This display issue can not be avoided in a frame-based, 2D game. The game will only display the weapon at the top, halfway down, hitting, halfway back up and at rest. For instance, if a character’s basic attack with a given weapon requires 12 frames for the full animation (showing the arm swinging, the weapon descending, the hit landing, and then the weapon being lifted back to the ready pose), and your character has that attack down to 5 frames, thanks to a lot of IAS and a boost from Fanaticism, 7 of the 12 frames of animation will not be shown. This can result in very fast movements looking choppy. Increased speeds are displayed by dropping frames of animation. You must get to 48%, and then anything above that will cause no change until you meet or exceed the next breakpoint. If a breakpoint requires 48% Faster Hit Recovery, you will not get it with 46% or 47%. Values must meet or exceed numbers to achieve that breakpoint. Other skills (such as Fanaticism) modify the overall speed of all attacks. ![]() Many attack skills have their own speeds and breakpoints. Speeds for all of these properties vary greatly between the different characters and items. ![]() Players call the amounts of improvement necessary to cause a change “breakpoints.” If a normal attack with a given weapon takes 10 frames, some amount of faster attack bonus will drop it down to 9 frames, but until that amount is reached, no improvement will occur. As a result of this, improvements to attack rate, casting speed, hit recovery, and blocking rate are measured by the number of frames required to display the motion. Since Diablo II runs with 2D graphics, at 25 frames per second, events can only occur at discrete numbers of frames.
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