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  1. #91
    Player
    spelley's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    250
    Character
    Light Seeker
    World
    Behemoth
    Main Class
    Lancer Lv 67
    Quote Originally Posted by Silverquick View Post
    Well I think maybe that would need to be tested first,

    I can't see why they would go into that much detail in the Embolden tooltip if ALL of the Red Mage's attacks do magical damage because then it would just be assumed, they wouldn't need to specify Magic Damage specifically.

    Obviously we all know tooltips can be wrong. So who knows. You could be right too so it's definitely worth a look.
    It's been tested using various means and confirmed that the melee combo, when Enchanted, is considered Magical for the purposes of Embolden. You can test just by using your combo on a dummy, getting their damage numbers then doing it again with Embolden. Repeat to satisfaction. A new development is that it appears Fleche & Contre are considered Piercing physical damage and are NOT affected by Embolden.
    (0)

  2. #92
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by spelley View Post
    It's been tested using various means and confirmed that the melee combo, when Enchanted, is considered Magical for the purposes of Embolden.
    Ahh key word... when enchanted.

    Important to know.
    (0)

  3. #93
    Player
    Rinion's Avatar
    Join Date
    Nov 2014
    Posts
    97
    Character
    Lapiz Lazuli
    World
    Phoenix
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Hyrist View Post
    Using Swiftcast early
    I don't mean to sound stupid (cus I've only got RDM to 52 myself XD) but wouldn't it be better to pre-cast veraero/thunder (like how sch/smn used to start casting shadow flare just before the pull happened). Then you get to save swiftcast for when you need it/can use it on either veraero/thunder (whichever you didn't use as the first cast). Although it does make sense to also use swiftcast so that to can use fleche right at the start ^^

    But yeah, didn't think about using Swiftcast until you said this tbh (cus of Dualcasting being instant) ^^ thanks for the idea Always better to have even more mobility as well if you need it <- more of a note to myself XD
    (0)
    Last edited by Rinion; 06-20-2017 at 10:40 PM.

  4. 06-20-2017 10:46 PM

  5. #94
    Player
    CU_Giraffe's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    3
    Character
    Kit Molkoh
    World
    Lamia
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Silverquick View Post
    It's completely ignoring the first cooldown,

    It goes straight from the first cast into the next one regardless of whatever the CD should have been.... so you never actually see what SHOULD have been the first 2.36 cooldown. It's just the 1.8 cast time. It literally ignores the first cooldown.
    You're still not correct.

    Everytime you hit an action, you trigger the Cast and it's cooldown at the same time. For the first 1.8 seconds, Jolt is casting. The remaining .5 seconds (2.36 - 1.8 = 0.5), you can't trigger another move that is on the GCD because your original move (Jolt) is still on CD. It may seem like it's an instantaneous cast thanks to how moves are put into queue in this game, but it's not. No cooldown is ever ignored when it's a move that's on the GCD, unless there is a Trait/Buff that specifically says it does. In fact, the only time any CD is ignored is if the move is insta-procced i.e. Bloodletter, Low Blow, etc.

    Dual Cast does NOT proc a decrease in the GCD. It just doesn't. The only thing that is being ignored is the cast time for your next move (Veraero/thunder/whatever). However, the CD (in this case, a GCD of 2.36) remains as it always does.

    So, to reiterate the first point against your claim: Each Dual-Casted combo (jolt > ver-whatever) is TWO moves/potencies across TWO GCDs.
    (2)
    Last edited by CU_Giraffe; 06-20-2017 at 10:55 PM.

  6. #95
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by CU_Giraffe View Post
    You're still not correct.

    Everytime you hit an action, you trigger the Cast and it's cooldown at the same time. For the first 1.8 seconds, Jolt is casting. The remaining .5 seconds (2.36 - 1.8 = 0.5), you can't trigger another move that is on the GCD because your original move (Jolt) is still on CD. It may seem like it's an instantaneous cast thanks to how moves are put into queue in this game, but it's not. No cooldown is ever ignored when it's a move that's on the GCD, unless there is a Trait/Buff that specifically says it does. In fact, the only time any CD is ignored is if the move is insta-procced i.e. Bloodletter, Low Blow, etc..
    Well I'm sorry to say... what I said... is exactly what I see and tested.

    You cast Jolt, and hit it right as the casting time is near the end and it dual casts the next spell. No actual CD... it just goes off instantly.

    There's no second CD or rather it completely ignores it. So even though it should have been a 2.36 CD.... it's only 1.8 casting time and the Dual Casted spell goes off.

    And I can do it multiple times with the same result. So it isn't some kind of wild guessing.

    EDIT: Its entirely possible it functions more like a Proc with a CD.
    (0)
    Last edited by Silverquick; 06-20-2017 at 11:17 PM.

  7. #96
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Rinion View Post
    I don't mean to sound stupid (cus I've only got RDM to 52 myself XD) but wouldn't it be better to pre-cast veraero/thunder (like how sch/smn used to start casting shadow flare just before the pull happened).
    The problem with this is that your dualcast is now procing on the wrong spells, if that makes sense. You'll now swift the readied stone/fire, which forces you to jolt to get dualcast ready for the next aero/thunder. If you swiftcast the opening aero/thunder you hardcast the stone/fire and have a dualcast to go right into the next aero/thunder.

    Basically, swiftcasting or getting dualcast with a vercure will keep dualcasts in the right order and keep you from having to use jolt inbetween.
    IMO, precasting Jolt as the opening spell isn't that bad of an idea either. If it's well-timed there's not much functional difference in any of these options.
    (0)

  8. #97
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Silverquick View Post
    And I can do it multiple times with the same result. So it isn't some kind of wild guessing.
    Pretty sure you can't tell the difference between half a second and instant. It's very clear that Jolt's cast time ends, the GCD is still ticking and the aero/thunder only comes out after the GCD expires.
    (2)
    Last edited by Rbstr; 06-20-2017 at 11:56 PM.

  9. #98
    Player
    CU_Giraffe's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    3
    Character
    Kit Molkoh
    World
    Lamia
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Silverquick View Post
    You cast Jolt, and hit it right as the casting time is near the end and it dual casts the next spell. No actual CD... it just goes off instantly.

    There's no second CD or rather it completely ignores it. So even though it should have been a 2.36 CD.... it's only 1.8 casting time and the Dual Casted spell goes off.

    And I can do it multiple times with the same result. So it isn't some kind of wild guessing.
    I'm not saying it's wild guessing, I'm saying you may be misinterpreting how the GCD works. You can't do a move on the GCD while the GCD is resetting. RDM is not an exception to this rule. It's just how the game's designed. Maybe a time-table will help explain.

    0: Jolt GCD starting
    0 - 1.8: Jolt casting
    1.8: Jolt cast, Dual Cast proc
    1.8 - 2.36: GCD for jolt finishing
    2.36: Jolt CD complete, GCD reset, Verthunder cast, GCD starting (thanks to ability queue, this all happens simultaneously)
    2.36 - 4.72: GCD resetting (you can't do a GCD move here just like you can't during 1.8 - 2.36, however you can queue it by mashing)
    4.72: Repeat from 0

    Regardless of what you're testing or what you see, this is what is happening. No CDs are being ignored. Verthunder can't be cast until the GCD for Jolt is completed. The easiest way to tell is by looking at the hotbar actions. Once Jolt is cast, you can still see a little bit of Verthunder's action icon darkened out. You can't cast while that sliver is there. I can see how you may think it's instant cause you're focusing on the battle and it's less than half a second, but the move is only insta-cast once the GCD is reset. Again, the only thing omitted from normal is the cast time of your second skill.
    (2)

  10. #99
    Player
    soslinky's Avatar
    Join Date
    Oct 2016
    Posts
    80
    Character
    Maxu Habufan
    World
    Tonberry
    Main Class
    Black Mage Lv 70
    @Silverquick

    I have tested and the result is as the other people have pointed out. A GCD is a GCD, if your cast time is 1.8sec and its GCD is 2.4sec then regardless of Dualcast you will have to wait 2.4sec upon hitting that Jolt button before you can activate the succeeding skill. Perhaps your framerate or ping is horrendous and this is causing you to see the cast time of Jolt being the same with its GCD-- it's not. Please refrain from declaring ocular observations as fact because this leads to misinformation. I have performed Jolt>Veraero/Verthunder and I do feel the delay(as it should, as stated by the actual CT/GCD numbers) before the dualcasted Veraero/Verthunder activates. I can do it multiple times with the same result. So it isn't some kind of wild guessing.

    I think you need to brush up on your definition and understanding of Cast Time and Global Cooldown(Recast). Dual cast does not turn Global Cooldown to Instant nor does it reduce it. Having Dual Cast just means that the next spell after Jolt will have no Cast Time but still retain a GCD. Upon hitting the keyboard button you assigned for Veraero/Verthunder, while it does deal damage instantly thanks to Dual Cast, you will still have to wait for the GCD to finish before you can cast the next spell.
    (0)
    Last edited by soslinky; 06-20-2017 at 11:58 PM.

  11. #100
    Player
    Sacerdos's Avatar
    Join Date
    Sep 2013
    Posts
    71
    Character
    Xinni Sacerdos
    World
    Gilgamesh
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Rbstr View Post
    Basically, swiftcasting or getting dualcast with a vercure will keep dualcasts in the right order and keep you from having to use jolt inbetween.
    IMO, precasting Jolt as the opening spell isn't that bad of an idea either. If it's well-timed there's not much functional difference in any of these options.
    When you open with a hardcast Verthunder/Veraero, your next cast is the opposite spell, then Swiftcast Verthunder/Veraero if you don't have a Verready proc for one of them, then Verfire/Verstone.

    Acceleration -> Hardcast Verthunder -> Dualcast Veraero -> Swiftcast Aero if no Verstone proc -> Verfire -> Dualcast Verthunder-> Continue Hardcast/Dualcast rotation

    At least that is my understanding of it. I don't see why Vercure is necessary, Verready procs are 30s duration and it isn't necessary to consume them right away, just make sure not to override procs.
    (0)
    Last edited by Sacerdos; 06-21-2017 at 12:12 AM.

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