1. FFXIV Reset Timers
    Last daily reset was 14 hours, 17 minutes ago / Next daily reset is in 9 hours, 42 minutes
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  1. #5461
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    Quote Originally Posted by Niiro View Post
    No, they don't.

    They're just subject to animation delay like every other skill in the game.

    edit: to elaborate

    A DoT won't deal damage until the next universal DoT tick on the mob, but the effect will be applied and be able to be Bane'd/Fester'd as soon as the icon appears (only effected by animation delay).

    When the actual DoT damage happens is completely unrelated to Bane/Fester.
    Right.

    I always took it that way cause it's how it was explained to me and never actually bothered looking at it any other way, cause sticking to those rules made it so I never wasted a fester/bane.

    If it's just animation delay though, cool.
    Thanks for explaining.

  2. #5462
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    It is funny that people would come up with these specific rules with no basis at all, though.

  3. #5463
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    It is based on server tic rather than animation. A quick test is while in FFXIV, change your clock and notice how in some regards, you will indeed automatically get kicked from the game. Another is Ravana's counterattack, If you hit him on the shield as the icon wears (the exact second) he'll still counter you - pay attention to how some buff/debuff will count UP a second before wearing off. So I don't think it's purely animation delay and more just needing to wait on that server tic to say it actually exists.

    Either way though, they need better servers overall. I don't get tons of d/c and lag and whatyou, but dear god if increasing our inventory by even 1 will kill them they really cut a corner somewhere.

  4. #5464
    Ridill
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    Go cast a DoT on a striking dummy and use Fester.

    You will never have to wait 3 seconds for it (Fester) to deal damage.

    The reason why status effect duration will sometimes increase a second when about to expire is due to the effect duration not being entirely in sync with the universal DoT ticks and the game "adjusting" them to make sure you get all of the damage ticks you're supposed to.

    ie. You apply Bio and the effect is applied right after the universal DoT tick, 17 seconds and 5 universal ticks later the effect is about to wear before the next universal tick, the duration then increases by 1s to ensure the 6th tick happens.

  5. #5465
    Ridill
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    Another way to look at it is simply a discrepancy between the client/server over the duration of the effect.

    Effect timers continue to tic down when you're DCing, the server isn't hard-lining the durations to the client every moment, they update intermittently.

    The timings are out of sync more often then you probably notice, sometimes a status effect icon seems to linger for a (relatively) long time after the timer expires, that would be a small discrepancy between the client/server timings, when it's a large one and the server says the effect needs to stay active for the next universal DoT tick to apply the full potency, that's when you see the effect time tick up a second.

  6. #5466
    Jem
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    Any BRD should know that DoT durations can be be weird. Plenty of times Iron Jaws has resolved after the DoTs drop off the mob per the icons yet it still renews both buffs.

  7. #5467
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    Quote Originally Posted by Jem View Post
    Any BRD should know that DoT durations can be be weird. Plenty of times Iron Jaws has resolved after the DoTs drop off the mob per the icons yet it still renews both buffs.
    Doesn't Iron jaws work as long as you cast when the DoTs are on? I mean I start my cast at 1 sec before DoTs wear off and it always work.

  8. #5468
    Ridill
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    No, it's just about being close enough that the effects can still be considered active.

  9. #5469
    Jem
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    Our 2.0 MT requested to switch to DPS so to appease him I levelled and geared PLD. Now after I have already made/bound penta-meld accessories and invested Eso into PLD, he's having to leave the static and I'm being told I probably need to switch back to DPS. For fuck's sake....

  10. #5470
    Ridill
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    I find myself not liking the new skills for DRG more than I thought I would.

    It seems like an okay concept on paper, but in practice the sheer length and rigidity (giggity) of the rotation seems like it would be pretty much impossible to maintain for any length of time in a fight with any number of mechanics.

    And that's to say nothing of the stupidity of randomized positionals.

    I really hate how inflexible everything is about jobs with normal combos, everything takes way too long to do and is easily fucked by the smallest interruptions.

    ex. The increased timers on Heavy Thrust and Phleb to accommodate the 4 hit combos is something that shouldn't be necessary.

    If they simply made combos non-interruptable and capable of running concurrently (see: MCH's "combos", they can freely use skills in between split/slug/clean, only being limited by the combo timing out) then you wouldn't have to be concerned about being locked into a long combo and unable to do anything else.

    If you could use Heavy Thrust and Phlebo without breaking your combo not only would they not have had to adjust their durations but they would make rotations for DRG and every other combo class much more flexible and dynamic and it wouldn't be such a fucking headache when they're interrupted by unavoidable mechanics.

    Having buff/debuff timers line up to be executed in an exact sequence to ensure no downtime is lovely when you're hitting a test dummy but it has no place in actual gameplay.

    Designing rotations down to the GCD and then making fights that ensure you can't maintain said rotations is bad design overall and does not make for fun gameplay.

  11. #5471
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    Drg rotation isn't even designed to line up on a training dummy. You either have to clip disembowl/chaos by 3-6 seconds or you have to let them fall off for 3-6 seconds. I forgot the exactness but heavy and/or

    My biggest annoyance with drg is currently the animation lock on jump. I can't use jump after a #3 because if I get the wrong #4 then I have to lose half a gcd before I can move to the correct position.

  12. #5472
    Ridill
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    Clipping Chaos is necessary because you want to clip Disembowel.

    Chaos is such a strong WS anyway that you can clip it by a fuckton and it's still far more damage than a Full Thrust combo.

    It was designed to be clipped.

    The durations of Heavy/Phleb and the BotD duration added by Fang/Wheeling are timed down to the GCD.

    Single combo is ~10s

    Heavy+Phleb is ~5s

    Heavy+Phleb duration is 24s

    Timed to line up with 2 full combos and themselves almost exactly, Disembowel and Chaos are designed to be clipped since you have a skill you want to clip combod with a DoT, so they made the DoT absurdly strong so clipping it by 1 or 2 tics doesn't matter.

    A full combo adds 15s BotD duration

    Surplus of 5s per combo, 10s for both combos

    Geirskogul is -10s of BotD, exact amount of surplus from using both combos once

    The rotation is designed around a perfect 10 GCDs with 0 flexibility if you want to take advantage of the skills available, interrupting any part of it means no Geirskogul, means Heavy dropping off (most important buff) means delaying Phleb (highest potency/GCD skill in the game), means potentially losing BotD, etc.

  13. #5473
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    Quote Originally Posted by Deadgye View Post
    Drg rotation isn't even designed to line up on a training dummy. You either have to clip disembowl/chaos by 3-6 seconds or you have to let them fall off for 3-6 seconds. I forgot the exactness but heavy and/or

    My biggest annoyance with drg is currently the animation lock on jump. I can't use jump after a #3 because if I get the wrong #4 then I have to lose half a gcd before I can move to the correct position.
    Hasn't it been like 3 times now they've said they lowered the animation lock on jump? I think by this point they should get the idea the lock should just flat out be removed.

  14. #5474
    CoP Dynamis
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    They have, yes. It used to be a nightmare when Titan Ex came out, DRGs couldn't use Jump if a Landslide was eminent because you would get locked in place for a solid 2 seconds.

    I am a bad DRG tho ... I forego Geirskogul a lot of the time because of mechanics i.e. A3 phase transitions or getting swept away to another room in A4. Very annoying when BotD falls off due to unavoidable circumstances.

  15. #5475
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    I don't know if it's been like this for anyone else but the mudra lag is unbelievable lately. Almost unusable. I have no lag with any other mechanics...

  16. #5476
    Can you spare some gil?
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    Quote Originally Posted by Silenka View Post
    I don't know if it's been like this for anyone else but the mudra lag is unbelievable lately. Almost unusable. I have no lag with any other mechanics...
    It's not lag, it's carpel tunnel debuff.

  17. #5477
    Ridill
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    "less than 5m"

    2/2 0/2 4/4
    1/2 1/2 3/4
    0/2 0/2 4/4
    2/2 0/2 2/4
    .........(repeat for 12 mins).............

    JUST PICK A FUCKING DUTY ALREADY

  18. #5478
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    leader in static was sch in coil, and now main ast

    group suffering in savage, even tho we still got turn 2 clear but turn 3 is a gigantic wall for an astro

    leader decides not to lvl sch even after 1 month + and still lvl 50 sch

    i want to kill a kitten

    side note tho, i dont hate my static members they are great players, i just couldnt stand how deadweight AST is anymore

  19. #5479
    Chram
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    Quote Originally Posted by Arthars View Post
    leader in static was sch in coil, and now main ast

    group suffering in savage, even tho we still got turn 2 clear but turn 3 is a gigantic wall for an astro

    leader decides not to lvl sch even after 1 month + and still lvl 50 sch

    i want to kill a kitten

    side note tho, i dont hate my static members they are great players, i just couldnt stand how deadweight AST is anymore
    To add to this, PLD is basically the AST of tanks. And like AST, I just can't justify continuing to main PLD with the Alexander Savage meta being as it is (and PLD being an absolute trainwreck that just barely limps into being viable within it).

    At least continued AST buffs are likely I guess, if only because the present state of the Job makes them look extremely incompitent (and having possibly failed to do some basic math to realize AST's RNG buffs don't quite measure up to WHM/SCH..). I don't have any faith in their ability to make PLD anything but a distant third ever again given how they staunchly refuse to budge on something as ridiculous as the longstanding Oaths issue. Nevermind this whole ball of failure surrounding basic capabilities of the Job as a tank in generating enmity and other core functions being nigh-worthless. Clemency is actually pretty indicitive of how ass PLD is right now. lol

    I'd be fine with PLD having the worst DPS (not by this much of a margin of course..) if it at least offered some other kind of positive qualities on utility or mitigation fronts compared to doubling up on WAR or WAR/DRK. But that might mean we get actual balance, and possibly forcing them to perhaps compromise on their gear check/DPS check hard-on for this iteration of endgame.

  20. #5480
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    yea, thats the only hope i have right now

    the inc "balance"

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