack and draw your weapon during the MoG animation (instead of after). You can't use any powers during it, but it allows movement (and drawing your weapon). |
So long as the power is also under its cast time, you won't be able to activate any other powers because there is a separate lockout for that. But you will be able to move, because cast time alone doesn't block movement controls. Only rooted animations do that.
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Alright, so powers have both a cast time and root time. Cast time prevents other powers, root time prevents movement.
Then there's a current bug that can skip the root time of some powers, but not the cast.
Think I understand that, thanks.
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I'm putting together some theorycrafting on attack chains, but I realized I wasn't sure when the cooldown starts on abilities. Is it at the beginning of the animation or the end?
For example, if an ability has a 3 second cast time and a 10 second cooldown, are there 10 seconds or 7 seconds between the two animations?
Wrath smash good.