Breakpoints & Animations
Last Updated:March 3, 2024|Changelog
The Diablo 2 engine runs at 25 Frames per Second (FPS). Every action a character performs requires a specific number of frames to complete. Frames can't be broken down into fractions, therefore you have to reduce the count by a complete Frame to shorten the animation length, leading to the Breakpoints of the animation. We can improve the Cast Rate, Hit Recovery, Block Rate and Attack Rate through their corresponding Affixes on gear or Skill effects. Each of these animations has their own calculation on how to reduce its Frame count, which we go into detail in their respective sections. This leads to a table of numeric values that can be reached for each of them, the so-called "Breakpoints". Due to the complexity of Attack Speed, it is covered in our Attack Speed article.
Class Breakpoints
Cast Rate
The Cast Rate of the Amazon depends on the Weapon she is using.
Using a Bow
Faster Cast Rate | Cast Frames | Action Flags |
0 | 19 | 10 |
7 | 18 | 10 |
14 | 17 | 9 |
22 | 16 | 9 |
32 | 15 | 8 |
48 | 14 | 8 |
68 | 13 | 7 |
99 | 12 | 7 |
152 | 11 | 6 |
Crossbow or Two-Handed-Swords
Faster Cast Rate | Cast Frames | Action Flag |
0 | 19 | 12 |
7 | 18 | 12 |
11 | 18 | 11 |
14 | 17 | 11 |
22 | 16 | 11 |
26 | 16 | 10 |
32 | 15 | 10 |
48 | 14 | 9 |
68 | 13 | 9 |
86 | 13 | 8 |
99 | 12 | 8 |
152 | 11 | 8 |
180 | 11 | 7 |
No Weapon
Faster Cast Rate | Cast Frames | Action Flags |
0 | 19 | 11 |
7 | 18 | 11 |
13 | 18 | 10 |
14 | 17 | 10 |
22 | 16 | 10 |
29 | 16 | 9 |
32 | 15 | 9 |
48 | 14 | 9 |
56 | 14 | 8 |
68 | 13 | 8 |
99 | 12 | 8 |
113 | 12 | 7 |
152 | 11 | 7 |
Two-Handed Staves, Hammers, Axes, Polearms, Spears, One-Handed Knives, or Javelins
Faster Cast Rate | Cast Frames | Action Flags |
0 | 19 | 13 |
7 | 18 | 13 |
10 | 18 | 12 |
14 | 17 | 12 |
22 | 16 | 12 |
23 | 16 | 11 |
32 | 15 | 11 |
42 | 15 | 10 |
48 | 14 | 10 |
68 | 13 | 10 |
72 | 13 | 9 |
99 | 12 | 9 |
133 | 12 | 8 |
152 | 11 | 8 |
Hit Recovery Rate
Faster Hit Recover | Hit Recovery Frames |
0 | 11 |
6 | 10 |
13 | 9 |
20 | 8 |
32 | 7 |
52 | 6 |
86 | 5 |
174 | 4 |
Block Rate
The Block Rate of the Amazon depends on the Weapon she is using.
1-Handed Swinging Weapons (Axes, Clubs, Maces, Scepters, Swords, Throwing Axes, and Wands)
Faster Block Rate | Block Frames |
0 | 17 |
4 | 16 |
6 | 15 |
11 | 14 |
15 | 13 |
23 | 12 |
29 | 11 |
40 | 10 |
56 | 9 |
80 | 8 |
120 | 7 |
Other Weapons
Faster Block Rate | Block Frames |
0 | 5 |
13 | 4 |
32 | 3 |
86 | 2 |
Cast Rate
Faster Cast Rate | Cast Frames | Action Flags |
0 | 16 | 9 |
8 | 15 | 9 |
15 | 15 | 8 |
16 | 14 | 8 |
27 | 13 | 8 |
39 | 13 | 7 |
42 | 12 | 7 |
65 | 11 | 7 |
86 | 11 | 6 |
102 | 10 | 6 |
174 | 9 | 6 |
Hit Recovery Rate
Faster Hit Recovery | Hit Recovery Frames |
0 | 9 |
7 | 8 |
15 | 7 |
27 | 6 |
48 | 5 |
86 | 4 |
200 | 3 |
Block Rate
Faster Block Rate | Block Frames |
0 | 5 |
13 | 4 |
32 | 3 |
86 | 2 |
Cast Rate
Faster Cast Rate | Cast Frames | Action Flags |
0 | 13 | 9 |
9 | 12 | 9 |
15 | 12 | 8 |
20 | 11 | 8 |
37 | 10 | 8 |
39 | 10 | 7 |
63 | 9 | 7 |
86 | 9 | 6 |
105 | 8 | 6 |
200 | 7 | 6 |
Hit Recovery Rate
Faster Hit Recovery | Hit Recovery Frames |
0 | 9 |
7 | 8 |
15 | 7 |
27 | 6 |
48 | 5 |
86 | 4 |
200 | 3 |
Block Rate
Faster Block Rate | Block Frames |
0 | 7 |
9 | 6 |
20 | 5 |
42 | 4 |
86 | 3 |
Cast Rate
Human Form
Fast Cast Rate | Cast Frames | Action Flags |
0 | 18 | 10 |
4 | 17 | 10 |
10 | 16 | 10 |
11 | 16 | 9 |
19 | 15 | 9 |
30 | 14 | 8 |
46 | 13 | 8 |
63 | 13 | 7 |
68 | 12 | 7 |
99 | 11 | 7 |
142 | 11 | 6 |
163 | 10 | 6 |
Werewolf
Faster Cast Rate | Cast Frames | Action Flags |
0 | 16 | 8 |
6 | 15 | 8 |
10 | 15 | 7 |
14 | 14 | 7 |
26 | 13 | 7 |
37 | 13 | 6 |
40 | 12 | 6 |
60 | 11 | 6 |
95 | 10 | 5 |
157 | 9 | 5 |
Werebear
Faster Cast Rate | Cast Frames | Action Flags |
0 | 16 | 9 |
7 | 15 | 8 |
15 | 14 | 8 |
26 | 13 | 7 |
40 | 12 | 7 |
63 | 11 | 6 |
99 | 10 | 6 |
163 | 9 | 5 |
Hit Recovery Rate
1-Handed Swinging Weapons (Axes, Clubs, Maces, Scepters, Swords, Throwing Axes, and Wands)
Faster Hit Recovery | Hit Recovery Frames |
0 | 14 |
3 | 13 |
7 | 12 |
13 | 11 |
19 | 10 |
29 | 9 |
42 | 8 |
63 | 7 |
99 | 6 |
174 | 5 |
456 | 4 |
Other Weapons
Faster Hit Recovery | Hit Recovery Frames |
0 | 13 |
5 | 12 |
10 | 11 |
16 | 10 |
26 | 9 |
39 | 8 |
56 | 7 |
86 | 6 |
152 | 5 |
377 | 4 |
Werewolf
Faster Hit Recovery | Hit Recovery Frames |
0 | 7 |
9 | 6 |
20 | 5 |
42 | 4 |
86 | 3 |
280 | 2 |
Werebear
Faster Hit Recovery | Hit Recovery Frames |
0 | 13 |
5 | 12 |
10 | 11 |
16 | 10 |
24 | 9 |
37 | 8 |
54 | 7 |
86 | 6 |
152 | 5 |
360 | 4 |
Block Rate
Human Form
Faster Block Rate | Block Frames |
0 | 11 |
6 | 10 |
13 | 9 |
20 | 8 |
32 | 7 |
52 | 6 |
86 | 5 |
Werewolf
Faster Block Rate | Block Frames |
0 | 9 |
7 | 8 |
15 | 7 |
27 | 6 |
48 | 5 |
86 | 4 |
Werebear
Faster Block Rate | Block Frames |
0 | 12 |
5 | 11 |
10 | 10 |
16 | 9 |
27 | 8 |
40 | 7 |
65 | 6 |
109 | 5 |
Cast Rate
Normal
Faster Cast Rate | Cast Frames | Action Flags |
0 | 15 | 8 |
9 | 14 | 8 |
18 | 13 | 7 |
30 | 12 | 7 |
48 | 11 | 6 |
75 | 10 | 6 |
125 | 9 | 5 |
Vampire Form
Faster Cast Rate | Cast Frames | Action Flags |
0 | 23 | 5 |
6 | 22 | 5 |
11 | 21 | 5 |
18 | 20 | 5 |
24 | 19 | 4 |
35 | 18 | 4 |
48 | 17 | 4 |
65 | 16 | 4 |
86 | 15 | 4 |
120 | 14 | 3 |
180 | 13 | 3 |
Hit Recovery Rate
Normal
Faster Hit Recovery | Hit Recovery Frames |
0 | 13 |
5 | 12 |
10 | 11 |
16 | 10 |
26 | 9 |
39 | 8 |
56 | 7 |
86 | 6 |
152 | 5 |
377 |
Vampire Form
Faster Hit Recovery | Hit Recovery Frames |
0 | 15 |
2 | 14 |
6 | 13 |
10 | 12 |
16 | 11 |
24 | 10 |
34 | 9 |
48 | 8 |
72 | 7 |
117 | 6 |
208 | 5 |
Block Rate
Faster Block Rate | Block Frames |
0 | 11 |
6 | 10 |
13 | 9 |
20 | 8 |
32 | 7 |
52 | 6 |
86 | 5 |
Cast Rate
Faster Cast Rate | Cast Frames | Action Flags |
0 | 15 | 9 |
9 | 14 | 9 |
15 | 14 | 8 |
18 | 13 | 8 |
30 | 12 | 8 |
39 | 12 | 7 |
48 | 11 | 7 |
75 | 10 | 7 |
86 | 10 | 6 |
125 | 9 | 6 |
Hit Recovery Rate
Spears and Staves
Faster Hit Recovery | Hit Recovery Frames |
0 | 13 |
3 | 12 |
7 | 11 |
13 | 10 |
20 | 9 |
32 | 8 |
48 | 7 |
75 | 6 |
129 | 5 |
280 |
Other Weapons
Faster Hit Recovery | Hit Recovery Frames |
0 | 9 |
7 | 8 |
15 | 7 |
27 | 6 |
48 | 5 |
86 | 4 |
200 | 3 |
Block Rate
Without Holy Shield
Faster Block Rate | Block Frames |
0 | 5 |
13 | 4 |
32 | 3 |
86 | 2 |
With Holy Shield
Faster Block Rate | Block Frames |
0 | 2 |
86 | 1 |
Cast Rate
Regular Frames
Faster Cast Rate | Cast Frames | Action Flags |
0 | 13 | 7 |
9 | 12 | 7 |
20 | 11 | 6 |
37 | 10 | 6 |
63 | 9 | 5 |
105 | 8 | 5 |
200 | 7 | 4 |
Lightning / Chain Lightning
Faster Cast Rate | Cast Frames | Action Flags |
0 | 19 | 7 |
7 | 18 | 7 |
15 | 17 | 7 |
20 | 17 | 6 |
23 | 16 | 6 |
35 | 15 | 6 |
52 | 14 | 6 |
63 | 14 | 5 |
78 | 13 | 5 |
117 | 12 | 5 |
194 | 11 | 4 |
200 | 11 | 4 |
Hit Recovery Rate
Faster Hit Recovery | Hit Recovery Frames |
0 | 15 |
5 | 14 |
9 | 13 |
14 | 12 |
20 | 11 |
30 | 10 |
42 | 9 |
60 | 8 |
86 | 7 |
142 | 6 |
280 | 5 |
Block Rate
Faster Block Rate | Block Frames |
0 | 9 |
7 | 8 |
15 | 7 |
27 | 6 |
48 | 5 |
86 | 4 |
Cast Rate
Act 1 Mercenary
Rogues use Inner Sight, however, she uses her Attack Rate for it. Faster Cast Rate has no effect.
Act 3 Mercenary
Faster Cast Rate | Cast Frames | Action Flags |
0 | 17 | 7 |
8 | 16 | 7 |
15 | 15 | 7 |
20 | 15 | 6 |
26 | 14 | 6 |
39 | 13 | 6 |
58 | 12 | 6 |
63 | 12 | 5 |
86 | 11 | 5 |
138 | 10 | 5 |
200 | 10 | 4 |
Hit Recovery Rate
Act 1 Mercenary
Faster Hit Recovery | Hit Recovery Frames |
0 | 11 |
6 | 10 |
13 | 9 |
20 | 8 |
32 | 7 |
52 | 6 |
86 | 5 |
174 |
Act 2 Mercenary
Faster Hit Recovery | Hit Recovery Frames |
0 | 15 |
5 | 14 |
9 | 13 |
14 | 12 |
20 | 11 |
30 | 10 |
42 | 9 |
60 | 8 |
86 | 7 |
142 | 6 |
Act 3 Mercenary
Faster Hit Recovery | Hit Recovery Frames |
0 | 17 |
5 | 16 |
8 | 15 |
13 | 14 |
18 | 13 |
24 | 12 |
32 | 11 |
46 | 10 |
63 | 9 |
86 | 8 |
133 | 7 |
232 | 6 |
Act 5 Mercenary
Faster Hit Recovery | Hit Recovery Frames |
0 | 9 |
7 | 8 |
15 | 7 |
27 | 6 |
48 | 5 |
86 | 4 |
200 | 3 |
Cast Rate
Mechanics
- Cast Rate determines how fast the animation for a casting based Skill is.
- Your cast animation can be interrupted by...
- ... hits that put you into Hit Recovery (see below).
- ... stuns.
- ... you blocking.
- The animation is split into 3 sections.
- Frames before the Skill activation
- The "Action Flag" - The Frame when the Skill occurs
- The remaining Frames of the animation, before another action can be taken
- You can speed up the animation by using gear with +xx% Faster Cast Rate (FCR).
- Effective Faster Cast Rate is capped to 75%. As a result, having more than +200% FCR equipped has no effect at all.
Note for the calculations:
- ceil = round up the term that follows
- floor = round down the term that follows
To calculate the Cast Frame of a Character, we need the following values:
- The total +xx% Faster Cast Rate (FCR) from our gear.
- The "Casting base" of the Character. Check in the table below.
- The "Animation Speed" of the Character. Check in the table below.
With these values, we can go through the following formulas.
Effective Faster Cast Rate (EFCR)
Note: EFCR has a hard-coded cap of 75%. This means that FCR values past 200% have no effect.
EFCR = floor(FCR * 120 / (FCR + 120))
Cast Frames
Cast Frames = ceil(256 * Casting Base / floor(Animation Speed * (100 + EFCR) / 100) - 1)
Cast Frame Exception
The Skills Lightning and Chain Lightning of the Sorceress use a slightly modified version of this formula.
Cast Frames = ceil(256 * Casting Base / floor(Animation Speed * (100 + EFCR) / 100))
Character | Casting Base | Animation Speed |
Amazon | 20 | 256 |
Assassin | 17 | 256 |
Barbarian | 14 | 256 |
Druid | 16 | 208 |
Werewolf | 16 | 229 |
Werebear | 16 | 228 |
Necromancer | 15 | 256 |
Vampire form | 15 | 160 |
Paladin | 16 | 256 |
Sorceress | 14 | 256 |
Lightning / Chain Lightning | 19 | 256 |
Act 3 Mercenary | 18 | 256 |
Example 1
With 50 FCR on a Sorceress:
Effective Faster Cast Rate (EFCR)
EFCR = floor(50 * 120 / (50 + 120))
EFCR = floor(6,000 / 170)
EFCR = floor(35.294...)
EFCR = 35
Cast Frames
Cast Frames = ceil(3,584 / floor(256 * 135 / 100) -1)
Cast Frames = ceil(3,584/ 345 - 1)
Cast Frames = ceil(9.388...)
Cast Frames = 10
This means the Sorceress with 50 FCR on gear uses 10 Frames for the Cast animation.
Example 2
With 50 FCR on a Sorceress using Lightning:
Effective Faster Cast Rate (EFCR)
EFCR = floor(50 * 120 / (50 + 120))
EFCR = floor(6,000 / 170)
EFCR = floor(35.294...)
EFCR = 35
Cast Frames
Cast Frames = ceil(256 * 19 / floor(256 * (100 + 35) / 100))
Cast Frames = ceil(4,864 / floor(256 * 135 / 100))
Cast Frames = ceil(4,864/ 345)
Cast Frames = ceil(14.098...)
Cast Frames = 15
This means a Sorceress with 50 FCR on gear will use 15 Frames to cast Lightning.
To calculate the Action Flag of a Character, we need the following values:
- The total +xx% Faster Cast Rate from our gear.
- The "Action Flag Base" of the Character. Check in the table below.
- The "Animation Speed" of the Character. Check in the table below.
With these values, we can go through the following formulas.
Effective Faster Cast Rate (EFCR)
Note: EFCR has a hard-coded cap of 75%. This means that FCR values past 200% have no effect.
EFCR = floor(FCR * 120 / (FCR + 120))
Action Flag
Action Flag = ceil(Base Action Flag * 256 / floor(Animation Speed x (100 + EFCR) / 100))
Character | Variable | Animation Speed | Base Action Flag |
Amazon | Using Bow | 256 | 10 |
No Weapon | 256 | 11 | |
Using Crossbow / Two-Handed Sword | 256 | 12 | |
Using Two-handed Staves, Hammers, Axes, Polearms, Knives, Javelins, or Spears | 256 | 13 | |
Assassin | ------ | 256 | 9 |
Barbarian | ------ | 256 | 9 |
Druid | Normal Form | 208 | 10 |
Werewolf | 229 | 8 | |
Werebear | 228 | 9 | |
Necromancer | Normal Form | 256 | 8 |
Vampire Form | 160 | 5 | |
Paladin | ------ | 256 | 9 |
Sorceress | ------ | 256 | 7 |
Act 3 Mercenary | ------ | 256 | 7 |
Practical Example with 70 FCR on am Amazon using a Bow:
Effective Faster Cast Rate (EFCR)
EFCR = floor(FCR * 120 / (FCR + 120))
EFCR = floor(70 * 120 / (70 + 120))
EFCR = floor(8,400 / 190)
EFCR = floor(44.210...)
EFCR = 44
Action Flag
Action Flag = ceil(Base Action Flag * 256 / floor(256 * (100 + EFCR) / 100))
Action Flag = ceil(10 * 256 / floor(256 * (100 + 44) / 100))
Action Flag = ceil(2,560 / floor(256 * 144 / 100))
Action Flag = ceil(2,560 / floor(368.64)
Action Flag = ceil(2,560 / 368)
Action Flag = ceil(6.9565...)
Action Flag = 7
This means any casting Skill of the Amazon using a Bow at 70 FCR will trigger 7 Frames into the animation.
Cast Delay
Skills with a Cast Delay (CD or Cooldown) cause a waiting period before they can be cast again. This period starts at the Action Flag. Cast Delay Skills don't hinder each other to be cast without a waiting period.
The CD itself can't be reduced by any means, however, due to the interaction with the Action Flag, you can reduce the interval (Action Flag + Delay) by hitting Breakpoints for the Action Flag.
Amazon
Skill | Delay (seconds) |
Poison Javelin | 0.6 |
Plague Javelin | 4 |
Immolation Arrow | 1 |
Valkyrie | 6 |
Assassin
Skill | Delay (seconds) |
Shock Web | 0.6 |
Blade Sentinel | 2 |
Shadow Warrior | 6 |
Dragon Flight | 1 |
Shadow Master | 6 |
Druid
Skills | Delay (seconds) |
Werewolf | 1 |
Firestorm | 0.6 |
Werebear | 1 |
Molten Boulder | 2 |
Fissure | 2 |
Volcano | 4 |
Armageddon | 6 |
Hurricane | 6 |
Paladin
Skill | Delay (seconds) |
Fist of the Heavens | 1 |
Sorceress
Skill | Delay (seconds) |
Fire Wall | 1.4 |
Meteor | 1.2 |
Blizzard | 1.8 |
Hydra | 1.6 |
Frozen Orb | 1 |
Hit Recovery
Mechanics
- Hit Recovery will interrupt other animations like, cast animation, attack animation, run/walk animation, or your idle animation (standing around).
- While in Hit Recovery, you are unable to perform any actions.
- You can be put into Hit Recovery repeatedly without cooldown, potentially leading to a full "stun lock".
- You can improve the animation by using gear with +xx% Faster Hit Recovery (FHR).
Note for the calculations:
- ceil = round up the term that follows
- floor = round down the term that follows
Before we can use the formulas for Hit Recovery, we need the following values:
- The total +xx% Faster Hit Recovery from our gear.
- The "Hit base" of the Character. Check in the table below.
- The "Animation Speed" of the Character. Check in the table below.
With these values, we can go through the following formulas.
Effective Faster Hit Recovery (EFHR)
EFHR = floor(FHR * 120 / (FHR + 120))
Hit Recovery Frames
Hit Recovery Frames = ceil(256 * Hit Base / floor(Animation Speed * (50 + EFHR) / 100) - 1)
Character | Hit Base | Animation Speed |
Amazon | 6 | 256 |
Assassin | 5 | 256 |
Barbarian | 5 | 256 |
Druid (1-handed swinging Weapons) (*) | 7 | 248 |
Druid (Other Weapons) | 7 | 256 |
Werewolf | 4 | 256 |
Werebear | 5 | 184 |
Necromancer | 7 | 256 |
Vampire Form | 4 | 136 |
Paladin (Spears and Staves) | 5 | 192 |
Paladin (Other Weapons) | 5 | 256 |
Sorceress | 8 | 256 |
Act 1 Mercenary | 6 | 256 |
Act 2 Mercenary | 8 | 256 |
Act 3 Mercenary | 9 | 256 |
Act 5 Mercenary | 5 | 256 |
(*) This only means: 1-handed Axes, Clubs, Maces, Scepters, Swords, Throwing Axes, and Wands.
Practical example with 50 FHR on a Sorceress:
Effective Faster Hit Recovery (EFHR)
EFHR = floor(50 * 120 / (50 + 120))
EFHR = floor(6,000 / 170)
EFHR = floor(35.294...)
EFHR = 35
Hit Recovery Frames
Hit Recovery Frames = ceil(256 * 8 / floor(256 * (50 + 35) / 100) - 1)
Hit Recovery Frames = ceil(2,048 / floor(256 * 85 / 100) -1)
Hit Recovery Frames = ceil(2,048 / 217 - 1)
Hit Recovery Frames = ceil(8.437...)
Hit Recovery Frames = 9
This means the Sorceress with 50 FHR on gear will use 9 Frames for the Hit Recovery animation.
The engine goes through a number of steps to determine whether a target is put into Hit Recovery:
- Damage is calculated and applied. The target isn't put into Hit Recovery if
- the calculated damage is enough to kill the target.
- the target is Frozen.
- the applied damage is Poison Damage only.
- the applied damage is less than 1.
- Check the maximum Life of the target.
- Get the "divisor" value which is needed in the next step. This value is determined by the "hitclass" of the attack, which can be found in the Missile.txt game file. Each attack in the game has a hitclass value attached to it, which translates to a certain divisor. This correlation is hard coded in the engine.
Hitclasses | Divisor |
2, 6, 10 and 11 | 8 |
Default | 16 |
4 and 8 | 32 |
5 | 64 |
- Use formula: TriggerNumber = maximum Life / divisor
- Now we actually determine whether the target will be put into Hit Recovery. To do so, the engine goes through the following checks:
- Compare the value of applied damage with the calculated value for TriggerNumber
- Damage < TriggerNumber -> No Hit Recovery occurs
- Damage >= TriggerNumber -> continue with the next check.
- If Damage is < 2 * TriggerNumber, there is a 50% chance for the target to be put into Hit Recovery. The game rolls a number (rnd{0, 1}).
- 0 = No Hit Recovery occurs
- 1 = continue with the next check.
- If the last check was successful and damage < 4 * TriggerNumber there is a 75% chance for Hit Recovery to occur. The game rolls a number (rnd{0, 1, 2, 3})
- 0 = No Hit Recovery occurs
- 1, 2, 3 = Hit Recovery occurs
- If the applied damage > 4 * TriggerNumber, Hit Recovery occurs guaranteed.
- Compare the value of applied damage with the calculated value for TriggerNumber
- The final step of the game is to check whether a target can be put into Hit Recovery in the first place. There are a number of targets that are "immune" to Hit Recovery. Your poor CPU might have wasted its time...
Alright... after that mind bender of theory... Let's apply our knowledge to a practical example:
Our Character has 1600 Life and gets hit for 200 damage by an attack with the default divisor of 16.
The first step after knowing these values is:
TriggerNumber = maximum Life / divisor
TriggerNumber = 1600 / 16 = 100
Let's see if we will be put into Hit Recovery:
- 100 < 200 -> Our TriggerNumber is smaller than the inflicted damage. -> go to the next step.
- 100 * 2 = 200 -> The damage is equal to 2 times TriggerNumber. -> Time to roll a random number (rnd{0, 1}), meaning we have a 50% chance to get out of the Hit Recovery check.
- 0 = No Hit Recovery
- 1 = Go to next check
- Assuming we got unlucky and rolled a 1 we now have a 75% chance to be put into Hit Recovery. Time to roll another random number to determine that: (rnd{0, 1, 2, 3})
- 0 = No Hit Recovery occurs
- 1, 2, 3 = Hit Recovery occurs
- Since the damage is not >= 4x TriggerNumber there is no guarantee to be put into Hit Recovery.
- Finally, let's check whether we can be put into Hit Recovery in the first place. The Characters you play can always be put into Hit Recovery, so if we rolled a 1-3 in the earlier check, we are out of luck and will be put into Hit Recovery.
Block Rate
Mechanics
- Blocking is an animation that is performed when you successfully block a physical attack. This includes the Assassins' Weapon Block.
- While blocking, you are unable to perform any actions.
- You can block repeatedly without cooldown, potentially leading to a full "block lock".
- You can speed up the animation by using gear with +xx% Faster Block Rate (FBR).
- This Affix is exclusive to Shields, making it very hard to come by. The only exceptions to this rule are Guardian Angel and Pattern.
Note for the calculations:
- ceil = round up the term that follows
- floor = round down the term that follows
Before we can use the formulas for Block Rate, we need the following values:
- The total +xx% Faster Block Rate from our gear.
- The "Block Base" of the Character. Check in the table below.
- The "Animation Speed" of the Character. Check in the table below.
With these values, we can go through the following formulas.
Effective Faster Block Rate (EFBR)
EFBR = floor(FBR * 120 / (FBR + 120))
With Holy Shield
EFBR = floor(FBR * 120 / (FBR + 120)) + 50
Block Frames
Block Frames = ceil(256 * Block Base / floor(Animation Speed * (50 + EFBR) / 100) - 1)
Character | Block Base | Animation Speed |
Amazon | 3 | 256 |
Amazon (1-handed Weapons) (*) | 3 | 88 |
Assassin | 3 | 256 |
Barbarian | 4 | 256 |
Druid | 6 | 256 |
Werewolf | 5 | 256 |
Werebear | 5 | 200 |
Necromancer | 6 | 256 |
Paladin | 3 | 256 |
Sorceress | 5 | 256 |
(*) This only means: 1-handed Axes, Clubs, Maces, Hammers, Scepters, Swords, Throwing Axes.
Example 1
With 50 FBR on a Paladin without Holy Shield:
Effective Faster Block Rate (EFBR)
EFHR = floor(50 * 120 / (50 + 120))
EFHR = floor(6,000 / 170)
EFHR = floor(35.294...)
EFHR = 35
Block Frames
Block Frames = ceil(256 * 3 / floor(256 * (50 + 35) / 100) - 1)
Block Frames = ceil(768 / floor(256 * 85 / 100) -1)
Block Frames = ceil(768 / 217 - 1)
Block Frames = ceil(2.539...)
Block Frames = 3
This means the Paladin with 50 FBR and without Holy Shield will use 3 Frames for the Block animation.
Example 2
Practical example with 50 FHR on a Paladin with Holy Shield:
Effective Faster Block Rate (EFBR)
EFHR = floor(50 * 120 / (50 + 120)) + 50
EFHR = floor(6,000 / 170) + 50
EFHR = floor(35.294...) + 50
EFHR = 85
Block Frames
Block Frames = ceil(256 * 3 / floor(256 * (50 + 85) / 100) - 1)
Block Frames = ceil(768 / floor(256 * 135 / 100) -1)
Block Frames = ceil(768 / 345 - 1)
Block Frames = ceil(1.226...)
Block Frames = 2
This means the Paladin with 50 FBR and with Holy Shield will use 2 Frames for the Block animation.
Summary
- Animations are an integral part of your Character's power and survival.
- The information accessible in-game is limited to summing up the animation improving Affixes without telling you whether you actually hit a Breakpoint.
- With every Breakpoint, you reduce the corresponding animation by 1 Frame or 0.04 seconds.
Credits
Written by Teo1904
Reviewed by MacroBioBoi
Changelog
- February 12, 2022
Updated to Patch 2.4 - Added Pattern to Block Rate - Fixed Cooldown Explanation to fit Patch 2.4 changes