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  1. #11
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    I'm not trying to defend the change. I still don't have a full opinion on it. Either way, I don't feel it can be considered perfect by any means.

    I have noted that it changes to AF3 at the point where you can't break your cast. Accounting for server delay means it's actually transitioning when the cast goes off but we don't know it yet. However, there's a delay between the buffs which never happened before.
    I don't believe you can interrupt your cast before the transition though. At least I can't.

    They could've given the same treatment to Firestarter but then we would face some other nerfs. I imagine they didn't want to adjust us that much so they just did this.
    I don't know if the change to how long our UI phase is, is intended or not.
    It may be that it was lasting too long than it was intended when it was designed (which they should've noticed).

    Either way, we have to adjust.
    Casting Thunder III or Thunder II+Scathe will give us full mana. If the game launched like that, it wouldn't have been an issue. We're just accustomed to something else.
    (0)
    Last edited by Allyrion; 12-19-2013 at 01:20 AM.

  2. #12
    Player
    LetBloodline's Avatar
    Join Date
    Aug 2013
    Posts
    206
    Character
    Aenore Tristelle
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Allyrion View Post
    cut
    Finally someone explained this "synch" thing. I saw what you say and i was having hard time figure out what the "synch" was about
    (0)

  3. #13
    Player NeruMew's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    393
    Character
    Neru Silverlight
    World
    Balmung
    Main Class
    Thaumaturge Lv 60
    Yeah, not impossible to adapt, we are not broken in terms of numbers, etc etc, It still sucks, and yes, if we were to take advantage of every firestarter proc we would get more dps out (not THAT much, but a significant small amount).

    It just sucks honestly. And yes it would be near impossible to do so, idk if it's fail proof but usually casts go off at about 70% regardless (for these lenghts anyway).I havent had the chance toe xtensively test it nor adapt to it, obviously the more we play the better we'll adapt, and yes longer casts etc etc are like that.


    Something that pisses me off a lot though is sometimes if I had long duration on thunder too, I would B3 and instant F3, that would still get me the mana tick from UI3 and leave me well high on mana (about 70%?). Now this is still doable, but it's not realiable, I could do this with 0 margin for error, now it's clunky, granted I'm still getting used to it and just by playing some I minimized this to happening once rarely, but it still sucks sometimes miscalculating and seeing you get the tick too fast and losing time over it, sure, no big difference in the end numbers, but come on, breaks the fluid gameplay of BLM, I was never one to wait for mana ticks solely, with the short exception of a switch between UI3 from B3 just casted to using a firestarter proc back into AF3. bBut well, it does completely suck when you try to switch back right away, and see you missed your calc and are like DERP, pseudo OOM (still enough mana to B3 again) but derp, i just b3 f3 for nothing, cause I have to b3 again and wait for tick again. It hurts.

    However, something really good about this came out. No more feeling "guilty" from going back to AF3 from UI3 with a firestarter proc, losing that amazing doubledip fast cast. Now it's all the same. ^^

    And in fact if you want to add some different spell right away after switching 8which yes, is not optimal, but can still happen) you still don't lose that double fast cast (CAUSE IT AINT THAR, derp!).

    What is annoying, once again, is how broken some mechanics are, and instead of fixing what's broken, they just pile more up on top of it.
    (0)

  4. #14
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    Quote Originally Posted by LetBloodline View Post
    Finally someone explained this "synch" thing. I saw what you say and i was having hard time figure out what the "synch" was about
    I think a lot of BLMs don't understand what "syncing with the server timer" means.
    I get the impression a lot of people think being on the server time means things happen every three seconds.
    Well it does mean that, but it means much more than that.

    Every dot in this game, every UI mana and healing regen buff...they all tick at exactly the same time.
    In ET(Eorzea Time) 1 minute = 3 seconds. All those things tick according to ET.
    This means the SMN who is fate farming in Costa has his dots ticking the exact same time as the one doing Coil.
    It's weird, but that's how it is.

    BLMs don't deal with dots much, so a good few can ignore this completely.
    BLMs were always synced with the server and this does not mean that it takes a full 3 seconds after you change to UI3 to get a tick.
    It means every Eorzea minute you get a tick, that's very different.
    (0)

  5. #15
    Player NeruMew's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    393
    Character
    Neru Silverlight
    World
    Balmung
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Allyrion View Post
    Quote Originally Posted by LetBloodline View Post
    Finally someone explained this "synch" thing. I saw what you say and i was having hard time figure out what the "synch" was about
    I think a lot of BLMs don't understand what "syncing with the server timer" means.
    I get the impression a lot of people think being on the server time means things happen every three seconds.
    Well it does mean that, but it means much more than that.

    Every dot in this game, every UI mana and healing regen buff...they all tick at exactly the same time.
    In ET(Eorzea Time) 1 minute = 3 seconds. All those things tick according to ET.
    This means the SMN who is fate farming in Costa has his dots ticking the exact same time as the one doing Coil.
    It's weird, but that's how it is.

    BLMs don't deal with dots much, so a good few can ignore this completely.
    BLMs were always synced with the server and this does not mean that it takes a full 3 seconds after you change to UI3 to get a tick.
    It means every Eorzea minute you get a tick, that's very different.
    This can be seen when you would transpose for example, sometimes the mana tick would take split a second, or another times would take up to those 3 full seconds.

    Either way this system is bad, I can see thunder duration getting derpy, sometimes suppose it says duration left 3.. switches back to two, and almost one secnod later, or well about 3/4 to say a figurative number, it goes back up to 3. (this is the effect of your client desyncig, and syncing back with the server afterwards)

    As you said, maybe we always were, difference is that before, we had enough spare time to make sure those ticks ALWAYS happened, now it's more of a roulette, unless you're either super obsessed and able to sync an inner clock with that, or well, you're just that good that yo can do it and time your spells perfectly according to that. usually all this timing and syncing is something that gets build up internally (inside of each player, just biological stuff).

    I still don't like it, and wanna complain about it. Cause it was much better the way it was before, and no, not because of the numbers, but because of that 'feel' you get when playing it. I love being able to just cast without split second wait time (unless ofc, dodging mechanics). Feels fluid enough.
    (0)

  6. #16
    Player
    LetBloodline's Avatar
    Join Date
    Aug 2013
    Posts
    206
    Character
    Aenore Tristelle
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Allyrion View Post
    I think a lot of BLMs don't understand what "syncing with the server timer" means.
    cut
    It's not what i meant
    I know full well that tiks are synched with server. I didn't get why ppl are talking about patch 2.1 change the "synch" of ticks when the real effect is shorter UI

    Now i know it come out from an error during live letter
    (0)

  7. #17
    Player
    ChickensEvil's Avatar
    Join Date
    Aug 2013
    Posts
    224
    Character
    Zinovia Siderius
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    The issue/question that I have is with this change being done the way it is (ie. 85% of the way through the cast or whatever) then does that mean that your determination of whether or not you hit the target is being checked client side as opposed to server side? Or is that "roll" being done server side at the start of the cast.

    Because here is my issue with this... the way this change was made has one, totally upset the way we regen mana. Bug or not, I am not trying to say the change shouldn't happen, just that it did change. To the degree that when you hit UI until the time you go back to AF is no longer "long enough" to let you guarentee that B3->T2->F3 gives you back full mana and 2 ticks. Before the patch, you had to have some absolute terrible timing (or have both an instant cast of thunder AND fire 3 up) in order to go "too fast" and not get all your mana back. Now, on almost every single cycle of B3->T2->F3 I have to add in an extra .5 to 1 second of "just stand there" in order to get the mana tick to be full.

    Second, this change still does not affect a "miss". What I mean by that is, if you cast B3 and are not at hit cap, and therefore get a "miss" you still retain your AF3 stacks and consume the mana. So this brings up the second biggest peeve I have with this class, and that is when we find out if we have Firestarter. I assumed we had to wait until our attack hits the target it gets checked server side, and then returns back the result before we find out what happens. With this change it tells me at least on some level (no matter how this is being calculated) that they know the "result" of our attack before it hits the target. So then why can you not give us the firestarter proc when we finish the cast, as opposed to when it hits the target?
    (2)

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