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Finn Doesn't f*ck around.
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PARRY WINDOWS AT 60FPS:
Golden Parry (Parry with incantation-reinforced range) and Carian Retaliation (Parry with spell absorption/conversion into glintblades): Short windup with 14 active frames or 1/4th of a second to catch a swing.
Thop’s Barrier (Magic projectile deflection) and Storm Wall (physical projectile deflection): 9 active frames, 1/7th of a second to catch opponent’s swing.
Buckler Parry: Short windup with 11 active frames, or 1/6th of a second to catch opponent’s swing.
Small shield parry: Longer windup with 11 active frames, or 1/6th of a second to catch opponent’s swing.
Dagger parry: Longer windup with 9 active frames. 1/7th of a second to catch your opponent’s swing. Windup is good for reacting to telegraphed weapon arts, and keeping your opponent from getting nervous like they would when they see you equipped with a medium or small shield.
Curved sword, thrusting sword, claws, fists, and medium shield parry: Long windup, with 5 active frames. 1/12th of a second to catch opponent’s swing. You have to be clinically insane to use parry on these armaments, as it’s almost certain death if you are not used to their animations. Luckily, I have little use for sanity.
Note: After the Pre-DLC Balance Update, Regular Parry, Stormwall, and Thop’s Barrier are confirmed to have earlier active frames now, but it is unclear to me if they have also increased active frames, or if the active frames remain the same and are only earlier into the animation now. Regardless, it is now noticeably easier to parry with these AOWs, though still much harder than Golden Parry and Carian Retaliation.