User:Freshberrysmoothie/sandbox/skill times
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Part 1 mostly catches damage number to damage number (sometimes condition frame to condition re-application frame). Part 2 catalogs the frame times from click down to damage. Part 3 attempts to equate/equalize "DPS" with napkin math.
Thief[edit]
Part 1[edit]
Skill | Time (Dmg to Dmg) | Notes | Listed Time |
---|---|---|---|
Shortbow | |||
Surprise Shot | |||
Trick Shot | 0.96s | @50: 48, 48, 49, 49, 46 | 1/4s |
Cluster Bomb | 1.236111s // 1.237s or 1.22777s if using the 1;06 | @60: 1;13, 1;13, 1;13/14?, 1;15, 1;14, 1;16 using a 10-15ms clicker (I think it bugged too much)// @60: 1;06, 1;15, 1;14, 1;14, 1;14, 1;15, 1;14, 1;14, 1;15, 1;14, 1;14, 1;14, 1;14, 1;13, 1;15 at 25ms clicker By far the buggiest move to catalogue on Thief. Very often got "Fake" explosions that hit nothing or "Fake" detonate cluster explosions that shot straight into the sky and hit nothing. Regardless, none of the times, I could get, averaged faster than detonate cluster. Which makes no sense to me. |
1/2 |
Detonate Cluster | 1.21736111s | @60: 1;20, 1;11, 1;18, 1;09, 1;13, 1;17, 1;17, 1;11, 1;12, 1;15, 1;14 / @60: 1;15, 1;13, 1;10, 1;15, 1;18, 1;14, 1;09, 1;15, 1;14, 1;14, 1;19, 1;14, 1;12 Done using a 25 millisecond clicker for testing purposes |
1 (or do we add cluster bomb to it? Then it's 1 + 1/2) |
Disabling Shot | 1s | 1/4s, 3/4s evade (???) | |
Chocking Gas | 1/2s | ||
Infiltrator Arrow | |||
Sword | |||
Auto-Attack Chain | 2.4625s | @50: 2.25 (2.5s), 2.28, 2.27, 2.27, 2.3, 2.2, 2.28 | 0-1/2-1/2s |
Infiltrator's Strike + Shadow Return S 2 Chain |
0.8383333s | @50: 0.43/0.44, 0.41/0.40, 0.42/0.43 / @50: 0.42/0.40, 0.41/0.41, 0.43/0.43 First number is condition application/re-app; Second number is between damage numbers shown The time between shadow return and initiating infil strike is incredibly short -- Feels very instantaneous. |
Unlisted (0) |
Larcenous Strike S/D 3 Chain |
Pretty sure I calculated this using the boon "Larcenous Strike" but it may have been between larcenous strike damage to damage |
||
AA + Flanking Strike | 3.185185185s | @30: 3;06, 3;06, 3;06, 3;04, 3;07, 3;06, 3;05, 3;05, 3;05 In my tests I've noticed the tooltip is weird, there is no "second strike" on flanking strike. It is probably referring to Larcenous Strike which has the same number. |
|
Flanking Strike | 3.185 - 2.4625 = 0.7227s | 1/2s | |
AA + Larcenous Strike | 3.10555s | @30: 3;02, 3;04, 3;03, 3;02, 3;04, 3;04 | |
Larcenous Strike | 3.10555 - 2.4625 = 0.643s | 1/2s | |
S/D 3 Chain Revisited |
0.723 + 0.643s = 1.36574s | This is completely at odds with the 2.45s calculated earlier. So I'm re-doing it! |
|
S/D 3 Chain Aug 18, 2013 |
1.82666s vs 1.463s | @30: 1;24, 1;15 // @30: 1;14, 1;15 // @30: 1;16, 1;12 // @30: 1;28, 1;13 // @30: 1;21, 1;14 // @30: 1;23, 1;13 // @30: 1;28, 1;13 It's painfully obvious if you have auto-attack on that the first hit is slower than the one's that follow. I've listed both times for you, as I believe key mashing offsets the auto-attack delay somewhat. The key mashing number of 1.463s is close to 1.366s above (off by 0.097s) |
|
Slice + Slash + FS | 2.0875s (?), I use: 2.01s from 2;03 | @30: 2;03, 2;03, 2;03, 2;02, 2;03, 2;03, 2;03, 2;01, 2;10 (movement lag? uncounted) | |
Slice + FS | 1.67451s | @60: 1;40, 1;40, 1;42, 1;42, 1;42, 1;39, 1;40, 1;41, 1;41, 1;41, 1;40, 1;40, 1;40, 1;39, 1;40, 1;40, 1;41 The first hit has a painfully slow afterdelay, I didn't think it would take this long to do just slice! |
|
Slice | 1.67451 - 0.7227 = 0.952s | ||
Slash | 2.0875 - 0.7227 - 0.952 = 0.413s | ||
Crippling Strike | 2.4625 - 0.952 - 0.413 = 1.098s | ||
Slice + Slash + FS + Slice + Slash + LS | 4.082s | @60: 4;03, 4;03, 4;05, 4;04, 4;05, 4;03, 4;03, 4;06, 4;08, 4;04, 4;05, 4;04, 4;05, 4;07, 4;07, 4;03, 4;02, 4;06, 4;06, 4;06, 4;05, 4;04, 4;06, 4;06, 4;07 25 times lol. Pretty sure about this value. |
|
Slice + Slash + FS + LS | 2.077222s | @60: 2;46, 2;46, 2;47, 2;49, 2;46, 2;45, 2;45, 2;46, 2;47 Much harder to do, for some reason the game thought too much was going on maybe or idk, but it glitched quite a few times. The times listed are correct, but sadly the pool of numbers is way lower. |
|
Auto-Attack + S/D 3 Chain | 4.185s vs 3.906s (Avg 4.1090909s) |
@60: 4;12, 4;11, 4;11, 4;08, 4;11, 3;54 (triple checked it, this value is correct *shrugs*, didn't notice any interrupts), 4;16 (i suppose this corrects the last, no player lag, don't know lol so I'm keeping both in), 3;54 (again very low, the similarity is that both these low numbers cast the LS inside the target, that's all I can note), 3;55 (well scratch that, cuz this time i wasn't inside it), 4;11, 4;09 I'm intriged with these numbers, I wonder if it's like the backstab chain, if I interrupt or mash a key manually if it is speeding things up quite a bit or not... |
|
Auto-Attack + S/D 3 Chain Mashing. |
3.9147s | @60: 3;52, 4;02, 3;52, 4;00, 3;55, 3;51, 3;53, 3;53, 3;52, 3;53, 3;54, 4;00, 3;56, 3;56, 3;53, 3;52, 3;59 Didn't move character, it spun to 3 locations over and over Pretty good sustain: 25/30/0/0/15 CS3, Ini-Sig, 90%crit chance gives you 40s >6ini and over a minute until 0 ini. |
|
Pistol Whip | 2.84286s | @50: 2;43, 2;41, 2;43, 2;41, 2;44, 2;40, 2;43 | 3/4s, doesn't list evade |
Dagger | |||
Auto-Attack Chain | 2.084s | @50: 2.04 (2.08s), 2.07, 2.03, 2.04, 2.03, 2.05, 2.04, 2.02, 2.06, 2.04 | 0-0-1/4s |
Heartseeker | 0.79333s | @50: 0.40 (0.8s), 0.40, 0.39, 0.40, 0.37, 0.40, 0.41, 0.40, 0.40 | 3/4s |
DS+WS + HS | ~1.92s (1.91333s?) | @50: 1;47, 1;46, 1;43, 1;48, 1;46, 1;44 | u-u-3/4s |
DS+WS | 1.12s | (DS+WS + HS) - HS | Napkin math! |
DS + HS | 1.17s | @50: 1;16, 1;17, 1;20, 1;15, 1;23, 1;20, 1;23, 1;20, 1;16 This was hard to time. I started low and got high, might have been groove. Will redo. |
u-3/4s |
Double Strike | 0.37666s | (DS + HS) - HS | Napkin math! |
Wild Strike | 0.74333 | (DS+WS + HS) - HS - DS | Napkin math! |
Lotus Strike | 0.914s | Auto-Attack Chain - DS - WS | Napkin math! |
Death Blossom | 1.04333s | @50: 1.02 (1.04s), 1.03 / @50: 1.02, 1.03 / @50: 1.01, 1.02 | 1/2s, 1/4s evade |
Shadow Shot | 1.004s | @50: 1.00, 1.00, 0.49, 1.00 / @50: 1.00, 1.01, 1.00 / @50: 1.02, 1.02, 0.48 | unlisted (0) |
Dancing Dagger | 0.72s | @50: 0.36, 0.36, 0.36 / @50: 0.36 / @50: 0.36, 0.37, 0.35, at varying distances | 1/4s |
Cloak and Dagger | 0.91666s (55/60 or 11/12) | @50: 0.45 / @50: 0.46 / @50: 0.46 / @50: 0.46 / @50: 0.46 / @50: 0.46 | 1/2s |
CnD + Backstab + AA Chain | 4.16s, 4.04s, 4.16s | @30: 4;03 / @50: 3;47, 4;08, 4;08, 3;48, 4;00 / @50: 4;11, 4;07, 4;09, 4;07, 4;07, 4;09, 4;07 I didn't write an auto-it program, but instead tried my hardest to use data where the next action was activated prior to the previous action's completion aka "queueing" I think the best guess is 4.16s, but I want to know how I got two sub 4s times in the second test. |
1/2 + 1/4 + un + un + 1/4 |
CnD + Backstab + AA + DS | 4.5125s | @30: 4;16, 4;19 (lag), 4;14, 4;15, 4;15, 4;15, 4;19 (lag), 4;16, 4;17, 4;15 In a perfect world, with better practice at cutting DS short, I can see that this is actually 4.5s flat. I also disregard 4;19 due to player lag ;) |
|
Pistol | |||
Vital Shot | 0.88s | @50: 0.44, 0.44, 0.44, 0.44, 0.44, 0.44 using the bleed indicator | 1/2s |
Body Shot | 0.88s | @50: 0.42, 0.46, 0.44, 0.43, 0.44, 0.44 same spot as vital shot | 1/2s |
Shadow Strike | 0.68666s | @50: 0.35, 0.33, 0.33 / @50: 0.35, 0.33, 0.37 not moving locations | unlisted (0) |
Shadow Strike Supplementary |
0.576s | @50: 0.29, 0.29, 0.28, 0.32, 0.26 free space, time between damage of dagger then damage of pistol -- this is a really weird move, many times you'll teleport 6 frames before the damage is even registered for the dagger. I don't understand it. |
unlisted (0) |
Unload | 2.286666s | @50: 2.15, 2.13, 2.15, 2.14, 2.14, 2.15 | 1&3/4s (1.75s) |
Headshot | 0.64s | @50: 0.34, 0.30, 0.33 / @50: 0.34, 0.30, 0.31 | unlisted (0) |
Blinding Powder | 0.79s (0.8s) | @50: 0.40/0.38? / @50: 0.40/0.39? / @50: 0.40/0.39?, ??/0.38 / @50: 0.39/0.41 / @50: 0.39/0.41 / @50: 0.40/0.40 (4f apart), ??/0.39 First number is between "blind" application/renewal and second is between damage numbers Damage appears 2-5 frames after blind |
1/2s |
Part 2[edit]
Skill | Frame Clicked | Frame Skill Changes | Frame Weap(s) moves | Frame yellow bar shows | Frame yellow bar fills | Frame Condition/Buff | Frame Damage | Frame Creature shows | Frame yellow bar totally disappears |
---|---|---|---|---|---|---|---|---|---|
Shortbow | |||||||||
Trick Shot @50fps | 0 | 4 | 10 | 11 | 23 | - | 34 | 36 | 50 |
0 | 3 | - | 12 | 24 | - | 34 | 34 | 51 | |
0 | 3 | - | 12 | 24 | - | 35 | 35 | 52 | |
0 | 4 | - | 11 | 24 | - | 34 | 34 | 51 | |
0 | 3 | - | 12 | 24 | - | 34 | 34 | 51 | |
0 | 3 | - | 11 | 24 | - | 35 | 35 | 51 |
- From the frame skill change is shown on screen to when the first frame where the cast bar shows up is ~1/6 seconds (in the table above it's 49/300, but 1/6 is close enough...)
- From when the skill bar shows and fills it is exactly 1/4 in the table above (which is good, considering it is the listed cast time on the skill description)
Skill | Frame Clicked | Frame Skill Changes | Frame yellow bar shows | Frame yellow bar fills | Frame Condition/Buff | Frame Damage | Frame Creature shows | Frame initiative drops full amount of cast | Frame next bar bar shows through old bar |
---|---|---|---|---|---|---|---|---|---|
Dagger Off | |||||||||
Cloak And Dagger @50fps | 0 | 9 | 12 | 36 | 39 | 39 | 39 | 43 | 1.10 |
0 | 12 | 13 | 37 skill also blacks out on this frame |
39 | 39 | 39 | 44 | 1.10 | |
0 | 8 | 10 | 34 | 37 skill also blacks out on this frame |
37 | 37 | 39 | 1.07 | |
0 | 7 | 12 | 35 | 38 | 38 | 38 skill blacks at 40 |
42 | 1.07 | |
0 | 10 | 14 | 37 | 40 | 40 | 40 | 44 skill blacks at 46 |
1.10 | |
0 | 8 skill blacks at 10 |
12 | 36 | 37 | 37 | 37 | 39 | 1.07 |
Skill | Frame Clicked | Frame Skill Changes | Frame yellow bar shows | Frame yellow bar fills/ unstealth/ lose boon |
Frame Damage/ Creature Anim/ Reveal debuff |
Frame bar disappears | Next skill used | Next skills cast bar shows |
---|---|---|---|---|---|---|---|---|
Dagger Off | ||||||||
Backstab @50fps | 0 | 2 | 9 (8?) | 21 | 23 | 49 | Death Blossom | 1.08/1.09 |
Part 3[edit]
Skill(s) | Time Spent/Required | Damage Coefficient(s) | Coefficient/Time | C/T/Initiative | Notes |
---|---|---|---|---|---|
Shortbow | |||||
Trick Shot | 0.96s | 0.54 | 0.5625 | Can hit up to 3 times (0.56, 1.13, 1.69) | |
Cluster Bomb | 1.237s | 1.4300 | 1.156 | Can hit up to 3 targets (1.156, 2.312, 3.468) | |
Detonate Cluster | 1.217s | 0.4983499 | 0.41 (x3 = 1.228) | Hard to explain but I'll try my best: Against one target it can hit 3 times. Against 3 targets it can hit 3 times each (9 total hits). It also can hit up to 9 separate targets, but once each. So basically, it's 9 hits max, where no single target can be hit more than 3 times. (1x0.41, 2x0.819, 3x1.228, 4x1.638, 5x2.047, 6x2.457, 7x2.866, 8x3.276, 9x3.685) | |
Disabling Shot | 1s | 0.5 | 0.5 | (0.125) | |
Sword | |||||
Slice | 0.952s | 0.8 | 0.84 | ||
Slash | 0.413s | 0.8 | 1.94 | ||
Slice and Slash | 1.365s | 0.8+0.8 = 1.6 | 1.172 | ||
Crippling Strike | 1.098s | 1.29 | 1.175 | ||
Auto-Attack | 2.46s | 0.8+0.8+1.29 = 2.89 | 1.173 | Can hit up to 3 targets | |
S2 Chain | 0.84s | 0.75 | 0.893 | (0.179) | |
S/D 3 Chain | 1.46s | 0.75 + 1.5 = 2.25 | 1.541 | (0.308) | |
Flanking Strike | 0.7227s | 0.75 | 1.038 | (0.346) | |
Larcenous Strike | 0.643s | 1.5 | 2.3328 | (1.166) | |
Slice&Slash + FS + Slice&Slash + LS | 4.082s | 0.8 + 0.8 + 0.75 + 0.8 + 0.8 + 1.5 = 5.45 | 1.335 | (0.267) | Too easy to sustain |
Slice&Slash + FS + LS | 2.077s | 0.8 + 0.8 + 0.75 + 1.5 = 3.85 | 1.853 | (0.278) | Possible to sustain? 25/30/0/0/15 trait 3 in CS, w/ 90-100% crit chance, within 15s you drop below 6ini and at 20-25 seconds you hit 0 ini. |
AA + FS + LS | 3.9147s | 0.8 + 0.8 + 1.29 + 0.75 + 1.5 = 5.14 | 1.313 | I don't get why it's only .17s faster than if I replaced the third hit of the AA with Slice and Slash and separated the FS and LS, but I guess that's just how it works... | |
AA + FS + LS | 3.91s | 0.8 + 0.8 + 1.29 + 0.75 + 1.5 = 5.14 | 1.31 | Again I don't understand this... But okay. | |
Pistol Whip | 2.84s | 0.33 + (8x 0.38 = 3.04) = 3.37 | 1.187 | (0.237, 0.45, 0.665) | The 8x can hit 3 targets as well (1.187, 2.257, 3.327); Single target is 1% stronger than auto, but 2 and 3 targets are weaker than auto-attack. Very smartly done ANet, as the evade is more useful against multiple targets. |
Dagger | |||||
Double Strike | 0.37666s | 2x 0.26 = 0.52 | 1.381 | ||
Wild Strike | 0.74333s | 0.83 | 1.117 | ||
Lotus Strike | 0.914s | 0.83 | 0.908 | ||
Auto-attack | 2.084s | 2x 0.26 + 0.83 + 0.83 = 2.18 | 1.046 | ||
Heartseeker > 50 | 0.793s | 0.98 | 1.235 | (0.412) | |
HS+DS > 50 | 1.17s | 1.5 | 1.282 | ||
Heartseeker < 50 | 0.793s | 1.48 | 1.866 | (0.622) | |
Heartseeker < 25 | 0.793s | 1.98 | 2.496 | (0.832) | Damn. That cray. |
Death Blossom | 1.043s | 3x 0.19 = 0.57 | 0.546 | (0.109) | Does not include the bleeds obv |
Shadow Shot | 1.004s | 1.24 | 1.235 | (0.309) | |
Dancing Dagger | 0.72s | 0.48 | 0.666 | (0.167) | Can hit 4(?) times: 0.666 (0.167), 1.333 (0.333), 2.000 (0.5), 2.666 (0.666) |
Cloak and Dagger | 0.917s | 1.026 | 1.119 | (0.186) | |
CnD + B-stab (B) | 4.16s - 2.084s = 2.076s | 1.026 + 2.385 = 3.411 | 1.643 | (0.274) | |
CnD + B-stab (B) + AA Chain | 4.16s | 1.026 + 2.385 + 0.262x2 + 0.835 + 0.835 = 5.605 | 1.347 | (0.225) | |
CnD + B-stab (B) + AA+ Double Strike | 4.16s + 0.37666 = 4.53666s | 5.605 + 0.52 = 6.125 | 1.35 | 0.23% better than without Double Strike | |
CnD + B-stab (B) + AA+ DS (Perfect) | 4.5s | 6.125 | 1.36111 | 1.05% better than without Double Strike | |
CnD + B-stab (B) + AA + DS + Wild Strike | 4.53666 + 0.74333 = 5.28s | 6.125 + 0.83 = 6.955 | 1.317 | 2.21% worse than CnD+Bstab(B)+AA | |
CnD + B-stab (F) + AA Chain | 4.16s | 1.026 + 1.193 + 0.262x2 + 0.835 + 0.835 = 4.413 | 1.061 | (0.177) | |
CnD + B-stab (F) | 4.16s - 2.084s = 2.076s | 1.026 + 1.193 = 2.219 | 1.069 | (0.178) | |
Pistol | |||||
Vital Shot | 0.88s | 0.39 | 0.443 | Does not include bleed obv | |
Body Shot | 0.88s | 0.5 | 0.568 | (.189) | |
Shadow Strike | 0.686s | 0.3 + 1.25 = 1.55 | 2.257 | (0.564) | If spammable, back to a corner, it's kinda OP |
Unload | 2.286s | 8x 0.3 = 2.4 | 1.05 | (0.21) | 2.37x stronger than auto (no condition damage incorporated) |
Headshot | 0.64s | 0.25 | 0.391 | (0.098) | |
Black Powder | 0.8s | 0.25 | 0.313 | (0.052) |
Part 4[edit]
Link: I've moved this to it's own page.
Warrior[edit]
Part 1[edit]
Skill | Time (Dmg to Dmg) | Notes | Listed Time |
---|---|---|---|
Axe | |||
Auto-Attack | 3.58666s | @50: 3.28, 3.30, 3.28, 3.30, 3.31, 3.26, 3.32, 3.30, 3.29, 3.29, 3.29, 3.30 | 1/4-0-1&1/2 |
Greatsword | |||
Auto-Attack | 2.44s | @50: 2.24, 2.22, 2.19, 2.22, 2.22, 2.22, 2.25, 2.18, 2.24 | 1/2-1/2-1/2 |
Mace | |||
Auto-Attack | 3.27s | @50: 3.12, 3.12, 3.11, 3.19, 3.11, 3.14, 3.15, 3.14, 3.13, 3.16, 3.10, 3.15 | 1/2-1/2-1 |
Sword | |||
Auto-Attack | 2.514s | @50: 2.26, 2.27, 2.25, 2.25, 2.26, 2.26, 2.25, 2.27, 2.25, 2.25 | Unlisted (0)-1/2-1/2 |
Hammer | |||
Auto-Attack | 2.79s | @50: 2.4, 2.41, 2.38, 2.38, 2.4, 2.4, 2.41, 2.38, 2.42, 2.39, 2.38, 2.39, 2.4, 2.39 | 1/2-1/2-1/2 |
Rifle | |||
Auto-Attack | 0.956s | @50: 1.00, .47, .47, .48, .46, 1.00, 1.00, .45, 1.00, .45 | 3/4 |
Auto-Attack | 0.952s | @50: .48, .47, .48, .45, 1.00, 1.00, .47, .47, .46, .48 | 3/4 (done by condition re-app, instead of dmg numbers) |
Auto-Attack | 0.956s | @50: .48, .46, 1.00, .47, .44, 1.02, 1.00, .47, .48, .46 | 3/4 (done by bar fill frame, instead of dmg numbers) |
Part 3[edit]
Skill(s) | Time Spent/Required | Damage Coefficient(s) | Coefficient/Time | Notes |
---|---|---|---|---|
Axe | ||||
Auto-Attack | 3.58666s | 0.75 + 2x 0.8 + 3x 0.85 = 4.9 | 1.366 | |
GS | ||||
Auto-Attack | 2.446s | 0.7 + 0.7 + 0.9 = 2.3 | 0.943 | |
Mace | ||||
Auto-Attack | 3.27s | 0.8 + 0.8 + 1.6 = 3.2 | 0.979 | |
Sword | ||||
Auto-Attack | 2.514s | 0.6 + 0.6 + 1.3 = 2.5 | 0.994 | |
Hammer | ||||
Auto-Attack | 2.79s | 0.9 + 0.9 + 1.2 = 3.0 | 1.075 |