
Read the wind-up and recovery before reacting to a game attack
Break a game attack into startup, active time and recovery. Use a controlled practice sequence to identify an opening instead of reacting only to the biggest animation.

Break a game attack into startup, active time and recovery. Use a controlled practice sequence to identify an opening instead of reacting only to the biggest animation.

Separate a root from a stun by checking which actions remain available, then test the current game’s tooltips instead of treating every immobilisation alike.

Understand the difference between an attack’s active collision area and a character’s vulnerable area, then use that distinction when reviewing a missed hit.

A damage effect may preserve stats from activation or update them during its duration. Use a controlled practice test before changing your buff timing.

Weapon damage can change with distance. Compare range, hit location and game version before drawing conclusions from one large number on a target dummy.

Read interrupt and stun effects separately so you can understand cast stops, immunity and cooldown coordination in a boss encounter.

Distinguish distance from line of sight when a game ability fails, and use terrain without assuming every attack follows the same rules.

Critical-hit chance changes frequency; critical damage changes the size of a qualifying hit. A simple model shows why the two stats are different.

Compare a damage-over-time effect with a direct hit over the same encounter window, accounting for ticks that never land and the actions needed to apply the effect.