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View Full Version : Game Mechanics: attack reset and spell casting


Palemoon
08-15-2012, 11:18 PM
I've noticed on all the characters i've played here that they seem to be under the effect and benefit from a boost to hybrids that happen later in our timeline:

Melee attack timers will no longer be reset when a SK, Paladin, or Ranger cast a spell. Previously these classes had to wait a full attack delay after casting before they would attack via melee again.


http://www.tski.co.jp/baldio/patch/20010109.html

kaev
08-15-2012, 11:58 PM
That note is (was) inaccurate. The way it worked originally was that attack delay ignored whether or not you were casting a spell, so if you cast quick enough it had no effect on melee, but if your cast overlapped your next swing time you lost the swing (regardless, you did not have to wait a full delay after the cast completed.) The change was that if your cast overlapped your swing you would swing immediately following the cast (i.e. how it is on p99.)

([edit]Example of quick cast in combat was if you weren't lagged to badly you could Yaulp between swings, esp. with a two-hander equipped.)

I do recall that non-hybrid casters did not get the improved behavior until much later.

This does make me wonder how many (if any) of the mechanics here are innacurate because of relying on incorrect patch notes...