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  1. #251
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Sephr View Post
    DoM...? Really?

    The whole 'swinging at the air' spirit/phantom dart auto attack they have sucks pretty bad, I was kinda hoping they'd be adjusted to compensate in other ways for not having one.
    Are yo kidding me? Spirit dart is insanely powerful lol I can hit almost more than most DD's and I spike up TP faster.

    I am very glad its getting auto attack.
    (2)

  2. #252
    Player
    Anonymoose's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    5,043
    Character
    Anony Moose
    World
    Excalibur
    Main Class
    Arcanist Lv 100
    In spite of the negative comments on the subject, I'd like to say that, as a mage who prefers to use a shield while solo, the auto-attack for close range is welcomed. I keep my stats relatively equal, so Shield Bash his for decent supplemental damage - and it's not gonna charge its own TP.
    (0)
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola

  3. #253
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by wind View Post
    What do you think a GCD is? Any action creates one, AA, Spell, ability. I guess i should have been more specific but figured the general population would understand. My bad.

    Better put if AA creates a GCD it 'could potentially' kill people since mages would have to wait that extra bit to THEN cast which by then could be to late. If that helps you understand better.
    In other words you mean animation delay. Which is a picky and almost insignificant timing issue. The Time for animation delay of a "swing" is so low that you might as well say "lag killed you" instead of "my AA animation killed you".

    A spells will always supersede the "swing" unless the "swing" came right before you cast, and the likely-hood that that's actually a critical point in the battle is so low, it's inconsequential.

    Unless you make FF14 play like some WoW raids, where one-shot-ing is a par for course...never going to be a problem.

    Monsters themselves don't attack at the speed of light for it to matter. FF11 is even more harsh and veteran DRKs are mighty accurate in their stun timing.
    (0)
    Last edited by kukurumei; 06-17-2011 at 07:11 AM.

  4. #254
    Player
    wind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa - Balmung
    Posts
    145
    Character
    Wind Oni
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by kukurumei View Post
    In other words you mean animation delay. Which is a picky and almost insignificant timing issue. The Time for animation delay of a "swing" is so low that you might as well say "lag killed you" instead of "my AA animation killed you".

    A spells will always supersede the "swing" unless the "swing" came right before you cast, and the likely-hood that that's actually a critical point in the battle is so low, it's inconsequential.

    Unless you make FF14 play like some WoW raids, where one-shot-ing is a par for course...never going to be a problem.

    Monsters themselves don't attack at the speed of light for it to matter.
    I wouldn't call it insignificant, perhaps for current fights, since nothing is exactly 'challenging'. But take for example a fight where it was healing intensive and in between a Cure to a Sacrifice your healer has the added downtime of an AA swing 'animation'. Trying to think of a decent XI example of a high intensity healing fight with not just tank damage but AoE damage to your melee's. But been a while and drawing a blank ; ; sorry .

    PW was more melees needing to not be stupid so I wouldnt say it was that healing intensive. Jorm would be a decent example when it first came out but meh not what I'm trying to get across.

    I guess somthing such as the healer basically had to keep spamming cure > sac > cure > sac just to keep melee/tank up.
    Now add AA ontop of it.
    Cure > AA > Sac > AA > Cure. It could potentially kill people due to that GCD building up.


    This is ofc with the assumption SE actually brings in such challenging content(healing intensive/DPS race/Tank Swapping etc). If everything stays simple as it currently is then you're correct that AA wouldn't bring much harm.
    (0)

  5. #255
    Player
    Nikelz's Avatar
    Join Date
    Mar 2011
    Posts
    7
    Character
    Nikelz Edelweiss
    World
    Sargatanas
    Main Class
    Weaver Lv 60
    "close comabt range" I'm sory but I will not be walking up to something like Uraeus and melee as a mage. This means mages will no longer have the damage from their darts and no longer will be able to build TP and use WS that have enfeebling skills. To make up for the damage mages will have to cast more, but without a refresh... they will not be able to contribute to party damage as they used to. Tell me how will battle regimens work now if you aren't able to control your attacks? Will they be getting rid of regimen of ruin and the like? There are too may unanswered questions and as it stands now implementing auto attack without those other changes will just gimp the game just in time for new content to come out. How much more frustrating can these empty changes get?
    (0)

  6. #256
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by wind View Post
    I wouldn't call it insignificant, perhaps for current fights, since nothing is exactly 'challenging'. But take for example a fight where it was healing intensive and in between a Cure to a Sacrifice your healer has the added downtime of an AA swing 'animation'. Trying to think of a decent XI example of a high intensity healing fight with not just tank damage but AoE damage to your melee's. But been a while and drawing a blank ; ; sorry .

    PW was more melees needing to not be stupid so I wouldnt say it was that healing intensive. Jorm would be a decent example when it first came out but meh not what I'm trying to get across.

    I guess somthing such as the healer basically had to keep spamming cure > sac > cure > sac just to keep melee/tank up.
    Now add AA ontop of it.
    Cure > AA > Sac > AA > Cure. It could potentially kill people due to that GCD building up.


    This is ofc with the assumption SE actually brings in such challenging content(healing intensive/DPS race/Tank Swapping etc). If everything stays simple as it currently is then you're correct that AA wouldn't bring much harm.
    I think you're drawing parallels to the current system, which has manual input lag. AA if done even half correctly, does not have input lag because it's essentially a system function.

    The input of a "skill" going right after a "swing" animation is very small. Less then a fraction of a second, well within tolerance. There is going to be an animation delay, but it's very very small, because it's going to get motion blended into your "skill" function.

    and in your situation, it would never happen. "Cure > AA > Sac > AA >" would not happen unless you purposely made it happen. It would end up "Cure >Sac [ got superseded AA] > AA > > AA"

    Because Cure -> sac is already inputted before the cure competition, the system will bump the AA priority down. You're don't need to time a sacrifice right after cure ends.

    The concept of Stacking or "buffering" is already a known entity.

    Another reason for stamina gauge removal. You don't have a "check stamina requirement" after every skill input to prevent stacking.
    (0)
    Last edited by kukurumei; 06-17-2011 at 08:10 AM.

  7. #257
    Player
    Shikyo's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Ryuketsu Namida
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Bayohne View Post
    A few more answers to "auto-attack"-related questions we've seen pop up:
    - Disciples of Magic will have an auto-attack when in close combat range
    - Attack speed will differ based on the weapon used by each class
    PPL its a system built for more strategy(a bit closer to XI's awesome system WE win!) and less button mashing now get over it, at least you get to rest your fingers a bit now and work your mind a bit more!
    Most that like more depth in battle are happy the rest of you dont count lol.
    (1)

  8. #258
    Player
    Shikyo's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Ryuketsu Namida
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by kukurumei View Post
    I think you're drawing parallels to the current system, which has manual input lag. AA if done even half correctly, does not have input lag because it's essentially a system function.

    The input of a "skill" going right after a "swing" animation is very small. Less then a fraction of a second, well within tolerance. There is going to be an animation delay, but it's very very small, because it's going to get motion blended into your "skill" function.

    and in your situation, it would never happen. "Cure > AA > Sac > AA >" would not happen unless you purposely made it happen. It would end up "Cure >Sac [ got superseded AA] > AA > > AA"

    Because Cure -> sac is already inputted before the cure competition, the system will bump the AA priority down. You're don't need to time a sacrifice right after cure ends.

    The concept of Stacking or "buffering" is already a known entity.

    Another reason for stamina gauge removal. You don't have a "check stamina requirement" after every skill input to prevent stacking.
    AA wont cancle a skill...
    (0)

  9. #259
    Player
    wind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa - Balmung
    Posts
    145
    Character
    Wind Oni
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by kukurumei View Post
    I think you're drawing parallels to the current system, which has manual input lag. AA if done even half correctly, does not have input lag because it's essentially a system function.
    I'm taking into account this current system yes, as well as XI's system(both done by Matsui). Both will/have AA and in XI the GCD actually occurred AFTER the spell was used and was a horrible 1-1.5secs.

    Also you're right my example was indeed being a bit presumptuous saying AA WILL sneak in both times. Which it wont the majority of the time if a person times the spell correctly. But that's not to say it will never happen also.

    If AA is triggered and a spell is done roughly at the same time, you're correct the spell will supersede AA but as soon as that cast is done, AA will finish(if AA doesn't reset timers, which majority of games it doesn't).
    (0)
    Last edited by wind; 06-17-2011 at 09:03 AM.

  10. #260
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by KaedrianLiang View Post
    Looks like they're getting rid of the 'pause' when switching from passive to active mode. They just haven't implemented an animation for the new rules behind it, as the character was gliding with both feet on the ground during the sequence.
    And they prob never will
    (0)

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