150 pages weeeeee
http://forum.square-enix.com/ffxiv/t...-fix-something.
150 pages weeeeee
http://forum.square-enix.com/ffxiv/t...-fix-something.
Cause that boss is a joke and all you have to do is get dispelled, and if you are caster, use sure cast to not get your spell interrupted :D
(I almost never dodge it neither :P)
Yeah, or be right quick about moving out.. I have read that if you are precise about the dodge (stop moving once you are out of the circle) and start an action (use a spell or skill?) your position checks gets forced and it's actually more effective than just running further out. I still have to try this out since I'm not home, but it sounds true, plus the best times I've dodged everything sucessfully, I was actually also trying to optimize my damage by moving as little as necessary and casting right away (to get more spells off, as a BLM). So guys, if you are having troubles. Please try this strategy.
P.S.: SE, fix this goddamn issue. : D
Use an ability after moving out of the indicator zones. The client apparently only updates the server when an ability forces it to or every Xms or so. The server also believes anything the client tells it as far as movement/location, which is why hex editing teleportation bots work. You'll also never rubber band in this game, regardless of how bad your lag is, as the server isn't enforcing any movement patterns.
If you want some practice, roll a tank and spend level 15-50 running dungeons, you'll quickly learn to time a hit in as soon as you strafe out of cleaves.
I'm 100% positive about this, and noticed it leveling my PAL after the 2nd or third dungeon dodging AEs. It may take some experimentation to figure out what abilities per class cause an ability check, however I'm positive this works. Either that or I've got some magical copy of FF14 that gives me mystical powers that I'm unaware of.
I understand what you are trying to say and do here but, you do not understand game engines and programming. The indicator is there because of something called a "hitbox". which is the reason why also you can, in many different games, hit a massive dragon with a melee weapon from miles away. If they were to apply a hit box on moving particles in-game; such as plumes. Trust me you would have more problems than just lag. Game mechanics and engine mechanics are all hidden within the graphics to make the look and feel seem legit. The real issue here is that the hitbox does not register with your toons hitbox and the server/client does not ping back and forth fast enough.The lag is created from poor server management and high game engine output. Basically they made a game engine that their servers can not handle. It will be fixed all it takes is time to work out the engine kinks.
What happens behind the scenes:
Monster ability goes off = red indicator pops
1)Game engine registers your position; along with anyone else's position around the ability - this is a number for the engine, like coordinate.
2)You move calculates your position along with everyone else's position < the problem is here. sometimes when you move because the engine is throwing so much information at the server it lags on return to the client.
3) Ability happens in real time; game uses the information last recorded which could be your new position or your original position depending on how much the sever lagged to send the info back and forth.
A quick way to fix a position issue is to after moving out of the indicator quickly cast/use an ability to send a signal that this ability is being used at this coordinate. This is not something that works every time. "60% of the time it works, every time."