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  1. #11
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Ladon View Post
    This really does not solve an issue then. You really are not in any danger of your oGCDs drifting outside of your buff windows by simply using your oGCDs a bit after you actually use the buff.
    Well, not immediately, but it shows its effects after a few minutes. Let's say in our GNB example, we have a NIN in our party who uses Trick Attack on point everytime it's ready. We want our buffed Blasting Zone fit into this TA window. This will go well for the first 4-5 min, but it will be difficult to hit it every 60s in a 10s window because we clip/hold Blasting Zone for ~1s everytime it comes off CD because of GCD recast (optimal 2.4s). There is actually a Voidwalker speed run where a GNB started their first BZ at 0:10, and their 11th at 5:19!

    Another example is WAR, and Upheaval: It's also because of our GCD that we hold Upheaval for ~1⁄3 GCD every 30s. That means if IR (90s recast) is used exactly everytime it's ready, Upheaval drifts 1 GCD behind everytime we use IR. So, 1st IR Upheaval is used after 1st FC, 2nd IR it's used after 2nd FC and so on. Yet, if we do not delay IR one bit (which ofc we dont want that to happen) at our 5th IR Upheaval would fall behind the 5th FC and thus wouldn't be inside IR anymore.

    So, the question remains: do we delay our GCD to keep our oGCDs aligned? Keep the GCD rollin' and misalign our oGCDs with our buffs? Or delay our buffs, so that our CDs align once more?
    Either way it's a loss, and that is when SkS/SpS starts to hurt instead of being benefical.

    I know it's a little exaggerated as the effects show themselves after minutes of '100% uptime fights', but I hope you get the picture and what I was trying to suggest here.
    (0)

  2. #12
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,749
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    The only way to maintain a perfect balance is to allow for an "overcharge" function at least up to the normal, pre-SkS-adjusted cooldown. This would allow one to choose between syncing to their own GCDs or raid buffs.

    Let's say have a GCD of 2.25 (10% Haste). We've already just used Danger Zone, in our first oGCD weave space. We can hold our next Danger Zone for up to 30 seconds, but can use it as early as 27/27.635 (second weave space) seconds. This effectively gives us the option of using it right at 27/27.635 or at 29.25/29.885 seconds (maybe even right at nearly 30 depending on the when the second-weave gap occurs).

    Let's say we use it at 29.885 seconds. We're given proportionately extra damage for the 2.885 seconds of extra charge. And then the choice repeats itself, though since you now used it in the second weave-space, your choice would then be 27.635/28.27 or 30.5 (slight waste). Regardless, the desync would take over 10 minutes to kick in if consistently taking the longest option that would not face conflict with your GCD sync.

    Sidenote: The auto-attack and periodic damage increase is slightly less than that given by Determination, which in turn gives less than Direct Hit and only exceeds the efficiency of Critical Hit at less than 3.8k Crit. It should never be considered a "perk" of SkS/SpS so much as mitigating factor for its inefficiency. The real advantage of SkS/SpS is that it grants an expected damage increase (to the sustained reliable direct damage of weaponskills, only) of 1% per 216 stat, whereas the next best is 240. Still, reliable direct GCD damage would have to account for more than 90% of one's total damage for this to be truly more efficient than Direct Hit on that merit alone.
    (0)
    Last edited by Shurrikhan; 10-09-2019 at 06:41 PM.

  3. #13
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by 347SPECTRE View Post
    It already does on GNB which can cause a couple skills to drift out of alignment with your rotation. No Mercy and Danger/Blasting Zone.
    that's bc those are actually just weaponskills on custom cooldowns, rather than abilities that we commonly refer to as oGCDs. So what OP can suggest instead is to make DRG's oGCDs just weaponskills with custom cooldowns and we'd get the same effect.
    (0)

  4. #14
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,749
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Nora_of_Mira View Post
    that's bc those are actually just weaponskills on custom cooldowns, rather than abilities that we commonly refer to as oGCDs. So what OP can suggest instead is to make DRG's oGCDs just weaponskills with custom cooldowns and we'd get the same effect.
    They'd also have to append the "Does not share a cooldown with other weaponskills" effect, as previously seen on HW-era Empyreal Arrow, to let them continue to function as oGCDs in all but name, lest Life Surge take a whole GCD...
    (0)

  5. #15
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    The Attribute System should get completely reworked still in my honest opinion, together with the Materia System, so that the game will offer more useful and interesting Materias with helpful effects...


    All Physical Attackers should use regardles of Range , Strength as Damage Attribute, no Dexterity anymore as Damage Attribute, a Bard needs strength to span it's bow, a ninja surely doesn't strike deadly if his hits are powerless like a wet noodle, dancers need strength to throw their weapons on long distances and Machinists need Strength to wield their heavy machines n heavy guns, otherwise it being a synonym for the power behind their gun shots.

    Dexterity improves now Auto Attack Speed, Critical Rate of Auto Attacks and Skill/Spell Recharge Times

    All Magical Classes use now Intelligence for thei Damage Attribute, no Willpower for this anymore, so Healers use now too Intelligence.

    Willpower gets renamed to Courage and has now the Effect of Increasing Buff Durations of Skills/Spells, and how long DoTs last of your Skills/Spells

    Vitality, increases now not only the Max Health, but also slightly Maximum MP, the 10000 Limit won't work, if theres Piety increasing the MP Regen, until we regen somewehen as Healers faster MP, than we use them up. An increasing MP Pool belongs to Character Progression as like rising Health.
    The issue with MP was before, that it grew too fast for some classes, while too slow for the rest, and still not all make usage of MP, making MP pointless, if not all classes have go use it.

    Determination > changed - pointless attribute that should just get the current effect merged into the tank only attribute that should get named Toughness, with th effect of raising tank attack n defense, on self heal efficiency and block/parry effiency on succesful blocks/parries.Block more powerful, Parry for higher counterattack chances for shiedless tanks when parrying with the weapon.

    Skill/Spell Speed > Just merge it together, rename it Agility and let it increase also Movement Speed/Sprint Durations

    Critical/ Direct Hit, merge it, rename it to Accuracy or Precision

    Last each role should have an unique attribute not only tanks n healers.

    Healer > Rename Piety to Willpower, Willpower incredases MP Regen and now also too Barrier Potency and Condition Resistance, letting conditions last less long on healers, up to immunity, if Willpower's value is high enough for that.
    Tank > Toughness, like said, increases Tanks Attack n Defense value and merged the effect of Determination into it. Raises Block/Parry Chance n Efficiency now too.
    DPS > Determination > Now DPS only with the new effect of giving DPS a Bonus to Min/Max Critical Damage with additional chance that attacks can ignore enemy defense, if hit critical, dealing LETHAL HITS so to say with a special damage number animation, when that happens.
    (0)

  6. #16
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,749
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kaiserdrache View Post
    All Physical Attackers should use regardles of Range , Strength as Damage Attribute, no Dexterity anymore as Damage Attribute
    ...Why? Once my bow is maxed, no added strength is going to increase its power. It's certainly not going to increase the muzzle velocity of my gun, either.

    Quote Originally Posted by Kaiserdrache View Post
    Skill/Spell Speed > Just merge it together, rename it Agility and let it increase also Movement Speed/Sprint Durations
    That sounds like an awkward output/utility balancing nightmare.
    (1)

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