Not long ago a 20 seconds cool down has been added to both weapon and magic cancels to reduce their frequency . But now that we have magic crash and armor crash removing the cancels , the current cool down system is reducing the efficiency of these skills due to the fact that the cool down of each cancel starts once it's removed / over . So once one of the cancels are being casted and you remove it , you only have 20 "safe" seconds until it can be up again . I chose to post this thread here since I honestly think that's not how it was planned to be working . Instead , I think the cool down should start once the cancel is casted and last like 50-60 seconds so these skills could be more useful .
From https://royals.ms/forum/threads/horntail-party-quest-bossing-guide.6152/ it looks like that's how it's supposed to work
If I am understanding you correctly, I believe the armor/magic crash skills should already be working similarly to the what you are trying to suggest. Currently the skill should remove the cancel from the mob and also stop the mob from using any further cancels in the duration of which the cancel would still be active. For example in the case of the HT heads which do magic/weapon cancel both with a duration of 40s and a cooldown of 60s, if armor crash was used immediately when the mob used weapon cancel, there will be a guaranteed period of 40s where the mob does not use magic cancel and then an additional 20s where the mob is guaranteed not to use weapon cancel. However it is very likely that the mob would use the alternate cancel after the duration of the first one expires, so in actual fact using armor crash in that scenario would almost guarantee a 80s window without weapon cancels if used immediately when a weapon cancel starts.
Alright so now I know how you wanted it to work , which actually make this skill useful .But however in reality it doesn't work like that , I was zakking and krexing last night and once we removed one of the cancels it immediately used the alternate one , I haven't tried HT since the patch but perhaps the cancels work differently at zak/krex ? Also wondering why the cancels' cooldown was changed again , I made this thread back in 2015 : https://royals.ms/forum/threads/zakum-weapon-magic-defense-cancels.47859/#post-259104 This is exactly how it's working right now , both zakum and krex (once again haven't tried HT since the patch) have one of the two cancels up 90% of the time due to the frequency of the usage of these skills , and it alternates again between magic and weapon cancel like it used to , making the fight much longer since you are not able to hit for a considerable amount of time . I know it's probably not a bug but more of an effect of the last change but I thought it's worth bringing it up in order to display to you guys the current state of some of the main bosses on our server so you can decide whether or not it should be changed .
I been to HT today and managed to take a quick video to demonstrate the bug : 0:08 - weapon cancel is activated , and removed with crash like a second after 0:26 - pretty hard to notice but magic cancel is activated after less than 20 seconds , although weapon cancel should stil be up. In some cases it takes even faster , I hope it helps !