Weird/interesting Features: 1: In Shadowbringers, the Gremlin enemy insults you by using Bad Mouth which inflicts the Misery debuff on you. This debuff can be removed with Esuna, but it also can be removed by a player using the /comfort emote to you. 2: In the Palace of the Dead deep dungeon, there are hidden traps, one type of which transforms you into a frog for a time. Any snake enemy can one hit KO you while you are in frog form.
I recall this gremlin is also in great gubal library, and there are similar enemies in an arr dungeon as well. In these versions, esuna doesn't actually work, but /comfort does! Interesting about the frog thing! There is also a boss in potd whose adds are weak to wind so they take far more damage if you use wind magic attacks on them! 😁
No White Mage wants to fail casting Benediction due to macros, we want to successfully cast Benediction and put it on cooldown but the heal lands too late so the tank dies anyway.
Not to mention that a lot of WHM will be targeting themselves by accident when casting benediction. The worst healers I have seen are always WHM. I blame benediction for this as they enter into the chicken game mentality. How low can they get the tank bar before pressing the button. Then panic forgetting to target the tank. Or do it a bit too late. Followed by SGE. But that's because is relatively new. And a lot of SGE never played healer before. So I blame temporary incompetence on that one. Never died to a SCH, or AST mistake. Those two usually know what they are doing. And are not tempted by benediction.
@@RicardoSantos-oz3ujI feel like this is missing the bigger thing that those are the two easiest healers. You're gonna naturally have players who know less because the jobs are more approachable.
@@RicardoSantos-oz3uj While I find WHMs are generally the newbiest healers (probably because of accessibility), I really don't see it having anything to do with Benediction timing. Rather, the issue I see with Bene is that they either never cast it or only cast it after a Raise. Though it's unreliable to compare skill level across jobs or even possibly worlds/data centers, SCH and AST are the two I most often see doing almost no DPS. In several cases, that can actually be worse.
The tank feels the exact same way about the invulnerability button. The number of times I have flubbed my invuln and it still goes on cooldown... pain peko
@ 7:40 "There really isn't a reason too...", in UCOB if your team has a good Twin kill time you can start a Gnashing combo right as Twin's killed. The transition into Nael is just shy of like 25 seconds ish. This means you can bring the rest of that Gnashing combo into your Nael pot window, AND because the cooldown for Gnashing is on the first skill by the time you complete the combo you can immediately do another under that same pot.
Oh just to be clear, there can be a reason to start a combo, but the 2 minute long combo serves no purpose 😁 Interesting use case though! That makes sense it would let you do multiple gnashing fang combos!
Worth noting that the time between an aoe action being cast and receiving its effect can be delayed based on the number of people between you and the caster. For example, in an alliance raid, if you're at the edge of the arena you might notice a raidwide hits you quite a while after the animation went off, which is because all 23 other players need to register the hit before you take the damage. This also affects most (if not all) aoe heals, and that small time gap has killed me in savage before lol
Funny story about the buff application thing. My group found out first hand that it's proximity based when we were helping someone do the 5.3 trial for the first time. I accidently hit tank LB just a touch too early but somehow timed it so it was expired when me and my co-tank (who was right next to me) died to the insta kill while everyone else still had the buff. Healer's were pretty quick to recover though and we still cleared but it was pretty funny in the moment and I still sometimes get teased for that moment.
Snapshotting was definitely a weird concept to learn. But now it feels pretty good to confidently walk into attack animations and not take damage, except the odd times where you still take damage lol.
The issue I have is the game is seemingly designed around it with some timings. Immediate in-outs require you to play around the snap or you will be late and the same can be said for like P10S bonds where you are far less likely to clip others if it is stack into spread if you move on the snap and not after the hit.
It's kinda funny because it actually orginates from other games, mostly in terms of dots. 14 is ENTIRELY based around snapshotting and to my knowledge has basically no ability, spell, or...any interactions really that dynamically updates like wow for example....meanwhile wow hasn't had snapshotting for like 6 years now.
#2: I'm convinced the single-pixel hitbox is partly why there seem to be so many lalafells in savage raiding. It's just easier to determine your true position. #6: The 3-second tick also affects MP regen, and (at least in the past) when certain states are checked. This was notably used in A4S when people were trying to cheese Royal Pentacles with Healer LB; by watching MP regen ticks, they could figure out when to jump through two AOE circles and soak both of them despite dying to the first one. #10: Enrages can be applied like this too. I've had hairline clears where some of the party members were dead from the enrage.
#2: this makes sense. I believe they made it single pixel to make sure you didn't have to choose smaller races to be optimal. But naturally a smaller character (notably a slimmer or thinner character even!) would make it easier to gauge this single pixel! #6: I do believe you are right that these are one and the same 😊 some players use third party tools to track their mp ticks for these kinds of reasons (especially black mages!) The aoe example in A4S I have not heard of before but that is very interesting! #10: yes this is true! And seems to be a surprisingly common problem too! 😊
Shield application is even weirder because this also depends on a case-by-case basis. Succor and E-Prog, for example, will apply to everyone at once, but Sage's Panhaima will ripple out amongst the party and can be up to a second between the first and last person to get the shields. Futhermore, similar to the Divine Veil example, because the shields on Succor and E-Prog apply before the heal, you can end up shielding a raidwide and then healing up after with the same spell if its timed perfectly. And thats before we get to TBN's very slow application and ability to 'break' for a moment after its worn off.
Heals cascading out and applying based on distance is still so jank and odd. A problem that applies most to Benediction because it just feels so bad when it happens and you get a cast off but the person still dies because they were a bit far and now you're down a Benediction for 3 minutes. And knowing that, if you think about it for 10 seconds you start realizing why every guide out there for a long time kept saying "come in for heals" but never really understood why. To make sure you get healed in time and not die to random crap like a bleed. But there is 1 exception, for some reason. Pneuma. Pneuma applies its heal on-cast completion, does not cascade, and will heal before damage is sustained even if you've been snapshot by damage that will apply 0.1 seconds after Pneuma finished casting (source: /watch?v=IPfmPEOvjTk&t=680s). Just another reason why Sage is so hilariously and stupidly powerful even in the hands of someone who plays the game well but is not comfortable healing.
Tank LB also works this way, as I discovered one time during Warrior of Light trial. Got out of the button mash, tank was early casting LB, but the furthest person away got it late enough that they still had it when WoL did LB4 and lived long enough to pass the phase two checkpoint so when they died we didn't have to do phase one again. Maybe the only time this has ever been useful 😂
Panhaima is fairly easy to explain. It's not actually a shield. It's a buff that grants stacks of an effect that APPLIES a shield. So it doesn't quite work the same way
15:55 The reason for applying aoe effects over time, to target/targets. Is server stability and overall game health. Many mmo's suffer from an abundance of instant gameplay related latency spikes, caused by hitting thirty targets at the exact same time with an attack thus applying on hit effects and everything that comes along with that. By staggering the applications, both the servers and your computer can take this process in steps rather than a massive text dump. The result is that rather than WAR needing to time bloodletting (waiting below half health) to get 'maximum value' you get a consistent healing over time effect, that is overall less punishing and more enjoyable.
It makes sense. I've seen others lament that it is causing issues in hard content that it is going very slow to apply things 😊 The reason I am wondering why they choose to do it so slowly sometimes is that some actions are almost instant, and others are not, and sometimes it feels a bit arbitrary! But the reasoning you give makes good sense!
My favorite snapshot is when I cast arm's length, put it on cooldown, then get thrown into the death wall anyway as I see the cooldown timer tick down over my corpse
That's a classic! I actually also spoke about that kind of nonsense in a previous video, although the general idea is a weird order of operations I think, combined with some lag! 😂😁 This is the video just in case: th-cam.com/video/HPqgI7lnZJw/w-d-xo.html
Note on the hurt boxes: this quirk goes back to 2.0 days. In 2.0, player hurt boxes used to be based on the width of the character. This meant that if you had anything hanging over the AOE marker on the x-axis plane, no matter where it was on the z-axis plane, then you would be hit by the ability. The 2 issues that caused the devs to change to a single pixel were due to latency and fairness. 1) Latency issues in the early days meant players would not see the AOE marker immediately upon its engagement. Therefore, they would react to move out of the way upon client sight, which was not in sync with the server clock. As such, players would be fully out of AOE markers when they saw the ability commence, yet still be hit with said ability. This has been resolved with optimized servers, but it was a real issue in 2013/2014. 2) Fairness: this one is almost laughable. By using character models as the basis for being hit by an AOE, a movement tax was enacted on Roegs, with Lalas getting dodge benefits. There were videos showing characters of different races standing on the same pixel when an AOE went off, only to see the wider models get hit because a Roeg foot was inside the orange when a Lala foot wasn’t. To avoid some arbitrary unknown width of a hurt box, the decision was made to make it centroid of the x-axis plane under the character. Both changes were beneficial to the player base and attractive to new players learning the game, which at the time was fairly new with AOE dodging.
For Combo Timer, I would add Dancer to that. If you're saving up all your resources for when Technical Step is used, you can find yourself running out of your combo timer if you have one going at the time. You get so much gauge during the buff that you can do upwards of 4-5 Saber Dances during it - add in Starfall Dance, Tillana, Standard Step and the extra procs from Flourish into that and you're finding yourself with so many more powerful abilities to use then your standard 1-2 combo that it falls off.
That is actually a good point! I didn't think of it because saber dances can be a bit rng, but you are absolutely right that with all the buttons up, you could get away from the combo for ages! 😄
Yep! I have this happen with DNC quite a lot! With my current GCD (it's not ideal), I almost always enter the 4min window with Cascade -> Tech, then end up losing the combo because I'm bursting the whole time
In last of #10, I believe the damage is applied as usual as well not as the numbers come out. Back in Shadowbringers people were low blowing or interjecting the raid boss to land the last hit before it disappears/dies to skip the delay, and they changed that when moving into 6.0 so that only the numbers but not the actual damage/healing is reflected immediately.
A weird feature in the game is if you use the dancer ability that rushes you forward (En Avant) to go off of a ledge you immediately appear at the bottom and do not take fall damage. I use this often in PVP, if I am defending somewhere that is high up and attacked by a group I will rush away to escape safely and not take the fall damage that would often cause problems for other classes.
That is indeed a weird feature! You might find it interesting to know that this also works with dragoons elusive jump, reapers gates, samurais yaten (the jump away), and bards repelling shot! Essentially, a dash sending you off a ledge teleports you to the bottom. In fact, targeted dashes can also do this, but it is more rare for it to be helpful i think? 😊Although I understand some of these aren't in pvp making this slightly less helpful! 😊
4:30-4:35 - Its your left foot btw. Every character models pixel is under their left foot on idle animation 1 (Due to character models being mirrors of half of a body in most cases in most online video games to save on space / RAM for loading, mirror will load easier than a full model.)
@@CaetsuChaijiCh NGL im a WoW refugee and a Math nerd - breaking fights / learning them is my personal endgame. I even fanta to lala when raiding for a smaller profile to see more of the playfield xD
Another weird one is how the time after pressing a skill until the enemy is hit is on a skill-by-skill basis. You can for example on DRK use an Edge of Shadow and instantly consume MP before the on-hit effect of Blood Weapon on a Bloodspiller actually takes effect. The only other case I know of this being used is that MNKs will sometimes use a delayed skill right at the start like 1-1.5s prepull and then use a macro to immediately cancel AAs because logs only start when the boss is hit. I've actually died on DRK before because i chose to use Bloodspiller at the end of my LD and the hit delay was long enough that I died before I got healed by it.
that delay during AoE propagation is how my static once cleared p7s AFTER the enrage cast went out. her animation went off, the screen went black, we really thought we'd lost...and then we were greeted to the sight of two chests and four people dead on the floor!
It's funny, I clicked this video because I was hoping you'd mention the mechanic with barriers/shields, and you did! I play SGE a lot, and I've noticed that sometimes I can pop a shield a very short time before the damage hits, and the shield still gets absorbed. This always feels great, especially when I compare it to, say, the amount of time I have to wait at times before I can start casting after moving/being moved by an attack, or the couple times I have died casting Superbolide just as a damage tick was coming in. I've had several moments during raids where I was able to save a player from dying using a shield, and I always feel thankful to the devs for the apparent leeway they granted me in that moment :D
The funny thing about buff/shield application is that shake if off was notoriously slow when applying to the party it was common for half of the party not to get it applied for the mechanic happening. Just a few patches ago, it was buffed to apply nearly instantly as well as giving a HoT.
For the last point this is actually super important for a WHM casting holy. I tell all new WHM I see to swiftcast the first Holy to get around this. That long cast time and the single target at a time stuns can be lethal.
I make use of the single pixel safety all the time. It's so much fun to do.. Find the absolute smallest safeshot to dodge things and watch people be confused
@@CaetsuChaijiCh Hehe I'm usually the healer nowadays. Indeed we found out recently that arms length works against rescue. An fc friend was complaining the new pandemoniums were too easy so we made it an extra challenge for him where I would just rescue him into danger at random times. The only rule being that he should be able to respond, and so it can't just be pull him off the platform. He got very good at gapclosing back or guessing when I would do it and just randomly pop arms length mid fight just to stop me.
I always thought that trait was a direct "explicit in game text" to show the change from way back when their damage scaled with vitality. Which was inherently inferior for people that knew the game inside and out so much that people stuck to using Level 60 Heavensward non-tank accessories that were equippable to tanks that gave strength during Stormblood. The gap between the casual player and the hardcore player was super huge from what I heard back then that it caused tanking issues in dungeons because people tried building for STR just based off hearsay.
I'm not quite sure tanks ever scaled with vitality for their damage, but their accessories used to have vitality, whilst other roles had their "primary attribute", meaning all the other roles had whatever made their output better! Indeed, this led to a situation in stormblood where the best in slot accessories was all crafted so you could overmeld strength on it all! It was quite weird! I wouldn't be surprised if tanks then bought dps accessories in heavensward for a similar reason, leading to weirdly squishy tanks who didn't know better 😅
@@CaetsuChaijiCh I went back and looked at the discord messages and you're correct. "Like tank main stat is VIT but damage and weakness debuff apply to STR" I was remembering it wrong. But I think even with the correction of "damage still scaled to STR"... The dev intended stat was VIT for tanks (which meant less damage) when their damage was scaled with STR. Players wanted more STR. But since Stormblood denied them STR, they went with Heavensward Accessories for DPS which wasn't class locked.
@shadowofchaos725 oh No no, they didn't use heavensward accessories in stormblood! In ARR to stormblood, there existed primary attribute materia (I. E. Strength materia and so on), but most gear came with the appropriate Stat maxed out as they also do today. As accessories for tanks only had vitality, they had tons of space for strength materia, so you just used crafted high quality accessories so you could meld and overmeld it with strength to make up the difference! 😅 This was changed with shadowbringers Maybe some people greatly misunderstanding it took heavensward accessories, but I certainly didn't meet any! Also bonus note just to be sure: vitality has always only increased hp, and not reduced damage taken. 😊
@@CaetsuChaijiCh oh what I'm talking about was before that change if I recall correctly. There was an actual stink about it made by the playerbase in early Stormblood. I was but a sprout at the time but I had a few of my friends talk about it in some channels. Me being a sprout at the time I may be misremembering some details but there was definitely a stink about it where players actively using accessories from HW caused some issues whether they knew how to do it or not. Edit: Full quote from person that was there "SB made accessories role locked, in HW and ARR they arent they also changed tanks main stat for damage to strength but now our accessories had little to no str so we used the hw accessories to get that str since they were class unlocked and the str they had was more than what the level 70 tome accessories had even provided at the time they then eventually backed off and I forget if they gave the accessories more strength nd so we started using the actual tanking accessories"
@shadowofchaos725 yes I'm talking about the same thing. In stormblood. When stormblood was current. Thats when people used crafted accessories to meld strength in as a result of these potential changes 😊
WHM, Liturgy of the bell is also weird. it checks the whm's healing bonus before every pulse. unlike the rest (asylum, physis2...) they check at the moment they're active. Like in P3S where the boss let the healers to soak the puddle to get 300% bonus healing. WHM can actually place the bell before taking the puddle and the healing bonus also apply. while other healers have to wait for the bonus then start healing after that. pretty sure it is the only healing skills that does this.
Earthly star should do so as well. The reason is that these types of actions are actually programmed as pets as far as I know, and they scale with buffs on you in real time as opposed to buff snap shots 🤔 it's kind of strange that it is like that!
Hi. Since this is your newest released Video on your channel i, as a newcomer to FF XIV want to say thank you a lot for your content. Specialy your Job-guides made me and my friends get a quick grip and a baseline understanding on how and what to do in order to be at least somewhat efficient. Keep it up, your tone of voice wich is always very calm makes it very easy to understand what you try to explain. Calm and Clean Step by Step explanaition. Bug thumbs up 👍
You're correct about shield application speed being changed in endwalker. As a scholar main in Shadowbringers, I remember all too many times I was slow to get a shield out. Seeing my cast finish, raidwide goes out, hp getting hit, then the shield being applied.
Fyi the backwards cast (#4) you can still get snapshotted if the split second you press your cast the mechanic goes off, even if your character looked away. You will get snapped as the "backwards cast" is more like ur character turns to face the boss to start its cast then turn very quickly to continue the cast. The odds are VERY slim but it can happen.
Indeed as I did very briefly highlight in the video, you still snap to look at the boss for at least a single frame before turning again. That can sometimes be enough, so don't be too greedy with the trick! 😁
When you consider that framerate varies across locations, content and devices, planning for caster tax at around a minimum of 30 fps can still be risky and yet increase all of your estimated hardcast times by a whopping 0.166+ seconds. It surely doesn't matter if you just follow guides on the internet, but it makes a world of difference for BLM optimization and theorycrafting, and it's kinda funny how the job that's most affected by caster tax is also the one that needs to deal with the constant looming threat of dropping astral fire or not getting all umbral ice ticks depending on spell speeds. Anyway, great video as always, I've been really enjoying how knowledgeable you are, I had never heard of backcasting and I'll certanly try to play with it going forward! Although I'm not really sure if it can work with a controller :(
Indeed! The caster tax is really a weirdly mean hidden mechanic, especially when it only affects one job at the end of the day 😅 I'm not sure what camera control options you have on a controller, but if you can somehow make your character turn to face the direction your camera is facing, without moving anywhere, then that should work! It is quite a niche trick though, so don't sweat it if you can't make use of it! 😊 Thank you so much!
Raidwide damage from bosses is also applied individually. It's possible for a bosses enrage cast to kill some players, but some others survive to land the killing blow. Very weird, but moments where that happens are always very satisfying. Dunno if its intentional or just a design quirk, but I hope it stays like that so we can always have those just barely scraping by moments.
I think in most situations, the gradual application also makes a very satisfying sound and visual. So just in general it is very appealing! It does seem a little strange in a way though 😊 And I agree on that enrage quirk! That must cause the biggest screams of hype! 😄
Talking about the AOE thing, I believe dancer's tech step has some kind of weirdness based on how close they are to the enemy and that affects who and how it's applied to at what point.
Yeah I've heard of this too, that depending on how you are positioned you might have technical finish before the damage lands or something to that effect! 😊
Lol the ending bit about plenary indulgence reminds me of the pet ghosting and delays summoner/scholar had to deal with ShB. I did UWU with friends and to properly align stuff like fey illumination 1 or 2 GCDs earlier or else it wouldn't apply until after the aoe.
Idk why but i always find the term hurtbox funny. Also in reference to around 16:00 I noticed it is possible to use a spell like adlo that heals and shields in such a way that the healing is applied after the hit, but the shield before. When this happens the shield absorbs the damage, then the damage that went thru the shield is immediately healed.
your point about determination affecting all healing skills is true, but one thing to note is that the heal from holy spirit and holy circle is spell healing. Even though its an additional effect, the gcd is still a spell and the healing from it is spell healing. before they changed divine veil to activate on being pressed, it used to place a buff on the pld that would become an aoe shield on everyone else when the pld received healing from any spell. the self heal from holy spirit, circle, and all hits of the confeteor combo activated veil Also its worth noting, player ground effects tick immediately on application on top of on the regular server tick. so things like assylum and doton actually tick one more time than just duration/3
That is fair! The thing I was trying to imply with holy spirit / circle was more that the tooltip says healing spells(a spell for healing), which may not be the same as spell healing (healing sourced from a spell). This is because there could be the argument that holy spirit, for example, shouldn't matter because it's not a healing spell or something silly like that 😊 And indeed, ground effects tick an additional time when placed. I talk about this in the "ten more mechanics" video mentioned in this one! A very weird mechanic of its own! I believe the reasoning is that this initial tick is used to make sure anything that happens to be in the area when placed gets the effects from it (such as asylums healing bonus)
W/re Asylum, the way I understand it is, it doesn't pulse healing on each person's server tick - it pulses healing on YOUR server tick. I.e. every time your server tick comes up (when DOTs and HOTs on you would tick), it heals everyone in the bubble. That's why it's treated separately from the DOTs and HOTs on each individual person.
That makes sense! That would certainly explain why theres 2 ticks simultaneously, and I suppose it would accurately demonstrate this if I had brought a friend to show their heal tick happening at a different time! Thank you for this clarification!
Worth noting: Slidecasting is something you will see in WoW as well. One of the most popular WoW addons since at least as far back as Cata (or maybe Wrath? It's been a while) has been Quartz for this reason. It puts a red section at the end of your castbar to inform you when your cast is *actually* done according to the server as a result of latency, so that you know when you can move. (I feel like this is a feature that FFXIV should steal for it's UI) In FFXIV you instead have to put an emote on your bar to get a decent idea of when you can move. FFXIV is absolutely unique for it's animation locks, though. It's something WoW players don't have to deal with, and it's why we can only weave so many oGCDs into our rotation.
The red line on quartz (and most cast bar add-ons for that matter) in wow is actually based on your latency alone 😊(this is also why it can be significantly longer or shorter, bordering on non existent on great connections!) In ffxiv, slidecasting and the caster tax is a genuine game mechanic that at minimum, on a perfect connection, means the last half second of a cast you can move (slidecasting), and the ~0.1 seconds after a cast you simply cannot cast (caster tax) It appears very similar, but the two games have different reasons for them 😊
@@CaetsuChaijiCh - Well yeah, like I said. The animation lock part is absolutely unique to FFXIV. Slidecasting on its own isn't really all that new on its own, is all I meant.
To note, the reason you can't 1-to-1 compare melee strength jobs to tank jobs for potency and such is because of how strength is calculated for both jobs. Tanks don't get the full effectiveness of their damage stat, while melees do.
Indeed, the estimate is around 20% less benefit for tanks, which aligns with the demonstration! 😊 It is really weird they don't just make the potencies 20% smaller and make it work like that though 🤔
On snapshotting, it seems like there are actually several different *kinds* of snapshotting when it comes to taking damage or avoiding it. 6.2's EX trial for example has attacks that rely on the animation, attacks that rely on the castbar like most of the other attacks in the game, and sometimes there were attacks that snapshot slightly after the castbar finishes but without being tied to a specific animation.
Yeah that makes sense! 😊 I suppose the closest we get to a connecting thread is that you simply cannot assume that an attack lands when it looks like it does 😅
The one-at-a-time effects of AoEs can be especially weird when two of them are happening at the same time. For instance, a raid wipe might go half way through your party before your tank LB3 starts effecting people and 4/8 of you survive. This has happened to me three times in a Shadowbringers trial. I'll get that timing down eventually.
Whats even funnier is that when the shield application change came, they changed all shields except they forgot Blue Mage. Try using Gobskin in a party and notice how slow it applies compared to the rest of the cast
I'm not sure if anyone's brought this up but the example at around 16:30 isn't entirely accurate. It's a common misconception among players who have noticed this that it means the damage is registered. The number shows up, yes, but it doesn't mean that the damage (or healing) has actually been applied. What's actually happening (for whatever reason) is the damage calculation was already done and snapshot, but forcing the number to show up by using another skill doesn't change the application time and the number being there is purely visual. It's easier to see on White Mage because many of their skills have relatively long application delays from their snapshots. If you try to use Glare, which has a ~1.3s delay from snapshot to damage application, on an enemy that's about to disappear (like in a raid or something) and immediately use another skill to force the text to appear, you will see in a log that while the numbers showed up, the damage didn't actually register. It's a little cloudy because many skills have varying damage application timings and it's not obvious right away what those are without looking at a log. Another way to see the effect it is to use a skill while jumping into a death wall. Many times the text may already have shown up but you don't aggro the boss because the damage never registered before you died.
Thank you for the detailed explanation! Personally, I wasn't entirely sure if it had any practical use or if it didn't work like that. But the visual aspect, I felt certainly made it worth bringing up! Very nice to include ways to demonstrate it as well!
fun fact, AoE attack application order meant that before 6.3, Machinist could actually get 7 instead of 6 stacks of wildfire on a target by using Wildfire immediately *after* a scattershot, as the effect would be applied before the damage. This would only work if there were a bunch of other targets closer to the machinist, so not exactly a common situation.
I do remember noticing the buff application thing whenever I was playing WHM and spamming holy, as whenever I tried to use an OGCD like assize or whatever, the static noise and stun debuff seemed to apply right away, instead of taking like a full second to appear. On closer inspection though, it seemed as if the enemies were still attacking until the animation for holy actually went off, so it might just be a visual glitch. That or just my latency.
It could be a visual glitch, latency, or they already began their attack when they got stunned. I'm not entirely sure either and it seems a bit odd 😊 thank you for your perspective on the subject as well!
Attack snapshots are especially interesting with gaze mechanics. Most gaze mechanics slowly ripple outward - think of the first boss of Weeping City of Mhach, who does Frond Affeared. You have to wait until the "dodged" message pops up before you can turn back to her, or you get feared. But a couple gaze mechanics go out all at once. Later in the same raid, during Ozma, there's a gaze mechanic where you only have to look away for a split second right as the cast goes out, then you can turn back instantly.
4:00 I can't tell you how many times i've exploited this for fun during EXs or Savages over the years. You literally can survive anything if you know the pixel xD
So I had an idea from watching the caster gaze thing (#4). I remembered testing at e8 and it not working until I was far enough in the hitbox. I've tested some more with a few different hitbox sizes (e8, o11, o10) and I think it's based on being within an absolute distance to the centre of the hitbox, which I estimate to be 3-4y based on collective unconscious. At a dummy, you can be outside the hitbox, whereas I found the larger the hitbox, the farther in I had to be, seemingly the same absolute distance from the middle as the dummy at a glance. With actual bosses, you also need to watch that they haven't moved over to you in that time or get a friend to tank it and keep it in place. FWIW, I seem to remember one or more of Ily'a wiggle trick video and Xeno's legacy-with-strafe video describing a difference between legacy and standard. One interesting note at o10, I noticed this seemed to be about the same distance that the boss would stop adjusting and moving toward me. For another really weird feature idea, I'd toss out the cap of number of people that can be hit by one attack. One of the early Bozja fights showed it off pretty well with that attack that iirc drops everyone to low or 1 hp, with a few people on the edge not getting hit. Similar topic, I guess the buff/debuff limits could apply (buffs coming up with duel cheese), though those are more clear from a programming perspective of maintaining well-known upper bounds on computation.
The fact that shields apply instantly doesn't apply to every instance of applying shields. I dunno about other healer jobs but for WHM, divine benison needs to be applied around a 0.5-1 GCD early (in my experience) otherwise the shield appears but it is not registered in the damage calculations, basically shields having its own snapshot timings
I suppose I didn't clarify, I meant aoe shields specifically! 😅 But yeah it makes sense the single target options like many other actions have a certain delay to when the action resolves like with decimate 😊
@@CaetsuChaijiCh Yeah, the phrasing of it sounded more like all shields rather than AoE shields, specifically. Hence why I wanted to give an example of divine benison where it wasn't the case, i.e. being single target. Either way, very odd that it's not the same for single target shields cuz single target mits are applied instantly. Typical indie dev lmao
For (7), while it's a good observation; the tank mastery trait is most likely a mistranslation, you deal 20% less damage on all actions while taking 20% less damage as well. So that nice looking 1.2k potency double down will innately deal around 960 without No Mercy (1152p w/ NM). The only ability that is not applied is DRK's Living Shadow, meaning it deals close to the stipulated potency with the only drawback of not being buffed by Darkside or the class' job Mod among other things. Job Modifiers is another attribute that makes it hard to compare potency within the same class archetype - it's essentiall bonus stats based on the job, but for damage calculations it uses the class's main stat. This only applies to Melees and tanks as they have varing job modifiers that affects their damage (PhyRange, Casters and Healers all have the type JobMod within their archetype). To really show case how Job Mod affects final damage. Take DRG's Geirskogul and SAM's Enhanced Enpi, on paper they're both 260p Under no gear, no personal or external buffs. The Geirskogul will be dealing slightly more damage on average by a little bit. This is because DRG's job mod is 115, where as SAM's is only 112. If you want to compare tanks and melees the disparity is much worse: GNB/PLD are 100, whereas WAR/DRK are 105. What JobMod is used for is to calculate f(WD) a multipler that is used to calculate the actual damage output to my knowledge - and f(WD) uses the base Weapon Damage on your weapon alongside a level modifier (don't worry about it). There's more to it than just jobmod and f(WD) when it comes to calculating actual damage output, but it does make it so that you can't really compare potencies between class archetypes or somethings within the same archetype in the case for tank/melee. If you want to compare damage or burst between classes you'll have to just calculate it from the ground up. Akhmorning has most of the formulas you need to calculate it so, but the values and modifiers might be outdated because of the stat squish and also not being updated to current patch. The other work around is using modified potencies where it's potency x total buffs. We can take NIN's for example, Hyosho is 1300p, but it can only be casted under Kassatsu so it's potency before trick will be 1690 modified potency, multiple that with trick and we'll get 1859p. If we want to know the modified potency of a NIN under 2 Mug + Trick, its just 1690 x 1.1 x 1.05 = 1951.95. I don't remember if the game just floors the values or rounds it up.
Thank you for the very detailed explanation 😊 Indeed, it goes deeper than demonstrated, and the main intention in the video was to show clear proof of the existence of this interaction! Typically, I will add multipliers to potencies when comparing attacks in the way you did in your hyosho example, but if it is for something actually important, I would avoid comparing potencies exactly because of all of those small details in between like job modifiers etc (which may be outdated on akh morning as you also mentioned) It is quite funny how the jobs have these minor adjustments, almost as if they are made ever so slightly different just to make them difficult to measure between each other! 😅 Thank you again for the more detailed version!
@@CaetsuChaijiCh all is good - tbf adding this stuff in will probably fall out of scope with the rest of the video if anything. Tinfoil hat conspiracy here, but the little cogs that adjusts damage, especially for pets probably exists to make single target buffs like cards/DP/Eye and general raidbuffs hard to quantify the value they give. While people can just use potencies. Comparing burst for a card is a lot more difficult if you don't know the true damage value that generally comes out of a specific string of GCDs and oGCDs. The convolution is designed to make min-maxing damage a lot harder. But if that was the case, they've failed in the 2 minute department, the best runs in speeds have already solved the best comps for 2 minute buffs. The same can't really be said for AST cards since execution is also something not every highly skilled AST can time a play window correctly. But since this was a thing since the dawn of time, I wonder if this is just another way to balance the power between the classes, within the same archetype without changing potencies. We don't know that for sure, JobMod is something the community came up with in what it is believed to be a contributing factor to damage calculations. We simply don't know for sure.
I've seen from the sequential AoE thing some players dying from a forced Tank LB3 raidwide because the tank started LB3 at the last second, and the dead players happened to be 20-30 yalms away.
I love how ridiculously technical your videos are, and I posite a question for you: Blue Mage has the spell "Toad Oil" that raises evasion by 20% but I can't find any information in exactly what the base or current evasion is. Think you'd be able to help figure this out?
I think evasion only exists if there is an active level difference between you and the target. Or in the case of blue mage or npcs, an active effect that gives them such.
Looking over some old documentation, it suggests that boosts to "chances" such as critical hit rate, direct hit rate, and in this case evasion, is additive. This is true for crit and dh, but I have to assume it is true for evasion as well, with no clear proof necessarily. This would mean that toad oil should give you +20% dodge chance over whatever dodge chance you already had against the target. Notably, bosses in trials and raids (and probably dungeon bosses?) normally cannot miss, not even with toad oil, so there it does nothing. But against regular mobs it could be comparable to a permanent rampart buff 😁
Tried to do backwards casting but it didn't work, then i found out it only works in standard type movement. Is there any way to do it in legacy type movement? I already tried wiggling while holding right click but it didn't work.
I just went in to test it now: You are right, it appears it only works on standard controls. That of course means it is completely off the table on a controller since Standard doesn't really work well on a controller, or is at least far too limiting to be worth the trade-off. I could have sworn that it worked the same on Legacy controls, that is my mistake to assume that. The reason it doesn't work is that on Standard Controls, if you hold right click and turn, your character will actually turn to point in the direction of your camera, so wiggling the camera while casting will make sure you only face your target for a single frame, after which you snap to face the direction of the camera. On Legacy type, it seems wiggling the camera has no effect on how your character is facing! That is a very interesting discovery! It does unfortunately mean that I have no idea if it is even possible to do backwards casting on Legacy Type at all! :/ It seems Legacy Type gives you slightly more free control of the movement of the character, however Standard Type gives slightly more free control of the facing of the character! Interesting! :D
A lot of the weird behavior here might come from a couple things. I remember hearing about a developer Q&A that addressed some of these things and, essentially, a lot of the weird server/timing issues are caused by the fact the game was originally developed for PS3 and PC. They also expected a lot of players to be using wifi. Their solutions to trying to sync the experience across multiple platform and connection types was to offload a bunch of the calculations and timings to server side and handshake things between client and server. This largely avoids discrepancies between server and client side timings, once you learn FF14's unique timing interactions. That's why, once you get used to the timings, you very rarely experience a "server disagreed" moment. Sort of like their version of rollback. Another stance - held entirely by Western gamers that are very angry, so take it how you will - is basically that Japanese devs refuse to implement good netcode because Reasons™ and ego, which I don't really buy. Lots of Japanese developers outsource to countries like Korea, Taiwan, Vietnam, the United States, European nations, and even China now, all the time. I somehow doubt that a Japanese company that outsources part of development to another country entirely would refuse to use game technology just because it was invented elsewhere. The Playstation and BD's were jointly developed between Japan and Korea, ffs. It just don't add up. Seems like gamerlore and not reality to me, but I suppose it's not completely impossible (even if totally unlikely) so I guess we can't write that off completely.
That is a very good point, and I feel like it is very common that the developers are surprisingly open about the limitations of the game, whatever the cause is. So many of these decisions make sense in aiming to require less of a perfect connection! 😊
The developers of Aion said at some point that they developed their game mainly for South Korea, which has the best internet in the world, so they never had to bother developing good and efficient netcode. Once the game was introduced to Europe and America however it became obvious that there were a lot of problems and stuttering due to terrible netcode, but the developers never fixed it, because it was running fine in South Korea.
I’ve been making use of that barrier speed fearure a lot on Sage. I play on controller and sometimes I’m in the middle of A GCD when the boss is casting. That split moment after the cast finishes but before the animation pops is typically just enough for me to sneak in a eukrasian prognosis or diagnosis. Also I’m testing a macro that allows me to stay focused on the tank while casting dosis by having it target the tank’s target. Its a small difference but can confirm it does feel like a janky little delay even if I’m spamming the macro. I play on controller so I wanted to try something out that makes the targeting aspect a little easier for weaving purposes. Sad to say I don’t think the macro is it. Other downside to it is I have to watch the boss more closely because I can’t see their cast bar.
If you are not making use of focus-target for this macro, you could keep a closer eye on the boss by focusing them. I don't know what the keybind is on controller, but under keybinds it would be under Targeting and called "Set Focus Target". If you set the boss to be this, you can see their cast bars quite easily I imagine. Although on the other hand, you might be making use of this to keep track ofthe tank, too! ^^'
@@CaetsuChaijiCh Thanks for the advice! I’m pretty new to healing. I’m a tank main so I don’t normally have to change targets that often. I might stop using the macro and start using focus target on the tank because like I said, the macro feels janky sometimes. I have it on all my damage single target damage spells and I notice a bit of a delay. I think its more just the lack of the queue. But still, its noticeable. Other people have told me that I should level through WHM first or switch to M & K. I just don’t see myself doing that.
Snapshots are definitely the weirdest mechanic to learn, especially with how inconsistent they seem. I cant even count how many times my corpse ends up out of the mechanic when it goes off with the non-telegraphed snapshots.
Yeah personally I would prefer if all attacks had a telegraph that had some sort of indicator of when the snap shot lands, but I suppose it is intended to be part of the learning process to just know 😅
With regards to the tooltip on determination which increases the healing of all spells, you need to look past how FF14 catagorises their skills. Spells with cast timers = Spell 0GCD or Instant casts are called Abilities. On caster at the end of the day whether it is instant or has a cast timer, they are still technically casting a spell, thus getting the benefit from the necessary stats.
I understand that. But determination also affects weapon skills 🤔 thus unless your argument is that the reason warrior heals when they use storms path is because of a healing spell attached to it, then there is something wrong! Part of the reason why it is important to be accurate with tooltips like this is because effects like white mages temperance explicitly says magic potency, and only affects spells (and not abilities), so the distinction is crucially important to be clear on 😊
@@CaetsuChaijiCh You are correct with regards to the spell attached to the weaponskill as the tooltip will say "with a heal of x potency" whether on the skill or trait associated. This heal is effectivly classed as a seperate spell on top of the standard weapon effect thus gaining the healing potency of determination.
Which is really frustrating because BLU specifically cares if you use a spell or ability, because if you use something that boost physical spell damage, it doesn't modify physical ability damage, such as Titan's move.
I've got one, sort of. This is pretty much common knowledge but Physick is functionally broken for SMN. The problem is that ACN (the class that SMN evolves into) scales off of the MND stat, but this spell does not change when the class evolves into the SMN job. This means that Physick scales horribly for SMN only, as you have no MND because you only use INT. For some reason, SqEnix refuses to either fix it or remove it. It's been this way for 10 years.
Actually as far as I know certainly, it's not that ACN scales off mind, but rather that physick (and only physick) in its toolkit scales off mind, presumably because Scholar gets it. The weird part is as far as I know, the physick Scholar gets might not even be the same as the arcanist one, so there isn't a specific requirement for it to be this way 😅
the spell travel time hurst my soul. I main AST and for P10S' harrowing hell I always use macrocosmos (of course), I would prefer to make it go off on its own after the knockback but sometimes in PF things go weird and I have to manually use it to save our asses. So that week I was trying to get my reclears and I have to manually cast it. Everyone is saved... but the sage who dies to the late snapshot. We wipe that pull and go into another... where the EXACT SAME THING happens and the sage is the ONLY ONE where the macrocosmos went off late.
Dots and hots arent on a server tick, its on the mobs cycle set when they spawn. In a dungeon its all at the same time but in the field its based on when the mob or player appeared, desyncing it.
That's fair, I suppose I could've been more clear on that. Indeed, when hots and dots tick on each individual player can vary compared to when they tick on mobs 😊
Sort of, based on accounts from players on really bad connections, it becomes more unpredictable when exactly the slidecast begins, so it doesn't scale perfectly, but it should!
Some of these are literally standard for MMOs.... noSpelling Queueing and 3 second ticks especially. It's very rare to differ on either of those. I can't name a single MMO that doesn't use combo timers either a combo will ALWAYS have a set time before you lose the combo that applies to other games with combo systems as well. Snapshotting is pretty common too but I wouldn't persay call that a standard unlike lack of Spell queue in macros, 3 second ticks and combo timers. These are not at all weird features, Potency Comparison is highly debateable as well :L it's been done the way XIV does it but that one is for sure not standard however it's not rare by any means. Job stat curves + different formula for something is actually pretty normal though you see it more in single player games vs MMOs but it is present in them. Never played WoW but I HAVE been playing MMOs for over 2 decades, so I can very safely disagree with these being weird or unique to XIV for that matter.
For the 3 second ticks, you are right that it is quite common to see that, but many MMOs are a lot more likely to vary their timers a lot, using 2 seconds, 3 seconds and 5 seconds for example. Furthermore, as far as I know, most MMOs certainly don't bundle all of their ticks in the same 3 second timers across all things simultaneously ^^ For the no spellqueueing on macros, I can safely say that WoW specifically has Spellqueueing on macros. This is why a massive amount of players coming to FFXIV will insist on using mouse over macros despite these spell queueing problems that I highlight in the video. The reason WoW matters so much in this context is due to the similarity of these two games to each other. Naturally, any MMO done in the style of WoW or FFXIV would need some sort of combo timer if they had combos (WoW doesn't have this just for the record), but the weird thing here is more the 30 seconds long timer ^^ The Potency Comparisons and Stat comparisons with Determination and the like are more directed at FFXIV itself as oddities the players of the game may notice, as it isn't unusual for people to compare potencies between jobs wholesale, or for people to debate whether Determination does or does not work on abilities for example. Both of these would be difficult to translate into other games so thats fair! Snapshotting is also pretty expected for MMOs of this style to function, the weird thing here is that usually you'd expect the snapshot to happen when the attack actually lands, as opposed to "whenever the game feels like it, sometimes seconds in advance" as you can observe in the demonstrations in the video ^^ I've also played lots of different MMOs for around 2 decades, and I found some of these things very strange personally. But I am glad to hear that FFXIV is not that weird overall. However, I do think that many of the features I demonstrated are unintuitive for a new player, especially if they aren't well acquainted with mechanics like in these kinds of MMOs ^^
Yeah that can get awkward when someone thinks you need help! If you suspect the healer will do that, sure cast and arms length actually blocks rescue! 😁
Didn't know about the caster tax. Explains why my macro'd Holy button never seemed to be a DPS loss like everyone including myself figured it should be.
Uhhhh i dont quite understand how that would work🤔If your macro is multiple holy casts keep in mind that the wait command for macros only work with whole numbers, and the number is rounded up or down, so a holy spam macro will never be optimal 😅
@@CaetsuChaijiCh The button is bound to a rapidfire hotkey on my mouse going ~20 times a second. So long as it triggers after the cast, but still within that .1 second window, I guess I don't lose anything by being lazy :D To be fair, it would've only added an average of 0.025 seconds to each cast which wasn't much anyway.
The determination tooltip is wrong in english. In German it seems to be more accurate: Entschlossenheit: Je höher dieser Wert, desto höher der ausgeteilte physische und magische Schaden und die Höhe der durch Magie geheilten LP. (Translated in English) Determination: The higher this value, the higher the physical and magical damage dealt and the amount of HP healed by magic. healed by magic... this is the point. In my experience, Japanese is often difficult to translate into English. However, it seems to be a little easier into German when it comes to an accurate translation.
But the point is that abilities aren't exactly considered magical, and if determination affects everything (and it does), then even weapon skills that are entirely physical, like warriors storms path, also are included 🤔 Other tooltips, such as white mages temperance says that it increases healing magic potency, and explicitly only affects spells 😅 The core issue is that it name drops magic, where other tooltips that name drop magic specifically mean spells and only spells 🤔 saying magic instead of spell helps slightly with the distinction, but as other tooltips use magic to refer to spells, neither would work. At least in my opinion 😕 If it said healing actions it would be perfectly accurate, but less fantastical I suppose 😊
@@CaetsuChaijiChThis is not entirely correct. Abilities are either physical or magical in nature. The term “ability” is intended to imply an OGCD, and was implemented to determine the difference between weapon skills with GCD and OGCD abilities. It does not indicate magical or physical in the nomenclature. Thus to the translation point into German, this would be applicable if correct. Considering the German to English translations tend to have more accurate descriptions of various cryptic dialogues, I would argue this to be the case here as well.
@BlakeAustin2011 i understand that, but determinations healing bonus affects all weaponskills and abilities and spells, which includes things that aren't magic 🤔 so if the German translation says healing magic, and the English version says healing spells, they are both not entirely correct, right? 😊 Edit: unless what you are suggesting is that all healing in the game is caused by magic regardless, so it doesn't matter whether it is produced by a physical attack, as the healing is inherently magic. If that is the case, then yes you are correct that the German translation is slightly more accurate, even if it clashes with other action tooltips that use magic to refer to spells and only spells 😊
I would actually argue that snapshotting is not unique to this game, and is actually the norm. I say this because as a general rule graphics and animations are processed independently from game logic. There's a number of reasons for this, the biggest being the fact that in a server-based game, there are no graphics or animations being run on the server itself. So determining whether or not you get hit by an attack based on whether or not you were in the attack animation makes little sense because the server isn't even rendering the animation in the first place. Additionally, checking for collision between a character model and every particle or graphical element of an animation, in real time, would just be a very inefficient and slow way to do so. This would basically be like rendering physics for an animation scene, like in a movie or something, which are typically pre-rendered by simulations and not done in real-time. Checking a character's position relative to the attack's position at the time you need to know if they got hit or not is far easier and faster, and how basically every game does it. Instead, the difference between FFXIV and most other games in this regard, is that often times games will customize their animations to align with the game logic as best they could (or may also customize the game logic to delay when the 'hit check' is performed to give the animation more freedom). FFXIV instead has opted to focus on making things like the ground telegraphs align with the timing of the game logic while allowing the regular animations to just do their own thing. Additionally, while it typically appears that the application of damage is aligned with the attack animations (which is perhaps what makes the snapshotting behavior seem so apparent), I suspect this is just a client-side illusion, and that the server actually considers the damage dealt at the same moment that the snapshot happens. This is why, for example, as a tank if you hit a defensive cooldown or invulnerability between the snapshot and the damage application of a tank buster you still end up flattened, it's literally a "you're already dead and don't know it yet" moment. I imagine this also has to do with that last point you had where doing certain things can cause attacks or healing to be applied more quickly than normal, in reality (ie on the server) these things all happen simultaneously all the time, and the client just spreads them out for aesthetic reasons (maybe the devs think that it feels better to see/hear decimate hitting each target individually), but under certain circumstances they need to just get through the combat text for one attack right away in order to deal with the weaved ability.
Indeed that sounds reasonable in regards to snapshots. What makes it weird is not whether it is unique to the game, but more that most games of its style tends to align attack animations with the snapshot itself (even if not exactly), I don't think I've seen a game that sometimes spaces the timing between the snapshot and the actual animation as much as ffxiv does 😊 In regards to the hits landing in order, I've heard others say that it may have originated as a way to minimize the burden on the server. By having the data be sent gradually (one piece at a time) like this, it doesn't overwhelm the connection, with the potential concern that with the sheer amount of players, if too many do things simultaneously like this, it could overwhelm the server. I could see how this argument would work, as it would mean each player will be unlikely to send very much information per millisecond so to speak! I don't have any proof or source on this necessarily. It would not be the first time the game has some weird interaction like this in the pursuit of connection stability 😊 Thank you for your perspective!
Dude, get some spellspeed. ;) Telegraph snapping is heavilly affected by latency. As EU player, when playing on US alt, im getting snapped by telegraphs i would be easilly out of in time on EU server. On JP alt is even worse, some fast AoEs are nearly impossible to dodge unless you predict them(and sometimes not even that). My ping to US is something around 100ms, to japan it can be over 300. That makes difference. Other thing that affect telegraphs is FPS. On my old laptop, i was getting hit by landslides and pudles on Titan all the times, just because those animated telegraphs rendered much slower(rendering latency). But i had very low fps running game on bare minimum settings, so it was extreme example.
Part of why telegraph snapshots are affected by latency is because while the game TENDS to prioritize where you see that you are on your pc, it isn't uncommon for attacks to hit you based on where the server thinks you are. The difference between where you are on your pc and the server becomes greater with more latency 😅 Many things are actually affected by the fps of your game, including attacking, so it would not surprise me at all if it also affects telegraph snapshots 😊 My black mage gear is a speed build with a GCD of 2.18, but I unequip speed to make the tooltips overlayed on screen have the "base values" 😉
the - when aoe vanish and you stood in it, it will still hit you even if you dash out of it feels so weird to me after decade of WoW, where spell hit you, if it hit you:D also what really isnt explained for Red Mage - their swish swash combo is only increased by their buff (+5% magic dmg* if the use mana to cast it - and off Global Cd dont have increased dmg% for some reason) also at Leviathan?? when we are supposed to cast spells, we can do our swish swash combo without mana and off global cd, because they arent spells, but our swish swash are spells when using mana
Indeed, you can tell an attack is magic by it saying it deals Unaspected damage 😊 and on leviathan, if you pay close attention, only one of the body parts reflects magic damage, so the other body part is perfectly safe! 😁
Fleche, Contre Sixte and non-mana melee are physical, while casts and mana melee are magic. Leviathan is a bitch because it requires swapping targets between gcds to not get repel damage.
As an extra bit related to attack snapshots, your position only updates while you're on the ground. If you jump, your location is fixed at the pixel location from the moment you left the ground, until it updates the frame you make contact with solid ground again. This is how you can be hit by an AOE you appear to be out of if you bunny hop and your position hasn't updated yet. Extra aside, this is also why movement skills like Shukichi, Hell's Egress/Ingress, En Avant, etc. move you across the ground, and can never be used to jump gaps.
This isn't exactly true. All movement actions move you gradually to your position. This is also why using an action like shukuchi past a lethal floor effect, or fire, will still kill you or put you on fire. Jumping does nothing, as the game only really cares about your horizontal position in these situations, and only in very specific circumstances does vertical position come into play 😊
@@CaetsuChaijiChActually, dashes *check* your *collision* gradually, so that you can't dash over deadly zones, through walls or over gaps. But the position for checking AoEs only updates when your dash ends. Because only then the server knows that you successfully dashed without hitting an obstacle, dying from falling, etc
Although the potencies are differnt based on the jobs, I always do find it so odd that aspected helios and medica 2 share the exact same potencies but medica 2 is a lot more expensive
prob mostly just a matter of job identity sneaking in in a subtle way. whm is all about big heals with big mp costs which are offset by lily spells, mp cost reduction, and a buttload of abilities that heal and / or amp up healing. medicara follows that first part in one aspect but not the other, yet the way it interfaces with the second part more than makes up with it. that 1000 mp cost makes it just as valuable to thin air as a cura, and it also means the mp saved from solace can go directly into casting medicara. not to mention, you have asylum, assize, and liturgy to give you various ways to top off of your party without having to reach for medicara, and temperance and asylum again to push it something more mp efficient when you _really_ need that aoe regen
@@howardszabo2238 for how all-or-nothing your philosophy is, i'm surprised you went with "poor explanation" instead of "idiot's complete shitstain of an explanation that murdered my sister and brought the local jerboa population to extinction"
Aspected Helios can be cast multiple times under Neutral Sect. EW also decreased the cost of Medica II, though this had the added effect of making Medica I and Cure II more obsolete, so they might change it again. Regardless, healers seem to love repeatedly spamming Medica II more than Aspected Helios despite the lack of any incentive.
The "Healing Spell" refers to stuff that comes out of your job actions. It's a fantasy game. You cast spells to heal. It should be understood as healing magic. This is the age old tooptip that excludes potions and incoming healings from other players.
This would make sense, if not for the simple fact that buffs like white mages temperance, that name drop healing MAGIC potency, only refer to spells. 😅 It needs to be specific because other tooltips are that specific 😊 but I totally understand WHY they would word it like this 😁
It's true for this case, but a few tooltips in the game use the term spells to exclude abilities. I think Sqenix needs to go back and check for coherence when they use it.
"Dont all strength based jobs do that why do you need a trait for that?" Well no because they didnt at some point. Short version tanks used to scale dmg only with str but them they changed it scale using only vit for awhile.
That's fair, I did not actually know their damage scaled with vitality at some point, but I have a feeling I know when it mightve been! It's just a bit confusing nowadays! 😊
A little sad to hear about the potency variance between roles. I had thought the release of Endwalker standardized it across all jobs once and for all, but it turns out that that didn't happen.
It's actually very very close! Just weirdly that tanks have a significant modifier difference. Most other jobs, if you make sure to count all of the visible passives, the only easy to miss difference is that some jobs have different base stats. The difficult part is counting all the passives and knowing exactly how they add together! It is a bit annoying though, considering tanks could just have had lower potencies! 🤔
1. Just get some spell speed. 2/3 Yeah, game feedback with latency and server issues were such a big problem. They had to scale back to the pixel. Even now you can still get hit by something you were no were near when the spell goes off thanks to server latency, so have to take that into account.
I mean, the whole point was to say that caster tax makes spell speed weirdly slightly worse in an annoying way! The spell speed does not help against caster tax since it reduces both cast time and gcd! 🤔😁
I mean, at least living shadiw makes sense that its that specific race given spoilers, though that begs the question of if TBN scales as if you're always an elezen
@@CaetsuChaijiCh mostly a joke about how it's technically myste's ability. Though in hindsight yeah, there isn't really a reason it should... at least with living shadow fray literally just shows up so it makes sense he scales as his own self. Also I think the best way to look at potency is that it's a percentage multiplier written as a full number, that way its actually more readable to new players if instead of trying to compare across they can parse that this attack does 1.8x while this does 3.6x
@rexex345 Indeed, the potencies can be viewed like that 😊 the key to that potency segment was mainly that some players try to compare potencies as written between jobs, which can be problematic! 😅😁
Can we talk about closely grouped mobs, like in the latest alliance raid, not getting hit by aoe? Why is it that some mob groups, usually the trash in alliance raids dont get hit by aoe, or are severely limited to getting hit by it? I used standard step on dancer in the middle of the mob group after nophica and it only hit one enemy. How the hell
That particular case sounds a bit strange! Are you sure it wasn't simply difficult to see the damage numbers in the chaos? 😕 With a lot of aoes, the fact mobs are so big in dungeons and such can lead to simply missing targets which is annoying, but it would surprise me if standard finish has this problem 😕
Bigger hitbox mobs can't clump as closely, to register a hit with an AoE, it must hit the middle of their target reticle, which are further away with the awkwardly huge mobs in EW
As much as i love the game, the attack snapshot mechanic is still one of the most annoying things in the game. Especially when, in harder content, some attacks are near instant, which means you need to predict when it'll happen and move a while before the boss even starts to prepare the move.
Yeah attacks that are so sudden you kind of just have to know beforehand are a bit annoying, as it just becomes a case of "remember it next time" at best 😕
I was today years old finding out about the fact that the racial stats actually effect living shadow. LMFAO This whole time I was under the assumption it scaled off just the player
It certainly might as well be! I suppose hard casted raises and red mages precasting their 5s Casts in the opener are pretty much the only remaining things not blm specific! 😂
Quick note about spell speed on black mage: Thundercloud Thunder 3 is such a significant portion of Black Mage's damage that Spell Speed is actually very preferred, since Damage Over Time actually scales with spell speed, and since Thundercloud clumps 30 seconds of DoT into one massive hit, it means that said cast is going to be dealing that much more damage! Every 30 seconds you get much more damage for running around a large amount Spell Speed as of level 90 because of that, on top of the obvious advantages.
Indeed, dots get an additional damage bonus from speed, however, the damage bonus is not super overwhelming, even if very helpful too! But Indeed, speed is a good stat on blm, there just happens to be a just as viable strategy of choosing to go with less speed, related to a bunch of other factors 😊
Not sure which one you are thinking of here, but there are many many things in ffxiv that looks like lag, but is actually game mechanics working as intended 😊
Depending on who you ask, the answer might vary. But this two minute burst meta is kind of unique to ffxiv as far as I know compared to other mmos, so it might stand out as something odd! 😊
@@CaetsuChaijiCh I think it's mostly because there aren't any other mmorpgs with the sort of overlapping partywide buffs on timers that 14 has. It's that and the highly scripted fights.
If it was exclusive to standard type, that would mean you could do something with standard that legacy cannot, which would make it objectively superior. Legacy is often considered subjectively superior though. Subjectively, because technically standard can do all the same things 😊 You can do the backwards cast by holding right click and wiggling your mouse with legacy type as well 😁
"Hitbox" is sometimes used generically to refer to both boxes that deal damage and boxes that take damage, but more specifically a box that deals damage (i.e. box around an attack animation) is a "hitbox" and a box that takes damage (i.e. box around a player model) is a "hurtbox".
As someone who does normal, extreme, unreal, savage and ultimate's. like all the cast timers, server tick manipulation, slide casting kind of matters but not really, but mostly none of it actually matters. Personally I feel videos like this one tries to make it seem more complicated as it actually is. Really maybe MAYBE 1% of the player base that parses where this stuff would be a factor, would actually use this information but again, not care. all spell cast times, by the time you are parsing in the higher tiers, you know what your class will do and don't need to sit there and server tick or over refresh your dots. like lol its all just bloated information to make it look more complicated than it actually is. This video is 100% misleading.
A lot of people find these kinds of mechanics interesting to learn about. I never said that these features were mandatory to master or use. In fact, I feel several times I made it clear that they were niche and mostly fun to explore, so I am not sure why you say it is misleading 🤔😕
Weird/interesting Features:
1: In Shadowbringers, the Gremlin enemy insults you by using Bad Mouth which inflicts the Misery debuff on you. This debuff can be removed with Esuna, but it also can be removed by a player using the /comfort emote to you.
2: In the Palace of the Dead deep dungeon, there are hidden traps, one type of which transforms you into a frog for a time. Any snake enemy can one hit KO you while you are in frog form.
I recall this gremlin is also in great gubal library, and there are similar enemies in an arr dungeon as well. In these versions, esuna doesn't actually work, but /comfort does!
Interesting about the frog thing! There is also a boss in potd whose adds are weak to wind so they take far more damage if you use wind magic attacks on them! 😁
No White Mage wants to fail casting Benediction due to macros, we want to successfully cast Benediction and put it on cooldown but the heal lands too late so the tank dies anyway.
Ah yes, those snap shots are just the best! Now you have neither a tank or benediction! 😂😭
Not to mention that a lot of WHM will be targeting themselves by accident when casting benediction.
The worst healers I have seen are always WHM. I blame benediction for this as they enter into the chicken game mentality. How low can they get the tank bar before pressing the button. Then panic forgetting to target the tank. Or do it a bit too late.
Followed by SGE. But that's because is relatively new. And a lot of SGE never played healer before. So I blame temporary incompetence on that one.
Never died to a SCH, or AST mistake. Those two usually know what they are doing. And are not tempted by benediction.
@@RicardoSantos-oz3ujI feel like this is missing the bigger thing that those are the two easiest healers. You're gonna naturally have players who know less because the jobs are more approachable.
@@RicardoSantos-oz3uj While I find WHMs are generally the newbiest healers (probably because of accessibility), I really don't see it having anything to do with Benediction timing. Rather, the issue I see with Bene is that they either never cast it or only cast it after a Raise.
Though it's unreliable to compare skill level across jobs or even possibly worlds/data centers, SCH and AST are the two I most often see doing almost no DPS. In several cases, that can actually be worse.
The tank feels the exact same way about the invulnerability button. The number of times I have flubbed my invuln and it still goes on cooldown... pain peko
@ 7:40 "There really isn't a reason too...", in UCOB if your team has a good Twin kill time you can start a Gnashing combo right as Twin's killed. The transition into Nael is just shy of like 25 seconds ish. This means you can bring the rest of that Gnashing combo into your Nael pot window, AND because the cooldown for Gnashing is on the first skill by the time you complete the combo you can immediately do another under that same pot.
Oh just to be clear, there can be a reason to start a combo, but the 2 minute long combo serves no purpose 😁
Interesting use case though! That makes sense it would let you do multiple gnashing fang combos!
Worth noting that the time between an aoe action being cast and receiving its effect can be delayed based on the number of people between you and the caster. For example, in an alliance raid, if you're at the edge of the arena you might notice a raidwide hits you quite a while after the animation went off, which is because all 23 other players need to register the hit before you take the damage. This also affects most (if not all) aoe heals, and that small time gap has killed me in savage before lol
That is a very interesting expansion to that point yeah! Since it has to go through each target one at a time that would end up working like that! 😁
I love the sound effect of aoe propagation... :D
I have a vague memory of some top guilds abusing that fact many years ago.
That small time gab also applies to enrages and has saved some runs by having the boss die while the enrage ripples through your party
@@kaeldiarcelestial opposition
Funny story about the buff application thing. My group found out first hand that it's proximity based when we were helping someone do the 5.3 trial for the first time. I accidently hit tank LB just a touch too early but somehow timed it so it was expired when me and my co-tank (who was right next to me) died to the insta kill while everyone else still had the buff. Healer's were pretty quick to recover though and we still cleared but it was pretty funny in the moment and I still sometimes get teased for that moment.
Yeah someone else mentioned this too, that targets closer to the source get hit first. And then it gradually expands out! 😊
Snapshotting was definitely a weird concept to learn. But now it feels pretty good to confidently walk into attack animations and not take damage, except the odd times where you still take damage lol.
It's really odd that sometimes attacks have slightly off snapshots from what seems natural yeah! 😅
The issue I have is the game is seemingly designed around it with some timings. Immediate in-outs require you to play around the snap or you will be late and the same can be said for like P10S bonds where you are far less likely to clip others if it is stack into spread if you move on the snap and not after the hit.
It's kinda funny because it actually orginates from other games, mostly in terms of dots. 14 is ENTIRELY based around snapshotting and to my knowledge has basically no ability, spell, or...any interactions really that dynamically updates like wow for example....meanwhile wow hasn't had snapshotting for like 6 years now.
#2: I'm convinced the single-pixel hitbox is partly why there seem to be so many lalafells in savage raiding. It's just easier to determine your true position.
#6: The 3-second tick also affects MP regen, and (at least in the past) when certain states are checked. This was notably used in A4S when people were trying to cheese Royal Pentacles with Healer LB; by watching MP regen ticks, they could figure out when to jump through two AOE circles and soak both of them despite dying to the first one.
#10: Enrages can be applied like this too. I've had hairline clears where some of the party members were dead from the enrage.
#2: this makes sense. I believe they made it single pixel to make sure you didn't have to choose smaller races to be optimal. But naturally a smaller character (notably a slimmer or thinner character even!) would make it easier to gauge this single pixel!
#6: I do believe you are right that these are one and the same 😊 some players use third party tools to track their mp ticks for these kinds of reasons (especially black mages!)
The aoe example in A4S I have not heard of before but that is very interesting!
#10: yes this is true! And seems to be a surprisingly common problem too! 😊
Shield application is even weirder because this also depends on a case-by-case basis. Succor and E-Prog, for example, will apply to everyone at once, but Sage's Panhaima will ripple out amongst the party and can be up to a second between the first and last person to get the shields.
Futhermore, similar to the Divine Veil example, because the shields on Succor and E-Prog apply before the heal, you can end up shielding a raidwide and then healing up after with the same spell if its timed perfectly.
And thats before we get to TBN's very slow application and ability to 'break' for a moment after its worn off.
A very good point! I'm glad you could add some more detail and examples! Thank you 😁
Heals cascading out and applying based on distance is still so jank and odd. A problem that applies most to Benediction because it just feels so bad when it happens and you get a cast off but the person still dies because they were a bit far and now you're down a Benediction for 3 minutes. And knowing that, if you think about it for 10 seconds you start realizing why every guide out there for a long time kept saying "come in for heals" but never really understood why. To make sure you get healed in time and not die to random crap like a bleed.
But there is 1 exception, for some reason. Pneuma. Pneuma applies its heal on-cast completion, does not cascade, and will heal before damage is sustained even if you've been snapshot by damage that will apply 0.1 seconds after Pneuma finished casting (source: /watch?v=IPfmPEOvjTk&t=680s). Just another reason why Sage is so hilariously and stupidly powerful even in the hands of someone who plays the game well but is not comfortable healing.
Tank LB also works this way, as I discovered one time during Warrior of Light trial. Got out of the button mash, tank was early casting LB, but the furthest person away got it late enough that they still had it when WoL did LB4 and lived long enough to pass the phase two checkpoint so when they died we didn't have to do phase one again. Maybe the only time this has ever been useful 😂
Panhaima is fairly easy to explain. It's not actually a shield. It's a buff that grants stacks of an effect that APPLIES a shield. So it doesn't quite work the same way
15:55 The reason for applying aoe effects over time, to target/targets. Is server stability and overall game health. Many mmo's suffer from an abundance of instant gameplay related latency spikes, caused by hitting thirty targets at the exact same time with an attack thus applying on hit effects and everything that comes along with that. By staggering the applications, both the servers and your computer can take this process in steps rather than a massive text dump. The result is that rather than WAR needing to time bloodletting (waiting below half health) to get 'maximum value' you get a consistent healing over time effect, that is overall less punishing and more enjoyable.
It makes sense. I've seen others lament that it is causing issues in hard content that it is going very slow to apply things 😊
The reason I am wondering why they choose to do it so slowly sometimes is that some actions are almost instant, and others are not, and sometimes it feels a bit arbitrary!
But the reasoning you give makes good sense!
My favorite snapshot is when I cast arm's length, put it on cooldown, then get thrown into the death wall anyway as I see the cooldown timer tick down over my corpse
That's a classic! I actually also spoke about that kind of nonsense in a previous video, although the general idea is a weird order of operations I think, combined with some lag! 😂😁
This is the video just in case: th-cam.com/video/HPqgI7lnZJw/w-d-xo.html
Note on the hurt boxes: this quirk goes back to 2.0 days. In 2.0, player hurt boxes used to be based on the width of the character. This meant that if you had anything hanging over the AOE marker on the x-axis plane, no matter where it was on the z-axis plane, then you would be hit by the ability. The 2 issues that caused the devs to change to a single pixel were due to latency and fairness.
1) Latency issues in the early days meant players would not see the AOE marker immediately upon its engagement. Therefore, they would react to move out of the way upon client sight, which was not in sync with the server clock. As such, players would be fully out of AOE markers when they saw the ability commence, yet still be hit with said ability. This has been resolved with optimized servers, but it was a real issue in 2013/2014.
2) Fairness: this one is almost laughable. By using character models as the basis for being hit by an AOE, a movement tax was enacted on Roegs, with Lalas getting dodge benefits. There were videos showing characters of different races standing on the same pixel when an AOE went off, only to see the wider models get hit because a Roeg foot was inside the orange when a Lala foot wasn’t. To avoid some arbitrary unknown width of a hurt box, the decision was made to make it centroid of the x-axis plane under the character.
Both changes were beneficial to the player base and attractive to new players learning the game, which at the time was fairly new with AOE dodging.
This makes good sense! I recall hearing something similar with the fairness as well. 😁 Thank you for sharing the details!
@@CaetsuChaijiCh I’m a 1.0 holdover…SE has all my money.
That latency back in 2.0 is the reason I never could beat Titan EX back then.
For Combo Timer, I would add Dancer to that.
If you're saving up all your resources for when Technical Step is used, you can find yourself running out of your combo timer if you have one going at the time. You get so much gauge during the buff that you can do upwards of 4-5 Saber Dances during it - add in Starfall Dance, Tillana, Standard Step and the extra procs from Flourish into that and you're finding yourself with so many more powerful abilities to use then your standard 1-2 combo that it falls off.
That is actually a good point! I didn't think of it because saber dances can be a bit rng, but you are absolutely right that with all the buttons up, you could get away from the combo for ages! 😄
Yep! I have this happen with DNC quite a lot! With my current GCD (it's not ideal), I almost always enter the 4min window with Cascade -> Tech, then end up losing the combo because I'm bursting the whole time
In last of #10, I believe the damage is applied as usual as well not as the numbers come out. Back in Shadowbringers people were low blowing or interjecting the raid boss to land the last hit before it disappears/dies to skip the delay, and they changed that when moving into 6.0 so that only the numbers but not the actual damage/healing is reflected immediately.
That sounds very likely! I heard similar observations from others!
A weird feature in the game is if you use the dancer ability that rushes you forward (En Avant) to go off of a ledge you immediately appear at the bottom and do not take fall damage. I use this often in PVP, if I am defending somewhere that is high up and attacked by a group I will rush away to escape safely and not take the fall damage that would often cause problems for other classes.
That is indeed a weird feature! You might find it interesting to know that this also works with dragoons elusive jump, reapers gates, samurais yaten (the jump away), and bards repelling shot!
Essentially, a dash sending you off a ledge teleports you to the bottom. In fact, targeted dashes can also do this, but it is more rare for it to be helpful i think? 😊Although I understand some of these aren't in pvp making this slightly less helpful! 😊
4:30-4:35 - Its your left foot btw. Every character models pixel is under their left foot on idle animation 1 (Due to character models being mirrors of half of a body in most cases in most online video games to save on space / RAM for loading, mirror will load easier than a full model.)
That's weirdly specific! 😊 I never noticed!
@@CaetsuChaijiCh NGL im a WoW refugee and a Math nerd - breaking fights / learning them is my personal endgame. I even fanta to lala when raiding for a smaller profile to see more of the playfield xD
Another weird one is how the time after pressing a skill until the enemy is hit is on a skill-by-skill basis. You can for example on DRK use an Edge of Shadow and instantly consume MP before the on-hit effect of Blood Weapon on a Bloodspiller actually takes effect. The only other case I know of this being used is that MNKs will sometimes use a delayed skill right at the start like 1-1.5s prepull and then use a macro to immediately cancel AAs because logs only start when the boss is hit.
I've actually died on DRK before because i chose to use Bloodspiller at the end of my LD and the hit delay was long enough that I died before I got healed by it.
The living dead bloodspiller interaction is very interesting! I hadn't considered that! But it makes sense! 😊
that delay during AoE propagation is how my static once cleared p7s AFTER the enrage cast went out. her animation went off, the screen went black, we really thought we'd lost...and then we were greeted to the sight of two chests and four people dead on the floor!
And a victorious fanfare!!! 🥳🥳🥳
It's funny, I clicked this video because I was hoping you'd mention the mechanic with barriers/shields, and you did! I play SGE a lot, and I've noticed that sometimes I can pop a shield a very short time before the damage hits, and the shield still gets absorbed. This always feels great, especially when I compare it to, say, the amount of time I have to wait at times before I can start casting after moving/being moved by an attack, or the couple times I have died casting Superbolide just as a damage tick was coming in. I've had several moments during raids where I was able to save a player from dying using a shield, and I always feel thankful to the devs for the apparent leeway they granted me in that moment :D
Haha! I'm glad I could deliver! It is certainly one of the weirdest details in the game! 😁
The funny thing about buff/shield application is that shake if off was notoriously slow when applying to the party it was common for half of the party not to get it applied for the mechanic happening. Just a few patches ago, it was buffed to apply nearly instantly as well as giving a HoT.
That is a very good point! 😊 I wonder why it was so slow to apply before 🤔
For the last point this is actually super important for a WHM casting holy. I tell all new WHM I see to swiftcast the first Holy to get around this. That long cast time and the single target at a time stuns can be lethal.
I make use of the single pixel safety all the time. It's so much fun to do.. Find the absolute smallest safeshot to dodge things and watch people be confused
It's always funny! Just make sure to use sure cast or arms length if your healer is a bit aggressive with the rescue! 😂
@@CaetsuChaijiCh Hehe I'm usually the healer nowadays. Indeed we found out recently that arms length works against rescue. An fc friend was complaining the new pandemoniums were too easy so we made it an extra challenge for him where I would just rescue him into danger at random times. The only rule being that he should be able to respond, and so it can't just be pull him off the platform. He got very good at gapclosing back or guessing when I would do it and just randomly pop arms length mid fight just to stop me.
I always thought that trait was a direct "explicit in game text" to show the change from way back when their damage scaled with vitality. Which was inherently inferior for people that knew the game inside and out so much that people stuck to using Level 60 Heavensward non-tank accessories that were equippable to tanks that gave strength during Stormblood.
The gap between the casual player and the hardcore player was super huge from what I heard back then that it caused tanking issues in dungeons because people tried building for STR just based off hearsay.
I'm not quite sure tanks ever scaled with vitality for their damage, but their accessories used to have vitality, whilst other roles had their "primary attribute", meaning all the other roles had whatever made their output better!
Indeed, this led to a situation in stormblood where the best in slot accessories was all crafted so you could overmeld strength on it all! It was quite weird! I wouldn't be surprised if tanks then bought dps accessories in heavensward for a similar reason, leading to weirdly squishy tanks who didn't know better 😅
@@CaetsuChaijiCh I went back and looked at the discord messages and you're correct.
"Like tank main stat is VIT but damage and weakness debuff apply to STR"
I was remembering it wrong. But I think even with the correction of "damage still scaled to STR"... The dev intended stat was VIT for tanks (which meant less damage) when their damage was scaled with STR. Players wanted more STR. But since Stormblood denied them STR, they went with Heavensward Accessories for DPS which wasn't class locked.
@shadowofchaos725 oh No no, they didn't use heavensward accessories in stormblood! In ARR to stormblood, there existed primary attribute materia (I. E. Strength materia and so on), but most gear came with the appropriate Stat maxed out as they also do today.
As accessories for tanks only had vitality, they had tons of space for strength materia, so you just used crafted high quality accessories so you could meld and overmeld it with strength to make up the difference! 😅 This was changed with shadowbringers
Maybe some people greatly misunderstanding it took heavensward accessories, but I certainly didn't meet any!
Also bonus note just to be sure: vitality has always only increased hp, and not reduced damage taken. 😊
@@CaetsuChaijiCh oh what I'm talking about was before that change if I recall correctly.
There was an actual stink about it made by the playerbase in early Stormblood.
I was but a sprout at the time but I had a few of my friends talk about it in some channels. Me being a sprout at the time I may be misremembering some details but there was definitely a stink about it where players actively using accessories from HW caused some issues whether they knew how to do it or not.
Edit: Full quote from person that was there
"SB made accessories role locked, in HW and ARR they arent
they also changed tanks main stat for damage to strength
but now our accessories had little to no str
so we used the hw accessories to get that str since they were class unlocked
and the str they had was more than what the level 70 tome accessories had even provided at the time
they then eventually backed off and I forget if they gave the accessories more strength
nd so we started using the actual tanking accessories"
@shadowofchaos725 yes I'm talking about the same thing. In stormblood. When stormblood was current. Thats when people used crafted accessories to meld strength in as a result of these potential changes 😊
WHM, Liturgy of the bell is also weird. it checks the whm's healing bonus before every pulse. unlike the rest (asylum, physis2...) they check at the moment they're active.
Like in P3S where the boss let the healers to soak the puddle to get 300% bonus healing. WHM can actually place the bell before taking the puddle and the healing bonus also apply.
while other healers have to wait for the bonus then start healing after that.
pretty sure it is the only healing skills that does this.
Earthly star should do so as well. The reason is that these types of actions are actually programmed as pets as far as I know, and they scale with buffs on you in real time as opposed to buff snap shots 🤔 it's kind of strange that it is like that!
@@CaetsuChaijiChAye, earthly star will show up as a combat participant in logs
Hi. Since this is your newest released Video on your channel i, as a newcomer to FF XIV want to say thank you a lot for your content.
Specialy your Job-guides made me and my friends get a quick grip and a baseline understanding on how and what to do in order to be at least somewhat efficient.
Keep it up, your tone of voice wich is always very calm makes it very easy to understand what you try to explain. Calm and Clean Step by Step explanaition. Bug thumbs up 👍
Thank you so much! That makes me really happy to hear! 🥰
And welcome to Eorzea to you and your friends!
You're correct about shield application speed being changed in endwalker. As a scholar main in Shadowbringers, I remember all too many times I was slow to get a shield out. Seeing my cast finish, raidwide goes out, hp getting hit, then the shield being applied.
I believe adloquium was changed to resolve faster too so you can't fail the deploy for example! 😄
They said it in either a LL or the patch notes when they changed it, it's not a secret.
@@MyVanir care to link? I can't keep up with everything they say. I barely keep up with videos like this these days.
@@alloounou6900 It was like 2 years ago, do you think I can find it? All I remember is that it was around either 6.0 or 6.1.
@@MyVanir Gotcha. That narrows it down a bit. I'll see if I can find it with that and it being LL. Appreciate it.
Fyi the backwards cast (#4) you can still get snapshotted if the split second you press your cast the mechanic goes off, even if your character looked away. You will get snapped as the "backwards cast" is more like ur character turns to face the boss to start its cast then turn very quickly to continue the cast. The odds are VERY slim but it can happen.
Indeed as I did very briefly highlight in the video, you still snap to look at the boss for at least a single frame before turning again. That can sometimes be enough, so don't be too greedy with the trick! 😁
When you consider that framerate varies across locations, content and devices, planning for caster tax at around a minimum of 30 fps can still be risky and yet increase all of your estimated hardcast times by a whopping 0.166+ seconds. It surely doesn't matter if you just follow guides on the internet, but it makes a world of difference for BLM optimization and theorycrafting, and it's kinda funny how the job that's most affected by caster tax is also the one that needs to deal with the constant looming threat of dropping astral fire or not getting all umbral ice ticks depending on spell speeds. Anyway, great video as always, I've been really enjoying how knowledgeable you are, I had never heard of backcasting and I'll certanly try to play with it going forward! Although I'm not really sure if it can work with a controller :(
Indeed! The caster tax is really a weirdly mean hidden mechanic, especially when it only affects one job at the end of the day 😅
I'm not sure what camera control options you have on a controller, but if you can somehow make your character turn to face the direction your camera is facing, without moving anywhere, then that should work! It is quite a niche trick though, so don't sweat it if you can't make use of it! 😊
Thank you so much!
Raidwide damage from bosses is also applied individually. It's possible for a bosses enrage cast to kill some players, but some others survive to land the killing blow. Very weird, but moments where that happens are always very satisfying. Dunno if its intentional or just a design quirk, but I hope it stays like that so we can always have those just barely scraping by moments.
I think in most situations, the gradual application also makes a very satisfying sound and visual. So just in general it is very appealing! It does seem a little strange in a way though 😊
And I agree on that enrage quirk! That must cause the biggest screams of hype! 😄
so many ultimate clear vids where this happens because enrage is so tight
Talking about the AOE thing, I believe dancer's tech step has some kind of weirdness based on how close they are to the enemy and that affects who and how it's applied to at what point.
Yeah I've heard of this too, that depending on how you are positioned you might have technical finish before the damage lands or something to that effect! 😊
Lol the ending bit about plenary indulgence reminds me of the pet ghosting and delays summoner/scholar had to deal with ShB. I did UWU with friends and to properly align stuff like fey illumination 1 or 2 GCDs earlier or else it wouldn't apply until after the aoe.
Yeah and then you also keep in mind that the buffs themselves would take ages to apply, from the very slowly reacting pet! 😂
Idk why but i always find the term hurtbox funny. Also in reference to around 16:00 I noticed it is possible to use a spell like adlo that heals and shields in such a way that the healing is applied after the hit, but the shield before. When this happens the shield absorbs the damage, then the damage that went thru the shield is immediately healed.
It is a silly word 😊 but it does match as a good opposite to the hitbox word!
And yes! That is a very weird interaction! 🤣
your point about determination affecting all healing skills is true, but one thing to note is that the heal from holy spirit and holy circle is spell healing. Even though its an additional effect, the gcd is still a spell and the healing from it is spell healing. before they changed divine veil to activate on being pressed, it used to place a buff on the pld that would become an aoe shield on everyone else when the pld received healing from any spell. the self heal from holy spirit, circle, and all hits of the confeteor combo activated veil
Also its worth noting, player ground effects tick immediately on application on top of on the regular server tick. so things like assylum and doton actually tick one more time than just duration/3
That is fair! The thing I was trying to imply with holy spirit / circle was more that the tooltip says healing spells(a spell for healing), which may not be the same as spell healing (healing sourced from a spell). This is because there could be the argument that holy spirit, for example, shouldn't matter because it's not a healing spell or something silly like that 😊
And indeed, ground effects tick an additional time when placed. I talk about this in the "ten more mechanics" video mentioned in this one! A very weird mechanic of its own! I believe the reasoning is that this initial tick is used to make sure anything that happens to be in the area when placed gets the effects from it (such as asylums healing bonus)
W/re Asylum, the way I understand it is, it doesn't pulse healing on each person's server tick - it pulses healing on YOUR server tick. I.e. every time your server tick comes up (when DOTs and HOTs on you would tick), it heals everyone in the bubble. That's why it's treated separately from the DOTs and HOTs on each individual person.
That makes sense! That would certainly explain why theres 2 ticks simultaneously, and I suppose it would accurately demonstrate this if I had brought a friend to show their heal tick happening at a different time! Thank you for this clarification!
Worth noting: Slidecasting is something you will see in WoW as well.
One of the most popular WoW addons since at least as far back as Cata (or maybe Wrath? It's been a while) has been Quartz for this reason. It puts a red section at the end of your castbar to inform you when your cast is *actually* done according to the server as a result of latency, so that you know when you can move. (I feel like this is a feature that FFXIV should steal for it's UI)
In FFXIV you instead have to put an emote on your bar to get a decent idea of when you can move.
FFXIV is absolutely unique for it's animation locks, though. It's something WoW players don't have to deal with, and it's why we can only weave so many oGCDs into our rotation.
The red line on quartz (and most cast bar add-ons for that matter) in wow is actually based on your latency alone 😊(this is also why it can be significantly longer or shorter, bordering on non existent on great connections!)
In ffxiv, slidecasting and the caster tax is a genuine game mechanic that at minimum, on a perfect connection, means the last half second of a cast you can move (slidecasting), and the ~0.1 seconds after a cast you simply cannot cast (caster tax)
It appears very similar, but the two games have different reasons for them 😊
@@CaetsuChaijiCh - Well yeah, like I said. The animation lock part is absolutely unique to FFXIV. Slidecasting on its own isn't really all that new on its own, is all I meant.
To note, the reason you can't 1-to-1 compare melee strength jobs to tank jobs for potency and such is because of how strength is calculated for both jobs. Tanks don't get the full effectiveness of their damage stat, while melees do.
Indeed, the estimate is around 20% less benefit for tanks, which aligns with the demonstration! 😊
It is really weird they don't just make the potencies 20% smaller and make it work like that though 🤔
On snapshotting, it seems like there are actually several different *kinds* of snapshotting when it comes to taking damage or avoiding it. 6.2's EX trial for example has attacks that rely on the animation, attacks that rely on the castbar like most of the other attacks in the game, and sometimes there were attacks that snapshot slightly after the castbar finishes but without being tied to a specific animation.
Yeah that makes sense! 😊 I suppose the closest we get to a connecting thread is that you simply cannot assume that an attack lands when it looks like it does 😅
The one-at-a-time effects of AoEs can be especially weird when two of them are happening at the same time. For instance, a raid wipe might go half way through your party before your tank LB3 starts effecting people and 4/8 of you survive. This has happened to me three times in a Shadowbringers trial. I'll get that timing down eventually.
Whats even funnier is that when the shield application change came, they changed all shields except they forgot Blue Mage. Try using Gobskin in a party and notice how slow it applies compared to the rest of the cast
That is pretty funny, but also sucks for Blue mage! I never even noticed that!
I'm not sure if anyone's brought this up but the example at around 16:30 isn't entirely accurate. It's a common misconception among players who have noticed this that it means the damage is registered. The number shows up, yes, but it doesn't mean that the damage (or healing) has actually been applied. What's actually happening (for whatever reason) is the damage calculation was already done and snapshot, but forcing the number to show up by using another skill doesn't change the application time and the number being there is purely visual.
It's easier to see on White Mage because many of their skills have relatively long application delays from their snapshots. If you try to use Glare, which has a ~1.3s delay from snapshot to damage application, on an enemy that's about to disappear (like in a raid or something) and immediately use another skill to force the text to appear, you will see in a log that while the numbers showed up, the damage didn't actually register. It's a little cloudy because many skills have varying damage application timings and it's not obvious right away what those are without looking at a log.
Another way to see the effect it is to use a skill while jumping into a death wall. Many times the text may already have shown up but you don't aggro the boss because the damage never registered before you died.
Thank you for the detailed explanation! Personally, I wasn't entirely sure if it had any practical use or if it didn't work like that. But the visual aspect, I felt certainly made it worth bringing up! Very nice to include ways to demonstrate it as well!
fun fact, AoE attack application order meant that before 6.3, Machinist could actually get 7 instead of 6 stacks of wildfire on a target by using Wildfire immediately *after* a scattershot, as the effect would be applied before the damage.
This would only work if there were a bunch of other targets closer to the machinist, so not exactly a common situation.
Number 1 weird mechanic presented right in your face as you create your character:
Potato People
The popotomanity! 😂 They are quite weird Indeed!
I do remember noticing the buff application thing whenever I was playing WHM and spamming holy, as whenever I tried to use an OGCD like assize or whatever, the static noise and stun debuff seemed to apply right away, instead of taking like a full second to appear. On closer inspection though, it seemed as if the enemies were still attacking until the animation for holy actually went off, so it might just be a visual glitch. That or just my latency.
It could be a visual glitch, latency, or they already began their attack when they got stunned. I'm not entirely sure either and it seems a bit odd 😊 thank you for your perspective on the subject as well!
Attack snapshots are especially interesting with gaze mechanics. Most gaze mechanics slowly ripple outward - think of the first boss of Weeping City of Mhach, who does Frond Affeared. You have to wait until the "dodged" message pops up before you can turn back to her, or you get feared. But a couple gaze mechanics go out all at once. Later in the same raid, during Ozma, there's a gaze mechanic where you only have to look away for a split second right as the cast goes out, then you can turn back instantly.
That is pretty interesting and combines both the attack snap shot and the application order oddities 😊 neat!
4:00 I can't tell you how many times i've exploited this for fun during EXs or Savages over the years. You literally can survive anything if you know the pixel xD
I love to do it in any content I know the spot, just as a little party trick! 😁😁😁 It's always fun!
So I had an idea from watching the caster gaze thing (#4). I remembered testing at e8 and it not working until I was far enough in the hitbox. I've tested some more with a few different hitbox sizes (e8, o11, o10) and I think it's based on being within an absolute distance to the centre of the hitbox, which I estimate to be 3-4y based on collective unconscious. At a dummy, you can be outside the hitbox, whereas I found the larger the hitbox, the farther in I had to be, seemingly the same absolute distance from the middle as the dummy at a glance. With actual bosses, you also need to watch that they haven't moved over to you in that time or get a friend to tank it and keep it in place. FWIW, I seem to remember one or more of Ily'a wiggle trick video and Xeno's legacy-with-strafe video describing a difference between legacy and standard.
One interesting note at o10, I noticed this seemed to be about the same distance that the boss would stop adjusting and moving toward me.
For another really weird feature idea, I'd toss out the cap of number of people that can be hit by one attack. One of the early Bozja fights showed it off pretty well with that attack that iirc drops everyone to low or 1 hp, with a few people on the edge not getting hit. Similar topic, I guess the buff/debuff limits could apply (buffs coming up with duel cheese), though those are more clear from a programming perspective of maintaining well-known upper bounds on computation.
Those mechanics are very interesting to consider as well for ffxiv jank! Maybe I can explore them further in the future as well 😊
The fact that shields apply instantly doesn't apply to every instance of applying shields. I dunno about other healer jobs but for WHM, divine benison needs to be applied around a 0.5-1 GCD early (in my experience) otherwise the shield appears but it is not registered in the damage calculations, basically shields having its own snapshot timings
I suppose I didn't clarify, I meant aoe shields specifically! 😅 But yeah it makes sense the single target options like many other actions have a certain delay to when the action resolves like with decimate 😊
@@CaetsuChaijiCh Yeah, the phrasing of it sounded more like all shields rather than AoE shields, specifically. Hence why I wanted to give an example of divine benison where it wasn't the case, i.e. being single target. Either way, very odd that it's not the same for single target shields cuz single target mits are applied instantly. Typical indie dev lmao
For (7), while it's a good observation; the tank mastery trait is most likely a mistranslation, you deal 20% less damage on all actions while taking 20% less damage as well. So that nice looking 1.2k potency double down will innately deal around 960 without No Mercy (1152p w/ NM). The only ability that is not applied is DRK's Living Shadow, meaning it deals close to the stipulated potency with the only drawback of not being buffed by Darkside or the class' job Mod among other things.
Job Modifiers is another attribute that makes it hard to compare potency within the same class archetype - it's essentiall bonus stats based on the job, but for damage calculations it uses the class's main stat.
This only applies to Melees and tanks as they have varing job modifiers that affects their damage (PhyRange, Casters and Healers all have the type JobMod within their archetype).
To really show case how Job Mod affects final damage.
Take DRG's Geirskogul and SAM's Enhanced Enpi, on paper they're both 260p
Under no gear, no personal or external buffs. The Geirskogul will be dealing slightly more damage on average by a little bit. This is because DRG's job mod is 115, where as SAM's is only 112. If you want to compare tanks and melees the disparity is much worse: GNB/PLD are 100, whereas WAR/DRK are 105.
What JobMod is used for is to calculate f(WD) a multipler that is used to calculate the actual damage output to my knowledge - and f(WD) uses the base Weapon Damage on your weapon alongside a level modifier (don't worry about it).
There's more to it than just jobmod and f(WD) when it comes to calculating actual damage output, but it does make it so that you can't really compare potencies between class archetypes or somethings within the same archetype in the case for tank/melee.
If you want to compare damage or burst between classes you'll have to just calculate it from the ground up. Akhmorning has most of the formulas you need to calculate it so, but the values and modifiers might be outdated because of the stat squish and also not being updated to current patch.
The other work around is using modified potencies where it's potency x total buffs.
We can take NIN's for example, Hyosho is 1300p, but it can only be casted under Kassatsu so it's potency before trick will be 1690 modified potency, multiple that with trick and we'll get 1859p.
If we want to know the modified potency of a NIN under 2 Mug + Trick, its just 1690 x 1.1 x 1.05 = 1951.95. I don't remember if the game just floors the values or rounds it up.
Thank you for the very detailed explanation 😊
Indeed, it goes deeper than demonstrated, and the main intention in the video was to show clear proof of the existence of this interaction!
Typically, I will add multipliers to potencies when comparing attacks in the way you did in your hyosho example, but if it is for something actually important, I would avoid comparing potencies exactly because of all of those small details in between like job modifiers etc (which may be outdated on akh morning as you also mentioned)
It is quite funny how the jobs have these minor adjustments, almost as if they are made ever so slightly different just to make them difficult to measure between each other! 😅
Thank you again for the more detailed version!
@@CaetsuChaijiCh all is good - tbf adding this stuff in will probably fall out of scope with the rest of the video if anything.
Tinfoil hat conspiracy here, but the little cogs that adjusts damage, especially for pets probably exists to make single target buffs like cards/DP/Eye and general raidbuffs hard to quantify the value they give.
While people can just use potencies. Comparing burst for a card is a lot more difficult if you don't know the true damage value that generally comes out of a specific string of GCDs and oGCDs. The convolution is designed to make min-maxing damage a lot harder.
But if that was the case, they've failed in the 2 minute department, the best runs in speeds have already solved the best comps for 2 minute buffs. The same can't really be said for AST cards since execution is also something not every highly skilled AST can time a play window correctly.
But since this was a thing since the dawn of time, I wonder if this is just another way to balance the power between the classes, within the same archetype without changing potencies. We don't know that for sure, JobMod is something the community came up with in what it is believed to be a contributing factor to damage calculations. We simply don't know for sure.
Though i knew most of this information its good to know i wasnt going crazy when it came to some of the weird interactions of this game
Yeah I can imagine it can be reassuring to know that some of the weird stuff you experience in the game is perfectly normal, and we all see it! :D
@@CaetsuChaijiCh It truly does feel like the game is gaslighting us at times lol
Love your in-depth explanation of ffxiv advanced combat mechanics! Thank you for amusing videos!
Thank you so much! That makes me really happy to hear! 🥰
I've seen from the sequential AoE thing some players dying from a forced Tank LB3 raidwide because the tank started LB3 at the last second, and the dead players happened to be 20-30 yalms away.
Indeed! It is really awkward, because I always feel like the tank LB3 also takes a little too long to spread to the team! 😅
I love how ridiculously technical your videos are, and I posite a question for you: Blue Mage has the spell "Toad Oil" that raises evasion by 20% but I can't find any information in exactly what the base or current evasion is. Think you'd be able to help figure this out?
I think evasion only exists if there is an active level difference between you and the target. Or in the case of blue mage or npcs, an active effect that gives them such.
Looking over some old documentation, it suggests that boosts to "chances" such as critical hit rate, direct hit rate, and in this case evasion, is additive. This is true for crit and dh, but I have to assume it is true for evasion as well, with no clear proof necessarily.
This would mean that toad oil should give you +20% dodge chance over whatever dodge chance you already had against the target.
Notably, bosses in trials and raids (and probably dungeon bosses?) normally cannot miss, not even with toad oil, so there it does nothing. But against regular mobs it could be comparable to a permanent rampart buff 😁
I remember using ninja and when lagging, I could dual ninjitsu when the lag caught up.
Wait what? As in you could cast ninjutsu with the same mudras twice? 🤔👀
Tried to do backwards casting but it didn't work, then i found out it only works in standard type movement. Is there any way to do it in legacy type movement? I already tried wiggling while holding right click but it didn't work.
I just went in to test it now: You are right, it appears it only works on standard controls. That of course means it is completely off the table on a controller since Standard doesn't really work well on a controller, or is at least far too limiting to be worth the trade-off. I could have sworn that it worked the same on Legacy controls, that is my mistake to assume that.
The reason it doesn't work is that on Standard Controls, if you hold right click and turn, your character will actually turn to point in the direction of your camera, so wiggling the camera while casting will make sure you only face your target for a single frame, after which you snap to face the direction of the camera.
On Legacy type, it seems wiggling the camera has no effect on how your character is facing! That is a very interesting discovery! It does unfortunately mean that I have no idea if it is even possible to do backwards casting on Legacy Type at all! :/
It seems Legacy Type gives you slightly more free control of the movement of the character, however Standard Type gives slightly more free control of the facing of the character! Interesting! :D
A lot of the weird behavior here might come from a couple things. I remember hearing about a developer Q&A that addressed some of these things and, essentially, a lot of the weird server/timing issues are caused by the fact the game was originally developed for PS3 and PC. They also expected a lot of players to be using wifi. Their solutions to trying to sync the experience across multiple platform and connection types was to offload a bunch of the calculations and timings to server side and handshake things between client and server. This largely avoids discrepancies between server and client side timings, once you learn FF14's unique timing interactions. That's why, once you get used to the timings, you very rarely experience a "server disagreed" moment. Sort of like their version of rollback. Another stance - held entirely by Western gamers that are very angry, so take it how you will - is basically that Japanese devs refuse to implement good netcode because Reasons™ and ego, which I don't really buy. Lots of Japanese developers outsource to countries like Korea, Taiwan, Vietnam, the United States, European nations, and even China now, all the time. I somehow doubt that a Japanese company that outsources part of development to another country entirely would refuse to use game technology just because it was invented elsewhere. The Playstation and BD's were jointly developed between Japan and Korea, ffs. It just don't add up. Seems like gamerlore and not reality to me, but I suppose it's not completely impossible (even if totally unlikely) so I guess we can't write that off completely.
That is a very good point, and I feel like it is very common that the developers are surprisingly open about the limitations of the game, whatever the cause is. So many of these decisions make sense in aiming to require less of a perfect connection! 😊
The developers of Aion said at some point that they developed their game mainly for South Korea, which has the best internet in the world, so they never had to bother developing good and efficient netcode. Once the game was introduced to Europe and America however it became obvious that there were a lot of problems and stuttering due to terrible netcode, but the developers never fixed it, because it was running fine in South Korea.
I’ve been making use of that barrier speed fearure a lot on Sage. I play on controller and sometimes I’m in the middle of A GCD when the boss is casting. That split moment after the cast finishes but before the animation pops is typically just enough for me to sneak in a eukrasian prognosis or diagnosis.
Also I’m testing a macro that allows me to stay focused on the tank while casting dosis by having it target the tank’s target. Its a small difference but can confirm it does feel like a janky little delay even if I’m spamming the macro. I play on controller so I wanted to try something out that makes the targeting aspect a little easier for weaving purposes. Sad to say I don’t think the macro is it. Other downside to it is I have to watch the boss more closely because I can’t see their cast bar.
If you are not making use of focus-target for this macro, you could keep a closer eye on the boss by focusing them. I don't know what the keybind is on controller, but under keybinds it would be under Targeting and called "Set Focus Target". If you set the boss to be this, you can see their cast bars quite easily I imagine. Although on the other hand, you might be making use of this to keep track ofthe tank, too! ^^'
@@CaetsuChaijiCh Thanks for the advice! I’m pretty new to healing. I’m a tank main so I don’t normally have to change targets that often. I might stop using the macro and start using focus target on the tank because like I said, the macro feels janky sometimes. I have it on all my damage single target damage spells and I notice a bit of a delay. I think its more just the lack of the queue. But still, its noticeable.
Other people have told me that I should level through WHM first or switch to M & K. I just don’t see myself doing that.
I guess they should change the description for determination to "healing actions"?
They really really should! It is certainly one of the most confusing tooltip errors! 😅
Snapshots are definitely the weirdest mechanic to learn, especially with how inconsistent they seem. I cant even count how many times my corpse ends up out of the mechanic when it goes off with the non-telegraphed snapshots.
Yeah personally I would prefer if all attacks had a telegraph that had some sort of indicator of when the snap shot lands, but I suppose it is intended to be part of the learning process to just know 😅
With regards to the tooltip on determination which increases the healing of all spells, you need to look past how FF14 catagorises their skills.
Spells with cast timers = Spell
0GCD or Instant casts are called Abilities.
On caster at the end of the day whether it is instant or has a cast timer, they are still technically casting a spell, thus getting the benefit from the necessary stats.
I understand that. But determination also affects weapon skills 🤔 thus unless your argument is that the reason warrior heals when they use storms path is because of a healing spell attached to it, then there is something wrong!
Part of the reason why it is important to be accurate with tooltips like this is because effects like white mages temperance explicitly says magic potency, and only affects spells (and not abilities), so the distinction is crucially important to be clear on 😊
@@CaetsuChaijiCh You are correct with regards to the spell attached to the weaponskill as the tooltip will say "with a heal of x potency" whether on the skill or trait associated. This heal is effectivly classed as a seperate spell on top of the standard weapon effect thus gaining the healing potency of determination.
Which is really frustrating because BLU specifically cares if you use a spell or ability, because if you use something that boost physical spell damage, it doesn't modify physical ability damage, such as Titan's move.
Indeed, whistle and bristle are very specific about what counts and doesn't count! 😊
I've got one, sort of.
This is pretty much common knowledge but Physick is functionally broken for SMN. The problem is that ACN (the class that SMN evolves into) scales off of the MND stat, but this spell does not change when the class evolves into the SMN job. This means that Physick scales horribly for SMN only, as you have no MND because you only use INT. For some reason, SqEnix refuses to either fix it or remove it. It's been this way for 10 years.
Actually as far as I know certainly, it's not that ACN scales off mind, but rather that physick (and only physick) in its toolkit scales off mind, presumably because Scholar gets it. The weird part is as far as I know, the physick Scholar gets might not even be the same as the arcanist one, so there isn't a specific requirement for it to be this way 😅
@CaetsuChaijiCh The one SCH gets is SCH only I believe, that's so that it scales with the traits SCH gets later.
Yeah, it's dumb.
the spell travel time hurst my soul. I main AST and for P10S' harrowing hell I always use macrocosmos (of course), I would prefer to make it go off on its own after the knockback but sometimes in PF things go weird and I have to manually use it to save our asses. So that week I was trying to get my reclears and I have to manually cast it. Everyone is saved... but the sage who dies to the late snapshot. We wipe that pull and go into another... where the EXACT SAME THING happens and the sage is the ONLY ONE where the macrocosmos went off late.
That is an incredibly annoying case of that interaction! I wonder why it has to go so slow 😕
Dots and hots arent on a server tick, its on the mobs cycle set when they spawn. In a dungeon its all at the same time but in the field its based on when the mob or player appeared, desyncing it.
That's fair, I suppose I could've been more clear on that. Indeed, when hots and dots tick on each individual player can vary compared to when they tick on mobs 😊
doesn't Slidecasting window scale with 2x latency as well? more lag makes it easier to do
Sort of, based on accounts from players on really bad connections, it becomes more unpredictable when exactly the slidecast begins, so it doesn't scale perfectly, but it should!
Some of these are literally standard for MMOs.... noSpelling Queueing and 3 second ticks especially. It's very rare to differ on either of those. I can't name a single MMO that doesn't use combo timers either a combo will ALWAYS have a set time before you lose the combo that applies to other games with combo systems as well. Snapshotting is pretty common too but I wouldn't persay call that a standard unlike lack of Spell queue in macros, 3 second ticks and combo timers. These are not at all weird features, Potency Comparison is highly debateable as well :L it's been done the way XIV does it but that one is for sure not standard however it's not rare by any means. Job stat curves + different formula for something is actually pretty normal though you see it more in single player games vs MMOs but it is present in them. Never played WoW but I HAVE been playing MMOs for over 2 decades, so I can very safely disagree with these being weird or unique to XIV for that matter.
For the 3 second ticks, you are right that it is quite common to see that, but many MMOs are a lot more likely to vary their timers a lot, using 2 seconds, 3 seconds and 5 seconds for example. Furthermore, as far as I know, most MMOs certainly don't bundle all of their ticks in the same 3 second timers across all things simultaneously ^^
For the no spellqueueing on macros, I can safely say that WoW specifically has Spellqueueing on macros. This is why a massive amount of players coming to FFXIV will insist on using mouse over macros despite these spell queueing problems that I highlight in the video. The reason WoW matters so much in this context is due to the similarity of these two games to each other.
Naturally, any MMO done in the style of WoW or FFXIV would need some sort of combo timer if they had combos (WoW doesn't have this just for the record), but the weird thing here is more the 30 seconds long timer ^^
The Potency Comparisons and Stat comparisons with Determination and the like are more directed at FFXIV itself as oddities the players of the game may notice, as it isn't unusual for people to compare potencies between jobs wholesale, or for people to debate whether Determination does or does not work on abilities for example. Both of these would be difficult to translate into other games so thats fair!
Snapshotting is also pretty expected for MMOs of this style to function, the weird thing here is that usually you'd expect the snapshot to happen when the attack actually lands, as opposed to "whenever the game feels like it, sometimes seconds in advance" as you can observe in the demonstrations in the video ^^
I've also played lots of different MMOs for around 2 decades, and I found some of these things very strange personally. But I am glad to hear that FFXIV is not that weird overall. However, I do think that many of the features I demonstrated are unintuitive for a new player, especially if they aren't well acquainted with mechanics like in these kinds of MMOs ^^
4:41 had a healer pull me and get me hit once because I did exactly that
Yeah that can get awkward when someone thinks you need help!
If you suspect the healer will do that, sure cast and arms length actually blocks rescue! 😁
Didn't know about the caster tax. Explains why my macro'd Holy button never seemed to be a DPS loss like everyone including myself figured it should be.
Uhhhh i dont quite understand how that would work🤔If your macro is multiple holy casts keep in mind that the wait command for macros only work with whole numbers, and the number is rounded up or down, so a holy spam macro will never be optimal 😅
@@CaetsuChaijiCh The button is bound to a rapidfire hotkey on my mouse going ~20 times a second. So long as it triggers after the cast, but still within that .1 second window, I guess I don't lose anything by being lazy :D
To be fair, it would've only added an average of 0.025 seconds to each cast which wasn't much anyway.
Your next Holy will be queued if pressed
@@theultimateevil3430 Normally, yes, but I have it on a macro to help reduce button bloat at the cost of it no longer queueing.
Our static calls snapshots, snapsh!ts lol
The determination tooltip is wrong in english. In German it seems to be more accurate:
Entschlossenheit: Je höher dieser Wert, desto höher der ausgeteilte physische und magische Schaden und die Höhe der durch Magie geheilten LP.
(Translated in English)
Determination: The higher this value, the higher the physical and magical damage dealt and the amount of HP healed by magic.
healed by magic... this is the point.
In my experience, Japanese is often difficult to translate into English. However, it seems to be a little easier into German when it comes to an accurate translation.
But the point is that abilities aren't exactly considered magical, and if determination affects everything (and it does), then even weapon skills that are entirely physical, like warriors storms path, also are included 🤔
Other tooltips, such as white mages temperance says that it increases healing magic potency, and explicitly only affects spells 😅
The core issue is that it name drops magic, where other tooltips that name drop magic specifically mean spells and only spells 🤔 saying magic instead of spell helps slightly with the distinction, but as other tooltips use magic to refer to spells, neither would work. At least in my opinion 😕
If it said healing actions it would be perfectly accurate, but less fantastical I suppose 😊
@@CaetsuChaijiChThis is not entirely correct. Abilities are either physical or magical in nature. The term “ability” is intended to imply an OGCD, and was implemented to determine the difference between weapon skills with GCD and OGCD abilities. It does not indicate magical or physical in the nomenclature.
Thus to the translation point into German, this would be applicable if correct. Considering the German to English translations tend to have more accurate descriptions of various cryptic dialogues, I would argue this to be the case here as well.
@BlakeAustin2011 i understand that, but determinations healing bonus affects all weaponskills and abilities and spells, which includes things that aren't magic 🤔 so if the German translation says healing magic, and the English version says healing spells, they are both not entirely correct, right? 😊
Edit: unless what you are suggesting is that all healing in the game is caused by magic regardless, so it doesn't matter whether it is produced by a physical attack, as the healing is inherently magic. If that is the case, then yes you are correct that the German translation is slightly more accurate, even if it clashes with other action tooltips that use magic to refer to spells and only spells 😊
I would actually argue that snapshotting is not unique to this game, and is actually the norm. I say this because as a general rule graphics and animations are processed independently from game logic. There's a number of reasons for this, the biggest being the fact that in a server-based game, there are no graphics or animations being run on the server itself. So determining whether or not you get hit by an attack based on whether or not you were in the attack animation makes little sense because the server isn't even rendering the animation in the first place. Additionally, checking for collision between a character model and every particle or graphical element of an animation, in real time, would just be a very inefficient and slow way to do so. This would basically be like rendering physics for an animation scene, like in a movie or something, which are typically pre-rendered by simulations and not done in real-time.
Checking a character's position relative to the attack's position at the time you need to know if they got hit or not is far easier and faster, and how basically every game does it. Instead, the difference between FFXIV and most other games in this regard, is that often times games will customize their animations to align with the game logic as best they could (or may also customize the game logic to delay when the 'hit check' is performed to give the animation more freedom). FFXIV instead has opted to focus on making things like the ground telegraphs align with the timing of the game logic while allowing the regular animations to just do their own thing.
Additionally, while it typically appears that the application of damage is aligned with the attack animations (which is perhaps what makes the snapshotting behavior seem so apparent), I suspect this is just a client-side illusion, and that the server actually considers the damage dealt at the same moment that the snapshot happens. This is why, for example, as a tank if you hit a defensive cooldown or invulnerability between the snapshot and the damage application of a tank buster you still end up flattened, it's literally a "you're already dead and don't know it yet" moment. I imagine this also has to do with that last point you had where doing certain things can cause attacks or healing to be applied more quickly than normal, in reality (ie on the server) these things all happen simultaneously all the time, and the client just spreads them out for aesthetic reasons (maybe the devs think that it feels better to see/hear decimate hitting each target individually), but under certain circumstances they need to just get through the combat text for one attack right away in order to deal with the weaved ability.
Indeed that sounds reasonable in regards to snapshots. What makes it weird is not whether it is unique to the game, but more that most games of its style tends to align attack animations with the snapshot itself (even if not exactly), I don't think I've seen a game that sometimes spaces the timing between the snapshot and the actual animation as much as ffxiv does 😊
In regards to the hits landing in order, I've heard others say that it may have originated as a way to minimize the burden on the server. By having the data be sent gradually (one piece at a time) like this, it doesn't overwhelm the connection, with the potential concern that with the sheer amount of players, if too many do things simultaneously like this, it could overwhelm the server.
I could see how this argument would work, as it would mean each player will be unlikely to send very much information per millisecond so to speak!
I don't have any proof or source on this necessarily. It would not be the first time the game has some weird interaction like this in the pursuit of connection stability 😊
Thank you for your perspective!
Dude, get some spellspeed. ;)
Telegraph snapping is heavilly affected by latency. As EU player, when playing on US alt, im getting snapped by telegraphs i would be easilly out of in time on EU server. On JP alt is even worse, some fast AoEs are nearly impossible to dodge unless you predict them(and sometimes not even that). My ping to US is something around 100ms, to japan it can be over 300. That makes difference.
Other thing that affect telegraphs is FPS. On my old laptop, i was getting hit by landslides and pudles on Titan all the times, just because those animated telegraphs rendered much slower(rendering latency). But i had very low fps running game on bare minimum settings, so it was extreme example.
Part of why telegraph snapshots are affected by latency is because while the game TENDS to prioritize where you see that you are on your pc, it isn't uncommon for attacks to hit you based on where the server thinks you are. The difference between where you are on your pc and the server becomes greater with more latency 😅
Many things are actually affected by the fps of your game, including attacking, so it would not surprise me at all if it also affects telegraph snapshots 😊
My black mage gear is a speed build with a GCD of 2.18, but I unequip speed to make the tooltips overlayed on screen have the "base values" 😉
the - when aoe vanish and you stood in it, it will still hit you even if you dash out of it feels so weird to me after decade of WoW, where spell hit you, if it hit you:D also what really isnt explained for Red Mage - their swish swash combo is only increased by their buff (+5% magic dmg* if the use mana to cast it - and off Global Cd dont have increased dmg% for some reason) also at Leviathan?? when we are supposed to cast spells, we can do our swish swash combo without mana and off global cd, because they arent spells, but our swish swash are spells when using mana
Indeed, you can tell an attack is magic by it saying it deals Unaspected damage 😊 and on leviathan, if you pay close attention, only one of the body parts reflects magic damage, so the other body part is perfectly safe! 😁
Fleche, Contre Sixte and non-mana melee are physical, while casts and mana melee are magic. Leviathan is a bitch because it requires swapping targets between gcds to not get repel damage.
As an extra bit related to attack snapshots, your position only updates while you're on the ground. If you jump, your location is fixed at the pixel location from the moment you left the ground, until it updates the frame you make contact with solid ground again. This is how you can be hit by an AOE you appear to be out of if you bunny hop and your position hasn't updated yet. Extra aside, this is also why movement skills like Shukichi, Hell's Egress/Ingress, En Avant, etc. move you across the ground, and can never be used to jump gaps.
This isn't exactly true. All movement actions move you gradually to your position. This is also why using an action like shukuchi past a lethal floor effect, or fire, will still kill you or put you on fire.
Jumping does nothing, as the game only really cares about your horizontal position in these situations, and only in very specific circumstances does vertical position come into play 😊
@@CaetsuChaijiChActually, dashes *check* your *collision* gradually, so that you can't dash over deadly zones, through walls or over gaps. But the position for checking AoEs only updates when your dash ends. Because only then the server knows that you successfully dashed without hitting an obstacle, dying from falling, etc
Although the potencies are differnt based on the jobs, I always do find it so odd that aspected helios and medica 2 share the exact same potencies but medica 2 is a lot more expensive
That is a pretty good point! Quite strange! 🤔
prob mostly just a matter of job identity sneaking in in a subtle way. whm is all about big heals with big mp costs which are offset by lily spells, mp cost reduction, and a buttload of abilities that heal and / or amp up healing. medicara follows that first part in one aspect but not the other, yet the way it interfaces with the second part more than makes up with it. that 1000 mp cost makes it just as valuable to thin air as a cura, and it also means the mp saved from solace can go directly into casting medicara. not to mention, you have asylum, assize, and liturgy to give you various ways to top off of your party without having to reach for medicara, and temperance and asylum again to push it something more mp efficient when you _really_ need that aoe regen
@@hi-i-am-atan If you wanted that job identity wouldn't it make more sense to have MORE potency? I dunno that just feels like a poor explanation
@@howardszabo2238 for how all-or-nothing your philosophy is, i'm surprised you went with "poor explanation" instead of "idiot's complete shitstain of an explanation that murdered my sister and brought the local jerboa population to extinction"
Aspected Helios can be cast multiple times under Neutral Sect. EW also decreased the cost of Medica II, though this had the added effect of making Medica I and Cure II more obsolete, so they might change it again. Regardless, healers seem to love repeatedly spamming Medica II more than Aspected Helios despite the lack of any incentive.
The "Healing Spell" refers to stuff that comes out of your job actions. It's a fantasy game. You cast spells to heal. It should be understood as healing magic. This is the age old tooptip that excludes potions and incoming healings from other players.
This would make sense, if not for the simple fact that buffs like white mages temperance, that name drop healing MAGIC potency, only refer to spells. 😅
It needs to be specific because other tooltips are that specific 😊 but I totally understand WHY they would word it like this 😁
It's true for this case, but a few tooltips in the game use the term spells to exclude abilities. I think Sqenix needs to go back and check for coherence when they use it.
"Dont all strength based jobs do that why do you need a trait for that?" Well no because they didnt at some point. Short version tanks used to scale dmg only with str but them they changed it scale using only vit for awhile.
That's fair, I did not actually know their damage scaled with vitality at some point, but I have a feeling I know when it mightve been! It's just a bit confusing nowadays! 😊
A little sad to hear about the potency variance between roles. I had thought the release of Endwalker standardized it across all jobs once and for all, but it turns out that that didn't happen.
It's actually very very close! Just weirdly that tanks have a significant modifier difference. Most other jobs, if you make sure to count all of the visible passives, the only easy to miss difference is that some jobs have different base stats. The difficult part is counting all the passives and knowing exactly how they add together! It is a bit annoying though, considering tanks could just have had lower potencies! 🤔
1. Just get some spell speed.
2/3 Yeah, game feedback with latency and server issues were such a big problem. They had to scale back to the pixel. Even now you can still get hit by something you were no were near when the spell goes off thanks to server latency, so have to take that into account.
I mean, the whole point was to say that caster tax makes spell speed weirdly slightly worse in an annoying way!
The spell speed does not help against caster tax since it reduces both cast time and gcd! 🤔😁
I mean, at least living shadiw makes sense that its that specific race given spoilers, though that begs the question of if TBN scales as if you're always an elezen
TBN scales with your targets max hp and nothing else 🤔 I don't quite understand why your race should affect this 😅
@@CaetsuChaijiCh mostly a joke about how it's technically myste's ability. Though in hindsight yeah, there isn't really a reason it should... at least with living shadow fray literally just shows up so it makes sense he scales as his own self.
Also I think the best way to look at potency is that it's a percentage multiplier written as a full number, that way its actually more readable to new players if instead of trying to compare across they can parse that this attack does 1.8x while this does 3.6x
@rexex345 Indeed, the potencies can be viewed like that 😊 the key to that potency segment was mainly that some players try to compare potencies as written between jobs, which can be problematic! 😅😁
Nooooo he leaked my secret party trick in Mt. Gulg!!!
Now it's our Mt. Gulg party trick! 😀
Can we talk about closely grouped mobs, like in the latest alliance raid, not getting hit by aoe? Why is it that some mob groups, usually the trash in alliance raids dont get hit by aoe, or are severely limited to getting hit by it? I used standard step on dancer in the middle of the mob group after nophica and it only hit one enemy. How the hell
That particular case sounds a bit strange! Are you sure it wasn't simply difficult to see the damage numbers in the chaos? 😕
With a lot of aoes, the fact mobs are so big in dungeons and such can lead to simply missing targets which is annoying, but it would surprise me if standard finish has this problem 😕
Bigger hitbox mobs can't clump as closely, to register a hit with an AoE, it must hit the middle of their target reticle, which are further away with the awkwardly huge mobs in EW
As much as i love the game, the attack snapshot mechanic is still one of the most annoying things in the game.
Especially when, in harder content, some attacks are near instant, which means you need to predict when it'll happen and move a while before the boss even starts to prepare the move.
Yeah attacks that are so sudden you kind of just have to know beforehand are a bit annoying, as it just becomes a case of "remember it next time" at best 😕
point 10 was the core of shb pvp btw
That is very interesting! I didn't do pvp much back then, so I wouldn't know! 😁
I was today years old finding out about the fact that the racial stats actually effect living shadow.
LMFAO
This whole time I was under the assumption it scaled off just the player
Pets are really weird! 😂
ok i knew about the snapshots, i learned that during suzaku ex
but our hitbox being a pixel? bruh
It's quite hilarious when it turns out to be helpful as well! 😂
@@CaetsuChaijiCh maybe thats how my o9 dodging actually functioned.
The caster tax should be BLM tax because RDM has 2s casts with 2.5s recast.
It certainly might as well be! I suppose hard casted raises and red mages precasting their 5s Casts in the opener are pretty much the only remaining things not blm specific! 😂
@@CaetsuChaijiCh WHM Holy/Medica, Sleep (desperate role action example), and a few BLU spells :)
@fluffyfang4213 medica has a cast time of 2 seconds. Both of them 😊 but yes sleep and Blu spells 😁
@@CaetsuChaijiCh Ah heck you're right! Here's hoping they drop Holy to 2 seconds to match every other spell then.
Quick note about spell speed on black mage: Thundercloud Thunder 3 is such a significant portion of Black Mage's damage that Spell Speed is actually very preferred, since Damage Over Time actually scales with spell speed, and since Thundercloud clumps 30 seconds of DoT into one massive hit, it means that said cast is going to be dealing that much more damage! Every 30 seconds you get much more damage for running around a large amount Spell Speed as of level 90 because of that, on top of the obvious advantages.
Indeed, dots get an additional damage bonus from speed, however, the damage bonus is not super overwhelming, even if very helpful too!
But Indeed, speed is a good stat on blm, there just happens to be a just as viable strategy of choosing to go with less speed, related to a bunch of other factors 😊
Class time yaaa
I hope you enjoyed it, Zak! 😁
The reason it isnt explained is because it isnt a mechanic. Its just the nature of latency
Not sure which one you are thinking of here, but there are many many things in ffxiv that looks like lag, but is actually game mechanics working as intended 😊
CUMBO TIMER
Coombo timer! 😁
What's wrong about the burst meta?
Depending on who you ask, the answer might vary. But this two minute burst meta is kind of unique to ffxiv as far as I know compared to other mmos, so it might stand out as something odd! 😊
@@CaetsuChaijiCh I think it's mostly because there aren't any other mmorpgs with the sort of overlapping partywide buffs on timers that 14 has. It's that and the highly scripted fights.
I love having a STEM degree for blm
There's always more to learn with blm! 😂
for 4, you have to be using Standard type movement, which is objectively inferior, really
If it was exclusive to standard type, that would mean you could do something with standard that legacy cannot, which would make it objectively superior.
Legacy is often considered subjectively superior though. Subjectively, because technically standard can do all the same things 😊
You can do the backwards cast by holding right click and wiggling your mouse with legacy type as well 😁
Legacy players are just upset we can rotate without moving
level restriction on glamours is dumb and needs to be gone
Cumbo.
Yes! That one also lasts for thirty seconds per action! 😉😁
It's called Hitbox, not Hurtbox.
It's called both depending on context 😊
A hitbox is the part of an attack that deals damage, a hurtbox is a part of a character that takes damage, theyre not the same thing
"Hitbox" is sometimes used generically to refer to both boxes that deal damage and boxes that take damage, but more specifically a box that deals damage (i.e. box around an attack animation) is a "hitbox" and a box that takes damage (i.e. box around a player model) is a "hurtbox".
@Zanador thank you! In that case I feel I used hurt box in the correct context 😊
As someone who does normal, extreme, unreal, savage and ultimate's. like all the cast timers, server tick manipulation, slide casting kind of matters but not really, but mostly none of it actually matters. Personally I feel videos like this one tries to make it seem more complicated as it actually is. Really maybe MAYBE 1% of the player base that parses where this stuff would be a factor, would actually use this information but again, not care. all spell cast times, by the time you are parsing in the higher tiers, you know what your class will do and don't need to sit there and server tick or over refresh your dots. like lol its all just bloated information to make it look more complicated than it actually is. This video is 100% misleading.
A lot of people find these kinds of mechanics interesting to learn about. I never said that these features were mandatory to master or use. In fact, I feel several times I made it clear that they were niche and mostly fun to explore, so I am not sure why you say it is misleading 🤔😕