All true, also when an enemy is moving around and you want to do a positional attack sometimes it goes off properly when you think it shouldn't, or it doesn't go off when you think it should, because even though the enemy is in a position on your screen the server disagrees
You have to cast it before the cast timer ends, preferably at least half a second before, it's nothing to do with the abilities having a delay, more to do with how the game registers damage and healing and damage prevention, which is to say, it's all done on a first come first served basis, IE, the ability is registered as hitting first by the server? The damage goes through then the healing and shield gets applied, it has nothing to do with the ability itself.
That's a nice long explanation to basically say "it's still a problem"You have to cast it before the cast timer ends, preferably at least half a second before, it's nothing to do with the abilities having a delay, more to do with how the game registers damage and healing and damage prevention, which is to say, it's all done on a first come first served basis, IE, the ability is registered as hitting first by the server? The damage goes through then the healing and shield gets applied, it has nothing to do with the ability itself.
Yes and no, it's an issue for those that aren't used to it, it's a mild annoyance for those that are.
Hallowed Ground, Benediction and believe it or not, Lustrate, yeah, those ones are a bit of a problem(Not sure if Holmgang belongs on that list, I always forget since I tend to use it pre-emptively).
Not really. Here's how it works.
PLAYER spells such as Adloquium or Stoneskin are calculated as being in effect generally when their animation ends. Same with Benediction or Hallowed Ground.
However, ENEMY spells are calculated THE MOMENT the spell reaches 100%, but the damage is not SHOWN until the animation of the enemy attack finishes. That means that even if my Adloquium goes off before Death Sentence reaches 100%, if that animation does not finish before it reaches 100%, it will not absorb the damage.
So, some short examples:
Cast Adloquium before 100%, animation finishes AFTER 100%, you take full damage, but damage will be shown AFTER you gain the effect of Galvanize (enemy damage was calculated BEFORE Galvanize was applied).
Cast Adloquium before 100%, animation finishes BEFORE 100%, you take decreased damage (enemy damage was calculated AFTER Galvanize was applied).
Cast Hallowed Ground before 100%, animation finishes AFTER 100%, I still take damage, even though it shows Hallowed Ground is in effect (enemy damage was calculated BEFORE Hallowed Ground resolved).
etc.
Yes it's stupid. But you just need to get used too it for now, because that's how it's designed. Hope that helps.
Last edited by Zaft; 03-26-2014 at 04:37 AM.
Why on earth would they program a delay like that into a spell? It's just server delay like everything else. Step into a Sacred Soil, you don't get the damage reduction buff for a good two seconds.
Whatever the reasoning behind it, it's not intuitive and it requires you to strategize your most effective abilities to cater each fight which is a head ache.
It also means you have to do a fight at least a dozen times before you can effectively use abilities like Virus and Sacred Soil, as you have to cast them way before the enemy ability goes off.
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