Dragon Talon

Figuring the speed of Dtalon will require knowing one other parameter of attack animations which I did not talk about in the general mechanics section of this document. The additional parameter which we need to know about in order to figure the speed of a Dtalon attack is called the FrameDataActionFlag. This parameter tells us on which Aframe the animations “action” happens. In the case of Dtalon, this tells us at what point during the kick animation the hit actually happens on. On most attacks, this parameter doesn't need to be known in order to figure the speed of the whole attack animation. Dtalon is, however, what is called a “rollback” attack. This means that in order to achieve the multiple kicks, the counter is rolled back and Aframes get repeated to generate multiple hits. Dtalon is what is called a 100% rollback attack. That means that the counter will be rolled back all the way to zero in order to repeat the animation for multiple kicks. We need to know where the hit acutally happens because that is where the animation has to play through to before it can be rolled back. If it didn't play through to that point, we could show multiple kicks, but wouldn't actually get the server to register damage for them. The FrameDataActionFlag for Dtalon is 04. That means the Aframe 04 is the where the animation must get to before we can begin the next kick. Looking at our chart of counter value ranges tells us that the counter must equal at least 1024 for the Aframe to be 04. That will be our counter target for repeating the intitial frames in order to repeat the kick. This maybe will be clearer if we just run through a 2 kick Dtalon example real quick.

The parameters for Dtalon:
AnimationSpeed = 256
DrawnFrames = 13 (numbered from 00 to 12)
FrameDataActionFlag = 04
base = 100
EIAS = 0, I'm going to run this through without EIAS affecting the speed this first time.

This leaves us with a terminating value of 3328 and an increment value of 256

So, let's get started.

Game tick 1
counter is incremented, counter equals 256
is counter>=3328? No
Aframe 01 is shown
is counter >=1024? No

Game tick 2
counter is incremented, counter = 512
is counter>=3328? No
Aframe 02 is shown
is counter >=1024? No

Game tick 3
counter is incremented, counter = 768
is counter >=3328? No
Aframe 03 is shown
is counter >= 1024? No

Game tick 4
counter is incremented, counter = 1024
is counter >=3328? No
Aframe 04 is shown
is counter>=1024? YES
More actions needed? YES
counter is rolled back to 0

Game tick 5
counter is incremented, counter = 256
is counter>=3328? No
Aframe 01 is shown
is counter>= 1024? No

Game tick 6
counter is incremented, counter = 512
is counter>=3328? No
Aframe 02 is shown
is counter>=1024? No

Game tick 7
counter is incremented, counter = 768
is counter>=3328? No
Aframe 03 is shown
is counter>=1024? No

Game tick 8
counter is incremented, counter = 1024
is counter >=3328? No
Aframe 04 is shown
is counter >=1024? YES
more actions needed? NO
animation continues normally

.
.
.
Game tick 16
counter is incremented, counter = 3072
is counter >=3328? No
Aframe 12 is shown
is counter >=1024? YES
more actions needed? NO
animation continues normally

Game tick 17
counter is incremented, counter = 3328
is counter >=3328? YES
animation over
get data for next animation, calculate new increment and terminating values, reset counter
start next animation on this tick.

As you can see from this, the first kick took from tick 1 to tick 4 to complete. The second kick took from tick 5 to tick 16 to complete. The animation as a whole took 16 ticks. However, Dtalon speeds are usually referred to by list the number of ticks it takes for the last kick followed by the number of ticks it takes to complete each of the initial kicks. So, the speed of our 2 kick Dtalon attack with 0 EIAS would be listed as 12/4. Due to this reverse notation, the kicks are generally referred to in the opposite of when the occur in reality. For our example, the 7 tick kick is usually called the main kick and the 4 tick kick is called the follow-up kick. This is despite the fact that the 4 tick kick actually takes place first. It's become the accepted way of talking about Dtalon kicks, so I don't argue the point that the notation would be much more accurate if the kick speed was listed as 4/7. Not that big of a deal to me.

An even better way to note Dtalon speed would be to call our 0 EIAS example a 4/8 Dtalon. That's 4 ticks for each kick and 8 ticks added on after the last kick to finish the animation. This works well for figuring the total number of ticks it takes to complete the whole animation. If you had a 6 kick talon, you have 6*4+8=32 ticks to complete the entire animation. I couldn't see this as being accepted very widely either as it runs contrary to the way the kicks are currently noted.

Next, I want to explain why it is not possible to get a 2 tick kick out of Dtalon. This has been debated over and over since patch 1.10 came out and far more people began using Dtalon. The majority of people playing Dtalon assassins on bnet still believe they can get 2 tick kicks out of Dtalon. So, let's look at this. First of all, I'll just run through the first part of a Dtalon attack with the maximum increment value you can get. Remember, the value of the (base+EIAS) part of the increment equation is capped at 175. This means we can find the fastest speed Dtalon is capable of if we just figure the increment with 175 put in place of this part of the equation.

Increment_value = AnimationSpeed * (base + EIAS) / 100 = 256*175/100=448

So, 448 is the highest value we can get for the increment with Dtalon. We won't get this animation to play any faster than this. Let's run through the first kick of a Dtalon attack with this as our increment.

Game tick 1
counter is incremented, counter = 448
is counter >=3328? No
Aframe 01 is shown
is counter >=1024? No

Game tick 2
counter is incremented, counter = 896
is counter >=3328? No
Aframe 03 is shown
is counter >=1024? No

Game tick 3
counter is incremented, counter = 1344
is counter >=3328? No
Aframe 05 is shown
is counter >=1024? YES
more actions needed?

Stop here. As you can see, even at the highest increment value you can have, it took 3 ticks to get to the point where the counter is rolled back and the next kick is started. Given the cap on the (base + EIAS) portion of the equation, it's impossible to attain 2 tick kicks. So how did it get so widely reported that it was possible to attain 2 tick kicks? I've given that answer already, it's just been spread out across everything I've posted so far.

At the end of most of the animation walkthroughs I given so far has been a line along these lines:

“start next animation on this tick.”

The tick where the terminating value is reached isn't counted in the speed of an attack animation. The equation I ended my last post with reflected this by subracting one at the end of the equation.

fpa = {(256*DrawnFrames) / [AnimationSpeed*(base + EIAS)/100]}-1

If that equation is applied to Dtalon's multiple kicks, it shows that 2 tick kicks are possible. However, look again at the end of the short Dtalon examples I've listed:

Game tick 4
counter is incremented, counter = 1024
is counter >=3328? No
Aframe 04 is shown
is counter>=1024? YES
More actions needed? YES
counter is rolled back to 0

Although the counter is rolled back to zero on this tick, the next animation for the next kick does not start on this tick, it starts on the next one. Thus, there is no need to subtract 1 at the end. Simple error, really. Unless one runs through the data as I just did for you or did some speed testing at or near the maximum increment value, it wouldn't be something you would really realize. I wish I had been the one to notice this all, but I wasn't. Brianc84 did a lot of testing after I posted the c/c attack speed basics document and found this answer.

Lastly, none of the parameters for the kick attacks change due to what weapon type you are using. Your weapon's WSM will matter when you figure you EIAS amount, but the animation parameters for DrawnFrames and AnimationSpeed won't be any different. So, for Dtalon, I can just give one set of parameters which will apply to any weapon you choose to use. Those parameters are:

AnimationSpeed = 256
DrawnFrames = 13
base = 100
FrameDataActionFlag = 04

You can find EIAS and BoS/IAS tables for Dtalon here. 7 fpa is the fastest this attack will go with any weapon.

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