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I didn't know if you were saying, "blink always behaves the same, every time", as something that is widely misunderstood, or if you were saying it as a fact (if that makes sense). Anyways, Dusty's statement says that delay (blink) is indeed not the same for everyone.
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You misunderstood me. Dusty pointed out that having a decreased framerate can affect the length of time it takes for your client to register your character being hit by a sword. I explained that every blink acts the same
after the hit is already registered. That is, it is caused by the same input, has a given length of time before it wears off, and is affected by the same exceptions that end blink early or lengthen it due to a framerate drop.
Although, the length of time the blink lasts may very well be linked to Dusty's explanation of chat blocking. We may measure this time span in seconds, but it doesn't matter to the computer because it measures the length of time in frames. I haven't really noticed this because I don't really get around Graal often enough to see any chat blocking anymore. But this is a very good point. So, if a computer is dropping frames for some reason, the hit detection recovery will seem to be lengthened in
seconds, but like I said, the computer will carry out the same command every time, and actually just take longer for the frames to show up. The frames take longer on a slower machine, so the game will think everything is running correctly while human beings see an expanded time frame for the blink.
This is very good to know when you spar someone who skips frames, which can be caused by a number of things, but still can achieve a similar reaction from the computer. We just see it differently. Good knowledge to know that a player like that may have a frame issue that causes irregularities. Shouldn't be too hard to make amends.
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Can't say I've read every post in this thread, but some people seem to be saying that players manipulate their device/browser/whatever they play on to lower their framerate while sparring so that they blink longer? That would be pretty amusing if true, as lowering framerate also means you move slower. Having 4 seconds of blink but also moving half the speed of your opponent isn't going to lead to good things for you.
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It may also do some good to make sure people know that latency and framerate drops can seem similar, but they are not the same thing. Sometimes they are not even related.