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.
- 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.
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.
- 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).
- 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.
- 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.
Written by Teo1904
Reviewed by MacroBioBoi
Updated to Patch 2.4 - Added Pattern to Block Rate - Fixed Cooldown Explanation to fit Patch 2.4 changes