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Before the attack, if you want to release the action before the attack, the process from your attack command to the attack can be fully reflected in the game, and the slower ones such as the skeleton shooter are relatively slow, and the faster ones are enemy methods or something. Backswing is the time it takes to act after releasing an attack, but it is generally not obvious and can be basically ignored, and the pre-swing and backswing will be more important than the attack front-swing and backswing. The explanation is the same as before.
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For example, the big one of the sand kings should have two tails before they are released, which is a forward wag. Always take it back after the Phantom Thorn attack.
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Shadow Fiend is, when attacking, the piece of her waist will be twisted, and when the butcher hooks will be twisted.
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For example, the hand-waving motion of Rubick when attacking.
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Don't look at that, for example, come without even looking at the title, shake before attacking, shake before casting, and you should be able to think of it by looking at the name.
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The backswing is after the completion of the attack action.,So it should be the place where the blood is dropped.,The attack interval is after the backswing is completed, there must be a certain interval before the next attack.,So the smaller the attack interval, the greater the upper limit of the attack speed that can be reached.,Refer to the enemy law and open a big alchemy.,The attack interval is small.,A little bit of attack speed can reach a very fast attack speed.,But don't open a big alchemy even if you have a prosthetic leg to boost the attack speed is still not very fast.,Attack before swinging is more typical like a musket.,The front swing is small and the shot is particularly fast., It is more suitable for moving to make up for the knife, and it is easy to hold on to the long forward swing, and you can clearly see his hand raising action.
The backswing of the attack can be canceled by S and the floor, for example, when the attack speed of Xiaohei is not fast in the early stage, an ice arrow can be immediately clicked on the floor in front of the floor to cancel the backswing, which is hit&run, so that you can continue to stick to others.
The second point you said is about the same, but his calculation formula is not like this, it should be (1 + attack speed increase) Base attack interval = number of attacks Game seconds, the attack speed increase in this formula, including equipment skills, is also directly and linearly superimposed.
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1) It refers to the beginning of blood loss, there is a technology in Dota, which is to move while chopping, you can make the character move immediately after you deal damage to the enemy, you can cancel the attack backswing, so as to achieve the effect of maximizing the output, of course, this rhythm is very important, because for novice players it is likely to move without causing damage. However, in the later stage, the attack speed of some physical DPS is very fast, and such a technique has become a burden, and it is still very effective in the early stage.
2) No, there is no accurate concept of the specific attack speed in Dota, and it is worth looking at the source of each hero to know the specific number, which can only be grasped by many times of actual combat experience, which only needs to be played a few more to have a rough qualitative concept.
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There is a formula, but it is too complicated.
In fact, Dota is good for three models, and the promotion is relatively high, and the transformed ronin and the transformed rocker are popular.
The rest of the attack intervals are all above, and even the muskets of the butterfly attack on the big point hammer feel slow.
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You can go to the super player to see the hero.,There will be instructions when you click in.,How much to shake forward.,How much to swing back.。
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Probably as mentioned on the first floor, the specific formula is very complicated, you can go to RN to find it.
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Leave it alone.
If you play more, you will feel it.
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You're a young man.
1.Most melee heroes' attack backswing is very short, and you can basically ignore the melee hero's attack backswing, and the backswing starts from losing blood, and the enemy loses blood, which proves that your attack is effective, and your plagiarism, for example, from the attack to the enemy's instant blood loss, and then ** to the lowest point, the time is very short, h r is meaningless.
To say a little farther, ranged, such as a cm attack, raise the staff to the top of the head, go down a little, and the attack projectile will come out.
From this point of view, the enemy is not losing health, and your backswing staff is not at its lowest point, so for ranged range, as long as the projectile comes out, it can be counted as backswing 2In the full sense of the word, the attack forward swing The moment of the attack The attack backswing The attack interval is a complete action.
So, for melee combat, as long as the enemy loses blood, it means that the attack is complete, and immediately move h r, for long-range, the attack projectile comes out, you can move h r, and there are not many serious novices like you
Is there anything else you can ask me and try to give you an answer.
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It's gratifying to see that you are so careful and willing to think about the novice!
Your understanding of the attack post-shake is correct.,It's the action of the hero after the attack.,This is obvious to ranged heroes.,For example, the fire girl will wave her hand after attacking.。 As for melee, it is the action after the attack hits the unit. Old birds will use hit&run to avoid attacking backswing and thus make themselves a few more aces.
As for the attack interval, you can observe that the attack interval (the attack interval itself is really long) is indeed a forward swing + backward + interval, so you can operate the unit to move around after the attack to shorten the time required.
Attack speed, your understanding is a bit skewed . Attack speed calculation formula: (1+ias) Base attack interval = number of attacks Game seconds For example, if the attack speed is 100 (ias is 0), it means that the hero's attack interval at this moment is seconds.
IAS is an attack speed increase, and IAS is completely linearly stacked.
The ultimate attack speed in Dota is 400% of the base attack speed, due to the different base attack intervals of heroes, the ultimate attack speed is also different, the theoretical fastest is the level 3 Great Alchemist (basic attack interval seconds) increases by 400% IAS, and can attack almost 5 times in a second.
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Swing before attack refers to a specific action of the model before attack, such as raising your hand, or raising **, a posture component.
Attack backswing, forward swing is a meaning, just when the end of the attack or skill, an end pose.
The interval is the interval between the end of an attack and the start of the next attack.
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The time interval from the player's attack command to the hero's attack is called attack swing, such as skeleton archer, when you select a target to attack, to the moment the hero releases the arrow, it is attack swing, and some heroes have a large front swing in the early stage.
The time interval between when the player unleashes an attack and when the next command is naturally executed is the attack swing. For example, if you use Shadow Demon to attack a creep and then release a shadow pressure, you can try to quickly press the right button to attack, and then press C to release a shot, and you will see that the shadow demon does not immediately execute the shadow pressure command after releasing the attack, but straightens his body and waits for a while before releasing the shadow pressure. The attack swing can be forcibly canceled by a well-timed move command or a cast command.
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That is, if you tap A and attack a unit, your hero will raise his hand and hit it, a process called forward swing.
The back swing is when the fight is finished and the hand returns to its original position.
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One hand and a hand down action bit, your hero will raise his hand, and then.
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There is a period of time between when you press the OUT button and when the skill is released, which is called forward swing. There is a certain amount of time between the end of the ability and the execution of your next command (e.g. right-click). Shadow Fiend is a good example, when you release the shadow pressure, there will be a movement of raising your hand, which is to swing forward; The backswing can generally be removed by pressing S after the skill is released.
However, the backswing itself is not long, and there is no need to do this.
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The early attack speed is very slow.,The interval is very large.,You look carefully.,When some heroes attack, the moment they raise their hands is the front swing.,The back hand of the attack is the back swing.,List the shadow demon.,Fire girl,Although some heroes can't see it because it's omitted.,There's still a gap.,When you fight in the early stage, you have to control the swing before and after to reduce the attack speed gap.。
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For example, the Beastmaster is a forward swing, and the skeleton archer has to draw the bow, so it has to swing back, like an electric baton to directly put skills, but he will cause damage in seconds when he arrives.
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Forward swing = the time to poke out the damage from the relaxed state.
Back swing = time to return to a relaxed state after poking.
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Attack Swing: The amount of time a hero has to act before attacking or casting a spell. Attack Swing: The amount of time the hero has to move after attacking or casting a spell. For example, the Ice Girl will raise her hand before casting magic. The action of putting your hand down after casting magic.
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To explain with a very simple example, when you attack an enemy who is fleeing, there is an animation before the attack, which is to raise your hand, and the damage will only be counted after you shoot someone. Keep in mind that you can cancel the attack swing, but if you cancel it, the attack won't appear. During the attack, you are in a continuous casting state that cannot be moved, so it is basically impossible to shoot the level 16 stone man to fill up the inviolable fawn with a flat A hit deer.
That's a slow animation - the most serious forward swing should be Ice Girl, and the most perfect front swing is White Tiger, Shorty, etc.
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It's sf magnified, hands raised and danced and down.
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It is the speed of raising your hand and putting it down.
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The methods between the two are different, one is the server, and cc is the simulated access**.
The difference between the type of attack and the type of defense.