

i only ask that the magic targeting be somewhat similar to other ranged mechanics (does not necessarily mean a manual targeting system) instead up having to use my characters 3rd eye to know i'm in range to use the auto lock macro.īeen screwing around and levels with more light definately have a longer target range for the auto lock seems height advantage may also play a factor. and yes i agree magic is overpowerd, then again its flippin MAGIC. Thx for the heads up, ill be playing around with this concept. In my experience, locking on outdoors versus somewhere dark seems easier, though I've never really done any hard comparisons - none the less, it may be something to play around with. If done quickly, this will lead to being able to roll much faster in succession, making a great advanced technique for escaping quickly or catching up quickly to an enemy.Originally posted by fox:Supposedly, lock-on range seems to be based on light level, going by and (spoilers). Roll CancelĪnother advanced technique performed by rolling, initiating a rolling attack, and then quickly interrupting that attack with another roll. ADDITON: also works with the Reaper class weapons.

So far, this technique has been tested and demonstrated to work with straight swords in both the standard and power stances. In addition, the quick roll cannot be done if the player's attack bounces off a wall and goes into the recoil animation. Doing it too late on the other hand will defeat the frame advantage of the quick roll technique while draining additional stamina for the late quick roll.

Done too early, and the player will perform the standard roll which leaves them vulnerable for a short period between the attack and the execution of the roll. Performing the Quick Roll is difficult due to the different movesets of the various weapons in the game and the strict timing. If done properly, the player will roll away or backstep almost immediately after the hit connects with an enemy. The player must press Attack+O at the exact same time they would perform a consecutive attack, right down to the earliest frame that they can input to in which the game would be able to recognize the command as a successive attack. While this seems simple at first, the difficult part comes from the strict timing of the maneuver which is additionally unique to each moveset. To perform the quick roll, the player must press an attack button and the "circle" button at the same time or within a very narrow window of one another. It is unknown if this is a glitch that has to do with the new feint mechanic, and it is unknown if it works with all weapons although this should be the case if the principle applies universally. The quick roll allows a character to quickly act after performing an attack, allowing them to potentially dodge follow-up attacks from faster enemies at the cost of slightly more stamina that they would not have been able to had they just pressed O to attempt a dodge. Quick RollĪ new mechanic that seems to have been introduced into Dark Souls II. The roll at 105 agility is equivalent to the fast-roll in the original Dark Souls. As long as you aren't fat rolling, you get as many iFrames at 70% burden as you do naked. Agility's Effect on RollingĪgility affects the number of invincibility frame (iFrames) counts a roll has.Īgility only affects iFrames. Whether you are at 0% burden, or 70%, your entire roll takes about 25 frames to complete. It has no affect on iFrames or roll duration. Staying under 50% weight seems to be the most advantageous, since you can roll 15% farther than you can at 70% weight- the greatest increase in distance.ħ0-100% weight seems to have no effect on roll distance, but keep in mind that being above 70% makes you fat roll, which is slower. Rolling Distance (Out of Maximum Possible Distance) Rolling Distance and Equip LoadĪn approximation of roll distance versus equip load can be found below. However, even above 120% equip load, one can always perform rolling attacks and backstep attacks. Equipping more than 100% of your character's equip load will gradually slow your character's walking and sprinting speed, and equipping more than 120% will make rolling and sprinting impossible. Attempting to roll with over 70% equip load will result in a "fat roll", with its own, slower, animation. All rolling below that will have the same animation, but as your equip load decreases, your roll speed and distance will gradually increase. In Dark Souls II, however, rolling has only one hard limit at 70%.
