Link.
Link.
Hate to say it, but it looks pointless to even bother doing these. Pretty sure your DPS isn't coming from your auto-attacks
No no no no no no no no. The reload animation canceling in ME3MP was bad enough, even if it was an intentional feature.
I mean, I used it because it turned a claymore-wielding krogan vanguard into an unstoppable killing machine, but I did not enjoy doing the canceling.
your DPS isn't coming from your auto-attacks
![]()
You have to do something in between cooldowns, right?
I'm not sure if it is a significant DPS increase since the final staff attack launches 3 projectiles for a total of 8 per sequence compared to only 3 for the animation cancel sequence. I think you can get 3 canceled sequences in the time it takes to do a full sequence so in truth you are only getting 1 extra attack. I will admit that the advantages to canceling after the third attack are that you are far more mobile and can reposition quickly since the attack animations are much shorter; it also avoids overkilling the enemy with the final attack. Also, as noted by Gathering Storm tests, you can achieve your max cooldown reduction much more quickly.
I still use this method to chain skills more quickly since it is much easier to attack 3 times, cast a spell, attack 3 times, move, etc. than it is to try and complete the full sequence. Worse yet, you will suffer a DPS loss should you execute the 4th or 5th attack and be unable to complete the final attack that launches three projectiles. In the end I find this method far more beneficial for mages due to the other factor instead of being a straight DPS gain.
No no no no no no no no. The reload animation canceling in ME3MP was bad enough, even if it was an intentional feature.
I mean, I used it because it turned a claymore-wielding krogan vanguard into an unstoppable killing machine, but I did not enjoy doing the canceling.
You realize that animation cancelling is in basically every combat game ever made right?
Hate to say it, but it looks pointless to even bother doing these. Pretty sure your DPS isn't coming from your auto-attacks
you never complete an auto attack cycle when playing a mage? Do you just stand still when your abilities are on cooldown?
I'm not sure if it is a significant DPS increase since the final staff attack launches 3 projectiles for a total of 8 per sequence compared to only 3 for the animation cancel sequence. I think you can get 3 canceled sequences in the time it takes to do a full sequence so in truth you are only getting 1 extra attack. I will admit that the advantages to canceling after the third attack are that you are far more mobile and can reposition quickly since the attack animations are much shorter; it also avoids overkilling the enemy with the final attack. Also, as noted by Gathering Storm tests, you can achieve your max cooldown reduction much more quickly.
I still use this method to chain skills more quickly since it is much easier to attack 3 times, cast a spell, attack 3 times, move, etc. than it is to try and complete the full sequence. Worse yet, you will suffer a DPS loss should you execute the 4th or 5th attack and be unable to complete the final attack that launches three projectiles. In the end I find this method far more beneficial for mages due to the other factor instead of being a straight DPS gain.
The final 3 projectiles home in, go through walls, floors and obstacles. Id much rather complete a full cycle than cancel it halfway through personally, but I see your point.
you never complete an auto attack cycle when playing a mage? Do you just stand still when your abilities are on cooldown?
When my abilities are on cooldown, I am usually moving onto the next area cause everything is dead.
And If I have time enough to do multiple attack cycles, I have skills that will be ready to use.
When my abilities are on cooldown, I am usually moving onto the next area cause everything is dead.
And If I have time enough to do multiple attack cycles, I have skills that will be ready to use.
If you are killing everything in a single cast then you should probably move on from routine.
If you are killing everything in a single cast then you should probably move on from routine.
Nah, 4 people on perilious with uniques can wipe things fast with AOES/CC.
Course I can never find games for perilious, so I do threatening, in which the single cast scenario usually happens
Nah, 4 people on perilious with uniques can wipe things fast with AOES/CC.
Course I can never find games for perilious, so I do threatening, in which the single cast scenario usually happens
Okay, grats you have ilvl 23 purples. How about some perspective for those with inferior weapons who can't one shot mobs. This method obviously isn't pointless now is it for those who want to contribute as much DPS (DAMAGE PER SECOND) as possible.
Nah, 4 people on perilious with uniques can wipe things fast with AOES/CC.
In other news, water is wet and the sky is blue.
Okay, grats you have ilvl 23 purples. How about some perspective for those with inferior weapons who can't one shot mobs. This method obviously isn't pointless now is it for those who want to contribute as much DPS (DAMAGE PER SECOND) as possible.
Then go ahead and do it?
You realize that animation cancelling is in basically every combat game ever made right?
Not true, and even if it were, that wouldn't make it a good thing.
Not true, and even if it were, that wouldn't make it a good thing.
Not true, and even if it were, that wouldn't make it a good thing.
Name 3 modern combat games which do not have any form of animation cancelling.
I can accept animation cancelling in fighting games, they are allowed by devs to add a greater skill ceiling, and skilled cancelling can do some impressive things.
On the other hand, running around in Counterstrike with an AWP macro that on fire auto swaps to your pistol and back isn't skill, it's a blatant unfair advantage. The only difference is this is coop, so someone else having an advantage doesn't necessarily negatively impact you, but I still find issue with it.