Oh I forgot to list it. That's what I get for manually copying stuff off a poorly-formatted sheet. Ugh.

Oh I forgot to list it. That's what I get for manually copying stuff off a poorly-formatted sheet. Ugh.
Easy move here : fracture and jump. Don't use a jump if the thing that buff it is off cooldown, like, never, and for any other purpose than that on a long boss fightin regards to contribution to DRG rotations - generally i have an issue with clipping chaos thrust. basically, if i apply a buff chaos thrust, in most rotations there will be 1-2s left on it before reapplication, and of course you can't overwrite a stronger buffed DoT with a weaker one. it's quite annoying @@
I have been keeping up with this thread and I have not seen any mention of the server wide dot ticking mechanic. If this has already been mentioned I apologize, but I think it is relevant to the DOT Usage/Clipping Discussion.
All Dots in this Game Tick at the same exact time. Its like a server side DOT GCD of 3 seconds. So every Dot on the server "Pulses" at the same time.
So....
If you apply a DOT debuff at .5 sec into the Servers DOT GCD, the first tick will not happen for another 2.5 seconds.
The same situation will apply to the last tick of that same DOT. The Final Tick will happen and there will be window of 2.5 seconds where your debuff has fallen off, but you have not actually missed any potential DOT ticks. Applying the DOT debuff before the 2.5 would still ensure 100% uptime.
This can also work the other way, if a DOT is applied just before the Servers DOT GCD pulse, your debuff could be visible on the target for 2+ seconds, but the final Tick has already landed. So you Could reapply the DOT Debuff early without actually clipping.
Currently it is nearly impossible to track this pulse (set up a metronome?)... but in the future we may be able to create an addon that would impact our rotation.
Last edited by Rystet; 09-28-2013 at 06:01 AM.
There's something more about the dots and I think I kinda figured why FFXIV App is actually not able to track them down "properly", and instead doin a physical damage interpretation of.
Hint : a clue is in that sentence
Did anyone try to see if dots are hittin harder when you use a higher value of determination ? if yes its just a separated physical damage added to your attacks when you manage to land them when the dot(s) tick.
The parsers can not properly determine DOT damage because the combat logs do not include DOT damage, they only show that the Debuff has been applied. The damage is not actually recorded thus parsers have to estimate damage done.
I don't believe this is a coincidence, it is tied to the way DOTs tick (explained in my post above). The actual damage is done every 3 seconds on the server side when/if it registers the applied Debuff.

I think the reason there hasn't been much discussion on the subject is that it is completely out of our control. As you say, we may be able to do something to account for it later, but at the moment there's nothing we can do.The same situation will apply to the last tick of that same DOT. The Final Tick will happen and there will be window of 2.5 seconds where your debuff has fallen off, but you have not actually missed any potential DOT ticks. Applying the DOT debuff before the 2.5 would still ensure 100% uptime.
This can also work the other way, if a DOT is applied just before the Servers DOT GCD pulse, your debuff could be visible on the target for 2+ seconds, but the final Tick has already landed. So you Could reapply the DOT Debuff early without actually clipping.
Currently it is nearly impossible to track this pulse (set up a metronome?)... but in the future we may be able to create an addon that would impact our rotation.
As for being able to reapply the DoT, even if it is done ticking, the DoT debuff is still registered as being on the mob, so an unbuffed DoT will still not overwrite a buffed DoT even if the buffed DoT has ticked already in the final 3s of its duration. You must wait for the DoT debuff on the mob to completely disappear before even casting the next DoT.
Last edited by Ayvar; 09-28-2013 at 09:23 AM.
Absolutely, that particular situation will only apply to non buffed DOT's.As for being able to reapply the DoT, even if it is done ticking, the DoT debuff is still registered as being on the mob, so an unbuffed DoT will still not overwrite a buffed DoT even if the buffed DoT has ticked already in the final 3s of its duration. You must wait for the DoT debuff on the mob to completely disappear before even casting the next DoT.
But the point is there will almost always be some time Left on the Debuff after the final tick has been applied. The actual amount of time remaining could be anywhere from .1 to 2.9 seconds. So when factoring Rotations, and attempting to not Clip any DOTS (not just buffed ones) it is worthy of note that we have a bit of wiggle room.
On avg there will be a 1.5 sec gap between the final tick and the debuff falling off. Even if we play it safe and dont take the chance of factoring anything over 1 or .5... This could slightly change how we look at Skill Speed in relation to some of the suggested rotations.
Last edited by Rystet; 09-28-2013 at 09:40 AM.
So, this afternoon I was testing my Burst rotation that I use to go full burn for adds or to quickly burn down a boss and figured I would toss a str potion into the mix. Since I never tried using one in my rotation before I noticed something funny about its interaction with rotations and how it has to be used efficiently. Anyone else take note of this?
Has accuracy been tested? Is it possible to hit a true 100% accuracy in XIV? I ask this because in XI the cap was 95%.

I appreciate this thread, helping me be a better dragoon. Now only 13 levels to go til 50.
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