How to melee dance and what races/things it works on?

pame12

Well-known member
So a little birdy told me that some animations are faster than standing when auto attacking.
I'm a fist monk, I tried this but it doesn't seem to be the case.
However, what about other races? What about other weapons?
Or, did the birdy lie?
 

Br4d

Well-known member
If you move after each swing you can marginally increase your attack speed. The difference is between the animation time for second swing and the amount of time you spend moving. The cost of doing this is that your swings are all baseline, not getting the +5 bump that the second swing gets or the +10 that the third gets.

However if you are THF with the feat line you not only get the slightly faster attack speed but you also get hits on several other mobs with each swing.

In all of this you also get a significant defensive benefit because AI's just don't dance.
 

Mokune

Well-known member
From personal experience, I found this tactic also works well while SWF with Spring Attack to mitigate penalty to hit while moving.

Many years ago "Twitching" while THF was the thing (could still be a thing? idk) but that was before the Strike-Through was added.
 

saekee

long live ROGUE
Improved Feint seems to break the attack chain for TWF and allows a fast insertion of another attack—not sure how well it all adds up. Available to rogues, maybe Deepwood stalkers—you need to have sneak damage as a feat.

Slicing Blow (a junky lowbie feat) breaks the TWF chain as well with a fast insertion of a double attack
 

pame12

Well-known member
If you move after each swing you can marginally increase your attack speed. The difference is between the animation time for second swing and the amount of time you spend moving. The cost of doing this is that your swings are all baseline, not getting the +5 bump that the second swing gets or the +10 that the third gets.

However if you are THF with the feat line you not only get the slightly faster attack speed but you also get hits on several other mobs with each swing.

In all of this you also get a significant defensive benefit because AI's just don't dance.
Does that work for TWF with handwraps?
I tried testing it out, and it seemed to make me slower, but I was sort of quickly tapping a or d keys, is there more of a rhythm to it?
 

Br4d

Well-known member
Does that work for TWF with handwraps?
I tried testing it out, and it seemed to make me slower, but I was sort of quickly tapping a or d keys, is there more of a rhythm to it?

It's definitely rhythmic. I've been dancing for 10 years now and it's become second nature to always swing, move, swing, move, etc. You can technically do this with the same pattern on each swing and it will work but it's a lot more fun to move tactically and vary your pattern based on the situation. A pattern that takes into account the position of static and approaching mobs is generally better for both offense and defense.

As to whether it works with TWF handwraps or not I'm not sure. Handwraps have less reach than virtually any other weapon so you have to stay close to your targets to ensure constant hits. Also, the question is whether or not offhand swings occur as often on the first animation as they do on following animations in the chain.

I have danced a fair amount with Dagger and SWF and I think the damage is similar to THF and Greatsword but I haven't actually vetted them against each other in real time.
 

Br4d

Well-known member
The technical term for this used to be 'twiching' not dance

It's different than twitching. In twitching you move as little as possible to gain the benefit of the differential between movement time and animation speed on attacks after the first swing. The slight movement resets the animation and you attack faster.

Dancing is actual tactical movement that looks to get off a swing, get out of the AI's optimal target window and/or in range of additional targets and then attack again.

Note that there are forms of twitching (automated somehow) that are against DDO terms of service and will get you banned.
 

The Nameless One

What can change the nature of a man ?
Movement is still very valuable. Probably, the best form of active defense.

Like these tumble changes w/ their 99% evasion is absolutely asinine as a defensive tool as kiting and active movement both of which cannot be done while holding down block (for tumble) is FAR superior in terms of avoiding attacks than a 1% 1 sec buff, where LAG, server side calcs, and your eyeball all have to align PERFECTLY in a 1 in 1,000,000 chance within a 1 sec window to avoid an attack.

I hate the tumble changes. It's a MASSIVE immersion breaking thing when you tumble a couple times and all of a sudden you can't tumble anymore....? I mean, I can tumble 10 12 times (before I get too dizzy) and seriously out-of-shape.(during my H.S. days it's basically walking).

What they should have done is make tumbling fade away gradually if you do it too many times in a row, meaning after 4~6 tumbles depending upon your tumble skill/thief acrobatic/etc. your tumbles will gradually slow down (if the animation can't be fiddled with then create a % chance depending upon tumble skills etc. where your tumble just won't go off when you block & move.) Or too many tumbles in a row and you get dizzy (stunned) for 2 seconds.

This whole dot thing is just the dumbest idea ever. OMG.
 

Br4d

Well-known member
The answer to Tumble was to revert it to what it was before the alternate Tumble changes.

I have no idea why they didn't just revert. Nobody was complaining about tumbling when there was no movement benefit involved except in corner cases, like shallow water.
 

Fauxknight

Well-known member
Many years ago "Twitching" while THF was the thing (could still be a thing? idk) but that was before the Strike-Through was added.

Under the old system only certain attacks in the THF sequence cause AoE damage. Twitching could focus on the first attack and make every swing AoE.

The old system was also unbalanced on the delay time between each attack in the sequence. The new animations clean that up.

So getting Strikethrough on every attack plus having the same animation delay between attacks made twitching less popular.
 
Top