So does anyone know in what order the following are activated when a zon is attacked...
Defense is obviously the first... but in what order to the next guys come
***1) Defense (first)***
What comes next?
-Shield Blocking
or
-Dodge/Evade/Avoid
The reason being is if my FHR is faster than my Dodge/Evade/Avoid animation then I can shave off maybe a bit over a frame off of my "down time" after an attack makes contact... i.e. bypasses my Defense
Example
Assume 75% Block Rate at 3fps
FHR at about 5 fps
and Avoid/Dodge/Evade <skill> is at about 8fps ( I don't think you can make this faster ) at 50% rate of activating
So lets say the ordering is
2) Block 3) <Skill> 4) FHR
This means
.75 chance to block + .125 chance to <skill> + .125 chance to FHR
multiply these times their respective frame rates and you get
2) 2.25fps + 3) 1fps + 4) .625 fps == 3.875 fps
Now Lets say I dropped my <skill> percentage down to 18% instead of 50%, do all the math and you get this
2) 2.25fps + 3) .36fps + 4) 1.025fps == 3.635 fps
Ok, so whoopty doo...
BUT... what if <skill> and shield block are switched in their ordering
2) <skill> 3) Block 4) FHR
Do the math and it looks like this at 50% <skill>
2) 4fps + 3) 1.125fps + 4) .625fps == 5.75 fps
And again at 18% <skill>
2) 1.44fps + 3) 1.845fps + 4) 1.025fps == 4.31fps
That means on average I actually recover faster after my defense is surpassed (by about 25%).
The only problem is I do take the mega damage and I have to hope to be able to leech this back before I get zapped too many times like this...
My concern is that when I am in the middle of Evade/Dodge/Avoid animation something else zaps me... is this possible? Or am I basically invinsible during that animation.... if something can hit me while I cam in that animation then I might opt for this route
i'm not sure which parts to comment on but i'm pretty sure
it goes defense/block % chance/ avoid-evade-dodge/hit/fhr animation
for your character to go into the hit recovery animation supposing they get hit the formula is
if damage dealth after pvp reduce/dr%>_1/12*total life
you go into hit recovery animation length dependant on fhr/or lack of % breakpoints
you'll be going into hit recovery especially on amazon
a bit will be useful when you're running you get hit recovered and if you have more you can run before the next arrow would've locked on to you
just an instance where it might be useful :P i wouldn't worry
about having anything above 6 frame for jabzon dueling though because of uninterruptable property