Does that also mean a BLM with have way more thunder procs
Does that also mean a BLM with have way more thunder procs
"Sent on Android device"People need to remember that a healer's job isn't to heal HP
but rather to prevent HP from reaching 0
Sounds like SPD will just be an included damage multiplier then for "some" skills.
Can't see them increasing ticks anyway since like others have noted
Thunder Cloud
Contagion
OMG Bloodletter
Last edited by Judge_Xero; 03-16-2015 at 09:37 PM.
From that translated quote on the previous page, it seems like it may not be more ticks after all. Sounds like it'll be something like this:
The 18 second dot ticks 6 times. Adding Spell Speed will raise the damage of each of these 6 ticks. At some breakpoint, it will be as if you've added an entire tick to the spell. It still ticks 6 times, but it will deal damage equivalent to 7.
Based on the translation I'd agree it sounds like adding damage (so effectively like another determination stat for dots).
I think this makes sense, if they made it dot frequency there would be a lot more balancing required for the rng classes (SS build blm and to a lesser extent brd).
The only thing that still sucks is that smns have to wait until expac to see the buff.
EDIT: Now that I think about it, it's even easier from a programmatic standpoint. Since dots tick on the server having it change over to more ticks per cast = they would have to change it to non-server ticks OR they would have to let the dot durations be longer as you get more SS (which would screw up some rotations or just be useless in some instances like CT for DRG).
I may not know the complexity of calculations like that individually but I do know that on a large scale having each player get their own personal timers for dots would require a significant amount of additional processing power whether they do the calculation client side or server side.
Last edited by siverstorm; 03-16-2015 at 10:46 PM.
Not sure why this is an issue, considering how many other MMOs do things per player or even per dot. But you're right, we probably won't see decentralized ticks, as much as I would like it to happen.I may not know the complexity of calculations like that individually but I do know that on a large scale having each player get their own personal timers for dots would require a significant amount of additional processing power whether they do the calculation client side or server side.
if it increased tick speed, bard and SMN will enjoy the buffs, and bards everywhere will have to change their relics to have crit/Skspd
Not so much that it's an issue to do, but that they already have the server tick system in place.
In this situation the two options are:
a) Reinvent the wheel and introduce a multitude of possible bugs (nothing of this scale in programming is written from scratch and works 100% bug-free in production).
OR
b) Take the equation that calculates damage, copy the determination portion and change the variables around and rebalance using SS.
(This is a crude representation of what probably actually happens but it gets the point across)
Going from:
to:Code:damage = (potency) X (mainstat multiplier) X (crit multiplier) X (det multiplier)
is significantly easier and can work immediately.Code:damage= (potency) X (mainstat multiplier) X (crit multiplier) X (det multiplier) X (SS multiplier)
I'm on board with the "doubt it will be more ticks over the same duration" crowd.
The worst part about that also is that currently, we don't know when our dot will tick. Put up an 18 second dot, and it will tick 6 times, once at any point during every three second interval.
Now stack speed of some variety, and you lower your tick gcd to 2.5 seconds.
Now you fit seven ticks inside those 18 seconds... Or eight ticks, as long as the first tick happens with the first half second of the duration.
I'm sure in the end the average potency will even out, but it will be wildly inconsistent in practice.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.