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  1. #61
    Player
    NocX7's Avatar
    Join Date
    Apr 2015
    Posts
    177
    Character
    Kyukuro Caelum
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    So basically,there is no point in reporting bugs properly because the only things that get fixed are bugs that they themselves have noticed or something critical since it seems they don't really take the time to properly investigate most of the accepted reports?

    That is just very unprofessional.
    (2)

  2. #62
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by meldon90 View Post
    Didnt notice that to be honest, i'll keep an eye on it.
    For me it was easy to notice, in solo play you can go nuts with DA and siphon combo can easily keep you up forever but in 4mans even if you spam siphon you will go oom if the pull takes long to kill. So in solo there is absolutely no problem at all but when you enter party content problems are easily noticed.
    (2)

  3. #63
    Player
    Ronzeru's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    264
    Character
    Dorian Makai
    World
    Mateus
    Main Class
    Red Mage Lv 90
    Most DKs I see don't even turn Darkside off between pulls which in turn regenerates their mana. If the idea of them even letting it shut off for a mere second is mentioned, they scream bloody murder. Even when not DPSing, for some reason the idea of turning darkside off = a dps loss, regardless of rather you are hitting something or not. Its insane.
    (0)

  4. #64
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    Funny I see a bunch of Drks who never put Darkside on.
    (1)

  5. #65
    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 Ronzeru View Post
    Most DKs I see don't even turn Darkside off between pulls which in turn regenerates their mana. If the idea of them even letting it shut off for a mere second is mentioned, they scream bloody murder. Even when not DPSing, for some reason the idea of turning darkside off = a dps loss, regardless of rather you are hitting something or not. Its insane.
    It has to regen more than the cost of reapplying Darkside. That must also be weighed against the fact that you naturally regenerate more mana than Darkside drains once you're out of combat.
    If we're talking about in between pulls, we're usually talking about dungeons where Blood Price can easily refund any mana issues in between pulls anyway.

    Dungeon pulls are usually fast enough that it's a net mana loss to take off and reapply Darkside, which gives you both damage and mitigation (with Dark Dance at least being available every pull).
    If you time it wrong, you'll lose more than if you had just kept it on.

    It shouldn't be so extreme that they can't talk about taking it off at all, but you still naturally regen mana and then when you pop Blood Price you get flooded.
    So the benefits are minimal at best with perfect timing.

    Turning it off is fine if you're mana management is out of whack somehow, and they shouldn't be so stubborn to not take it off if there's mana issues.
    Particularly it's bosses with waiting phases, like Ravana Ex, where you're in-combat but you can't attack that it's worth talking about turning Darkside off.

    But not in between pulls, since if the time is too short you lose more mana than you gain and if it's long enough then you would've regened enough mana for the pull anyway.
    And Blood Price really makes any mana management a non-issue when it comes to dungeons (which is where 'between pulls' would apply).
    (6)

  6. #66
    Player
    Ronzeru's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    264
    Character
    Dorian Makai
    World
    Mateus
    Main Class
    Red Mage Lv 90
    If you're down to half mana, i'm preeeeetty damn sure that turning it off will net you back more mp by time you reach the next pull, more so than the cost of it's re-application. People aren't speed running dungeons in most situations yet lol. Thats pretty unrealistic right now.
    (0)

  7. #67
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    3 regen ticks is all that's necessary to cover the cost of deactivating Darkside and toggling it back on: 9-12 seconds (it depends on when you activated/disabled Darkside inbetween server ticks. If you turned it on exactly at the same time as MP native regen tick & turned it off at the same time as a server tick - it's only 9 seconds. But it can be anywhere between 9 and 12 though, which is why it's better to go by the server ticks, not whole seconds)

    The thing though is - the MP savings of doing so isn't all that great. It's only a difference of ~80 MP or so. (Toggling Darkside for 3 ticks reduces the MP loss by 88 MP [at my base PIE amount], but it's still a loss).

    In the LL they hinted at adjusted DRK's overall Darkness toolkit - I think this might be what they're referring to. Tuning it so there's more incentive to toggle Darkside
    (0)
    Last edited by Xenosan; 07-19-2015 at 07:20 AM.

  8. #68
    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 Ronzeru View Post
    If you're down to half mana, i'm preeeeetty damn sure that turning it off will net you back more mp by time you reach the next pull, more so than the cost of it's re-application. People aren't speed running dungeons in most situations yet lol. Thats pretty unrealistic right now.
    Speed runs are actually more applicable in regards to this though.
    Most speed runs have longer times before engaging the enemy since you spend a decent amount of time gathering multiple groups together.
    During that time you could regen mana instead of it draining away while pulling groups together (while in-combat, so you don't regen as fast as it drains).

    As it is right now, there's shorter times between engagement because you fight each set in front of you.
    Regardless, it's still a non-issue since Blood Price has such a short cooldown. Running in at half mana is not a problem, in fact I don't want to have too much mana because then I might overcap with Blood Price gains.

    Also, Dark Dance is pretty nice to pop on trash pulls and it requires Darkside. You can pop it at the start of many pulls with its short 1min CD.
    But dancing with Darkside can potentially delay it, for mana you're going to get in droves with Blood Price anyway.

    Quote Originally Posted by Xenosan View Post
    3 regen ticks is all that's necessary to cover the cost of deactivating Darkside and toggling it back on: 9-12 seconds (it depends on when you activated/disabled Darkside inbetween server ticks. If you turned it on exactly at the same time as MP native regen tick & turned it off at the same time as a server tick - it's only 9 seconds. But it can be anywhere between 9 and 12 though, which is why it's better to go by the server ticks, not whole seconds)

    The thing though is - the MP savings of doing so isn't all that great. It's only a difference of ~80 MP or so. (Toggling Darkside for 3 ticks reduces the MP loss by 88 MP [at my base PIE amount], but it's still a loss).

    In the LL they hinted at adjusted DRK's overall Darkness toolkit - I think this might be what they're referring to. Tuning it so there's more incentive to toggle Darkside
    Yea, it's only really obvious once you're in-combat.
    (0)
    Last edited by Allyrion; 07-19-2015 at 08:15 AM.

  9. #69
    Player
    Velox's Avatar
    Join Date
    Sep 2013
    Location
    Sharlayan
    Posts
    2,205
    Character
    Velo'a Nharoz
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Odstarva View Post
    Why has this not been confirmed yet!? Just give us a yes or a no! Please!
    I was under the impression the flames are part of the AF2 set. They are attached to the bottom of the robe and move with it in the video.
    (1)

  10. #70
    Player
    NocX7's Avatar
    Join Date
    Apr 2015
    Posts
    177
    Character
    Kyukuro Caelum
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Velox View Post
    I was under the impression the flames are part of the AF2 set. They are attached to the bottom of the robe and move with it in the video.
    Unless they made the augmented version of AF2 have the black flames or just made the armor modify how the aura looks,I doubt it's part of the armor. The only video where the black flames are shown is also the only video where you see a Dark Knight in AF2 using Darkside.In every other DRK gameplay video where he's shown with the AF2 he doesn't have the black flames but he also isn't using darkside.

    So there's 3 possible things the black flames could be:
    1. Part of Darkside and so it would mean the aura is indeed bugged.
    2. An added effect to the Darkside aura while wearing the AF2 armor set (unlikely imo)
    3. An effect from a possible augmented version of the AF2
    (0)
    Last edited by NocX7; 07-21-2015 at 02:24 AM.

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