Best is when animation goes off but ability doesnt. Love that.
Love those level 3 limit breaks that don't do damage.
I have yet to see that other than when mobs get glitched in WP. For some reason if I try to attack the first wave of condors at the top of the stairs where the beetles spawn I notice my animation goes off then cuts of halfway through doing jack crap. Not exactly sure on what causes it, but wow it's annoying having to reposition because of that.
I've seen it related to range. If I use an ability (halone for instance) on something and it starts running at the very start, I will hear about 1/3 of the sound and then it will stop. It's hysterical to me that the range check is done AFTER the animation is done, which is (as we know) when the action actually fires.
Would like research a way to delete all animations from the game.
I don't think that would help much to fix these issues. I've noticed what Day has stated with silence several times myself when using another action right before it. I'm fairly sure it's not only the client but also the server that imposes a delay between actions. Even if you were to suppress the client's delays, the server would just ignore your actions if you fired them faster than intended.
For the silence issue I would say that the previous ability reached the server later than usual and/or the silence action was received earlier than usual (jitter), hitting the server side ability cooldown and not allowing it to fire. The animation will start playing regardless, as it'll only take into account the client side cooldown and stop halfway when it receives the server's refusal to fire the action. However, given that the silence animation is quick, the time it takes for the server's refusal to arrive might make it look as if the animation actually completed, misguiding you into thinking that the action successfully fired.
In XI an animation action would never start without server confirmation, making this a non issue, but resulting in everything reacting slowly. They had their server side cooldowns too if you tried to use an ability too quick after another and getting the "you cannot use/cast x at this time" message, but the animation would not play in these cases. You cannot do it that way if you want a fast paced game, however.
In XIV's approach, if they wanted to enforce a delay between abilities, they should loosen up the server side restrictions to prevent issues like this caused by jitter from happening. Instead of imposing a per ability cooldown they should measure the player's ability rate, and flag them (or log them out) if they consistently fire abilities at a much faster rate than the client should allow, to prevent hacking. Still, removing the concept of delays for nonGCDs or nonGCD/GCD combinations is what they should be aiming for instead.
There is one specific instance where I have been able to "make" a long animation "happen" faster: Holy > Swiftcast > (mobs immediately freeze from Stun and take damage).
This is most likely a totally different issue from what I've explained with silence. Rather, it looks similar to firing an ability like bene and never getting its effect despite eating its cooldown. If the server has to process a rapid succession of events and actions it seems to apply them all together in ways that don't make any logical sense.
Haha, ouch. I deserved that though, I apologize for helping to shit up the thread.
For weird delay shit though, just had a dungeon run where it felt like over half my swiftcasts went on cooldown without actually applying the buff due to spamming it too soon after a prior ability I guess. Never had it misfire that often before.
I've had Flare animation and casting bar go off but not actually deal damage. Then I notice I didn't use any MP. Same thing with Blizzard 3; will cast it and see animation but it didn't deal damage (and thus no Umbral Ice transition). It's dumb.
My favorite has to deal with the double Flare that's all the rage with BLM atm. Flare > Flare > Transpose will leave you in Astral if you Transpose too fast because occasionally the Astral Buff from Flare doesn't apply fast enough so you end up Transposing back to Astral instead of Umbral.
Four bug reports submitted not a single response. Customer support is useless
Anyone know an enemy anywhere that inflicts Sleep? Only one I can think of is Garuda HM's Satin Plumes and I don't want to have to drag 7 buddies to intentionally fail if I can help it.
If curious, trying to test if you can use Smelling Salts on yourself while slept. I mean, I imagine you can since you can't use them on other people but I had to wonder if SE was dumb enough to forget.
The adds in Brayflox have a sleep breath, so perhaps the Ziz East of Hawthorne Hut might?
Not sure. You're going to have one hell of a time testing that before they auto-attack you and wake you back up, unless you have someone tagging along with you.