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Thread: The Monk Temple

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  1. #1
    Player
    MartyMcfly's Avatar
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    Aug 2013
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    Marty Mcfly
    World
    Midgardsormr
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    Pugilist Lv 50
    In theory, the animations do not impact Monks, however with server lag and the need to wait to trigger your next attack, they do impact us.
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    http://ffxiv-paradigm.com/

    MARTY MCFLY - MONK - CRAFTING OFFICER - TIME TRAVELER

  2. #2
    Player
    Almalexia's Avatar
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    Mar 2011
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    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by MartyMcfly View Post
    In theory, the animations do not impact Monks, however with server lag and the need to wait to trigger your next attack, they do impact us.
    There is no theory. Do I need to make a video?

    As a test, I went out to a training dummy and performed a simple 6-step cycle similar to my Impulse Drive test. Rather than doing 3 IDs in a row, I instead used 3 ToDs in a row to see if it was sopping up more time than a non-DoT skill would. Sure enough, I was able to fit 3 ToDs without losing GL. To be doubly sure, I replaced Snap Punch with Demolish. My rotation looked like this:

    [DK > Twin > Snap (x3) >] ToD > ToD > ToD > DK > Twin > Demolish (refresh GL) > repeat from ToD

    GL was perfectly preserved.
    I could do this until my TP runs out.

    Animation length does not affect the execution of attacks. Demolish and ToD prevent us from using off-GCD abilities for the same amount of time as Bootshine, Snap Punch, or anything else on GCD. Besides, no animation is long enough to tread on 2s GCD--that's full DL MNK--in the first place. Even if animations could prevent the execution of other GCD skills, no one can get the GCD short enough to test it yet.
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  3. #3
    Player
    kukurumei's Avatar
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    Mar 2011
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    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Almalexia View Post
    There is no theory. Do I need to make a video?


    I could do this until my TP runs out.

    Animation length does not affect the execution of attacks. Demolish and ToD prevent us from using off-GCD abilities for the same amount of time as Bootshine, Snap Punch, or anything else on GCD. Besides, no animation is long enough to tread on 2s GCD--that's full DL MNK--in the first place. Even if animations could prevent the execution of other GCD skills, no one can get the GCD short enough to test it yet.


    No mnk who has ever tried to stun an aoe would believe a word of that. Go try it on a fate boss or something.

    Trying to stun an AoE at the end of a boot-twin-snap, easy
    Trying to stun an AoE at the end of a tod/demolish, harrrrrrddd. Like squished for 1324 damage hard.

    The engine seems to relay damage information after the animation, and then relays back to goto next skill, so you're there spamming your off gcd skills with no sucess in a decent combat lag situation.
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  4. #4
    Player
    Almalexia's Avatar
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    Mar 2011
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    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by kukurumei View Post
    No mnk who has ever tried to stun an aoe would believe a word of that. Go try it on a fate boss or something.

    Trying to stun an AoE at the end of a boot-twin-snap, easy
    Trying to stun an AoE at the end of a tod/demolish, harrrrrrddd. Like squished for 1324 damage hard.

    The engine seems to relay damage information after the animation, and then relays back to goto next skill, so you're there spamming your off gcd skills with no sucess in a decent combat lag situation.
    I know what you are talking about. This is what made stunning Voice of the Ram in the middle of a normal rotation such a headache.

    There is short delay between using a GCD skill and using a non-GCD skill, as well as between using a non-GCD skill and a GCD skill. It's about half a second. I acknowledged this already and I hate it too. But, regardless of which skill you use, the delay remains the same. If I use it after Snap, it trims the end off the animation. If I use it after ToD, it cuts a substantial portion of the animation but still fires after the same brief delay. Hell, I can't even use a non-GCD skill right after a non-GCD skill; I have to pause briefly between Internal Release and Blood for Blood to make sure both activate correctly. Surely you've noticed this too.

    I am making two points here:
    1) ToD/Demolish animations are not so long that they somehow prevent you from maintaining GL
    2) ToD/Demolish animations are not so long that they somehow lock you out of off-GCD skills longer than others

    Simply put, no animation is holding you back. It's an incredibly annoying, hard-coded delay between all skills.
    (0)