So again my turn
1. little bit about bloedzigurs - I watched discussion here about how to avoid that acid explosion - something like "when you see you hit them by 1 HP, run away, he is dead". If I try that, I am also dead. If the first slash took the rest of his HP and the second shows 1HP, then its too late to run - that explosion is so quick. I tryed moddified approach from vanilla, just for final blow I used sword and not IGNI (best strategy anyway). So I carefully hacked him couple of times, even switching style from strong to fast and group to not to kill him, just leave him almost dead - by chcecking life ring under him. When he is almost finished and I would normally hit him by fire, I run away a little bit, switch to fast style, click on him, so Geralt must make a few steps forward before he attacks; meanwhile I turn camera view by ~180 degree and in a moment Geralt makes a first slash, I immediatly click Back-arrow (interrupts sequence) and then Forward-arrow (run). I use that trick with turned camera, because I can easilly use 2 different keys for interruption of the attack and for running. Using 2 same ususally ends up by evasive maneuver - and it stops Gerat form further moving for a moment = death.If it wasn't enough for kill, I repeat that. But If I let Geralt to make even 1 more slash than the killing one, he just starts running when Bloedziger explodes. And I don't suppose, that my ingame animation are different than the others ones.2. just more important question about game mechanics. Many of times it was said, that it is better to start attack, even to interrupt the sequence, step back and repeat, rather than face constant fight. Ok, it fully works when fighting couple of enemies, but is it same in one-on-one?a) if I am right, I can interrupt the sequence, but not before at least 1st slash - otherwise I make no damage. Simply, game is counting every slash independently.b) if I try to step back - attack - repeat; my enemy is still fighting back and e.g. I see that "PARRY" notices flying over us, I just don't see an animation. There were even fights, when doing my best to kill him as quickly as possible ended with no to few scratches on me; while I had problem to survive fight, when I used more cautios tactic. For example it's not worth to retreating from single barghest when one strong-style sequence with oil can instantly kill him, while retreat just gives him chance for one more attack. Same, when I was fighting Ozzrel, when I tryed to retread, his regeneration eliminated at least 1/2 of the inflicted damage and it prolongued the fight so much, that he simply had more chances to "get a 6 on roll of the dice" and hit. So - am I confused by some non-typical fights; as well as by game engine, which doesn't show the animation properly; am I right; or both of it? As I don't see, how the game is rollng the dices, I have to guess from outcome - and it can easilly leads to the wrong conclusion.