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ASI Bug on Sudaruska

10 replies [Last post]
Sun, 10/23/2011 - 18:15
Dando-Real-Ita's picture
Dando-Real-Ita

I'm a Sudaruska user, and today I found a kamarin user.
I have a Maximum total ASI, he has no ASI at all.

Well, the speeds were identical. We managed to test for some minutes, both single, double combo and shield canceling. There was absolutely no difference. So, after all the time I spent to find an ASI VH Sudaruska, i feel it is completely useless. That's why I think it is a bug. Please correct it, thanks.

Sun, 10/23/2011 - 19:23
#1
Sharp-Shovel's picture
Sharp-Shovel
Did.. They maybe have a Vog

Did.. They maybe have a Vog set or a trinket or something?

Sun, 10/23/2011 - 19:38
#2
Dando-Real-Ita's picture
Dando-Real-Ita
No. He had full inspect and I

No. He had full inspect and I checked him. That's why I wanted to do a test, and got very disappointed.
I'm starting to think that UV are just to "show" and have no in-game real effect... you know, crown sinks...
I suggest others to do ASI tests, both with sudaruska and other weapons.

Sun, 10/23/2011 - 19:58
#3
No-Thanks
Zelda

just tested for u

medium attack speed decrease - normal attack speed => noticeable difference on sudaruska
normal attack speed - very high attack speed increase => noticeable difference on sudaruska
very high attack speed increase - max attack speed increase => hardly noticeable difference on sudaruska

Sun, 10/23/2011 - 20:03
#4
Dando-Real-Ita's picture
Dando-Real-Ita
Can you came in game and do a

Can you came in game and do a test with me in training hall?
IGN: Dando-Real-Ita
Thanks.

Sun, 10/23/2011 - 20:28
#5
Culture's picture
Culture
Hmm

Not a huge difference, but it is definitely noticeable. I use heavy swords with and without ASI frequently, really changes my play style depending on what I'm wearing.

Basic Combos per minute in the ATH, with different ASI
None - 26
Medium - 27.5
Very High - 29
Max - 31

Sun, 10/23/2011 - 20:59
#6
Dando-Real-Ita's picture
Dando-Real-Ita
So, 5 more combos from none

So, 5 more combos from none to max, means... 83 ms less per combo...

I did a in-game test with No-Thanks, and seems that the "faster" comes in the "turning" frames between first and second swing

In shield cancelling, it seems that there is no faster "combo" - because the first swing is done twice, but the asi allows to put the shield up somewhat faster

The problem is, that I am thinking at CTR reductions, both on swords and bombs. Even a CTR med on the sword, I can feel it: I can manage to do a vortex + charge combo, while I can't with CTR low or none. On bombs, I compare the charge time to the fusing of a preceding bomb, and I have seen the charge time going from a "lot" (like 3/10 of second ) after fusing, to before fusing ( 2/10 second before the inner circle reaches the outer ) when CTR changed from none to max.

So, I don't understand why the CTR have such a great impact, while the ASI, well, sucks. Maybe it should be an ATR, attack time reduction, to make things comparable... I would expect an ASI max to be at least 350 ms faster than none, of which 150 ms on the first swing, 100 on the "turning" and 100 on the last swing. This would make the UV worth it's value.

Sun, 10/23/2011 - 21:50
#7
No-Thanks
Zelda

charge times are long and slow, regular attacks are short and fast

lag and a variable fps rate makes it hard to get precise results to begin with and humans arent very good at measuring little differences in little time intervals without proper tools and/or methods

also, i wouldnt throw out random numbers such as "at least 350 ms" or "150 ms" or "100" without providing information on how u ended up with these numbers. i can imagine a second by imagining the sounds of a clock, but how am i supposed to imagine 350, 150 or 100 freakin milli seconds and at the same time apply it to the attack animation of a sudaruska by substracting it from the original animation duration? i dont even know(in numbers) how long the animation would last without any attack speed difference

Sun, 10/23/2011 - 22:17
#8
Kupoo's picture
Kupoo
Maths

Wait, how did you get 83 ms per combo?

If it's 26 combos per 60 seconds, then it's 2.31s to execute a combo. Likewise, 31 combos in 60 seconds equates to 1.93s per combo, or a 0.37s reduction in combo time (372 ms) between no ASI and max ASI. Relatively speaking, this is about a 16% reduction in attack speed, which I think is fairly considerable.

Mon, 10/24/2011 - 07:15
#9
Dando-Real-Ita's picture
Dando-Real-Ita
@No-Thanks The turning

@No-Thanks
The turning between first and second swing was noticeably faster, which leads to a faster 2-hit combo. In our test, this was noticeable.
The point is, it seems that the asi plays a role only in this part, not on the swings themselves. I do only rarely the 2-hit combo, so I would have prefered the asi to show itself noticeably since the first strike, and not only after.
So, the numbers are more for a proportion reference: let's say now the faster time is 350 ms, it seems shared 25 ms on first swing, 300 ms on turning, 25 ms on last swing. Instead, 150/100/100 would lead to the same total time, but the asi would be noticeable - and usefull - since the first swing.

@Kupoo
You are right, sorry it was very late here and I screwed it up. 0.083 was the number of extra-combo per second, don't matter about it.
For the rest, read the answer above: on the full combo, there is a clear difference, but the way the asi is splitted, makes itself almost worthless in shield cancelling

Mon, 10/24/2011 - 08:19
#10
Toastnaut's picture
Toastnaut
ASI on a Suda definitely has a use.

I'm a Suda user and while you guys are right that the ASI doesn't have much impact if you aren't completing the combo (yeah, it does help get your shield up faster though,) it is very noticeable if you are using both swings repeatedly.

In terms of statistics it doesn't mean much, but in gameplay it does.
In tier 2 if I use my Suda (no UV's) I frequently use the swift strike buckler, PARTICULARLY if I expect to be facing jelly cubes, or turrets.
The way that the timing works for enemy attacks is more important than the timing of your own. Without the ASI, very often when you hit a jelly cube or turret, unless your timing is precise, the enemy will be able to finish charging its attack and get you before you get the second swing in, damaging you and requiring you to start your combo again.
With the ASI, your own timing for this is MUCH more forgiving, giving you precious instants and making it far easier to get the second attack in, pushing them back (in the case of the jellies) and canceling their attack - which opens you up for another pair of attacks.

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