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.

Auguast 18, 2013: I've moved to updating this page. I'll be redoing it to make sure everything is correct/within the ballpark after the Jun 25th patch.

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)
Flanking Strike +
Larcenous Strike
S/D 3 Chain
2.45s @50: 1.22 (2.44s), 1.22, 1.22, 1.22, 1.23, 1.23, 1.26, 1.22, 1.22
Pretty sure I calculated this using the boon "Larcenous Strike" but it
may have been between larcenous strike damage to damage
1/2-1/2s, 1/2s evade on first
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]

Auguast 18, 2013: I've moved to updating this page. I'll be redoing it to make sure everything is correct/within the ballpark after the Jun 25th patch.

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 2.731s 0.8 + 0.8 + 0.75 + 1.5 = 3.85 1.4097 (0.282)
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