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  1. #1
    Player
    LeoLupinos's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Kitfox View Post
    Hello,

    [...]new Hypercharge burst window containing 6 gcd and happening twice each minute[...]
    Hypercharge only lasts for 8 seconds, and has a animation too. It's impossible to fit 6 Heat blast inside it. With 5 Heats blast it's already 7.5 seconds, how it's possible to fit another one if 0.5 is barely the animation lock of hypercharge? Even less possible since when the buff that enables heatblast is gonne the animation is canceled too. It's pretty clear to me that the rotation is based on 5 uses. The old one was 5 too.
    (1)

  2. #2
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by LeoLupinos View Post
    Hypercharge only lasts for 8 seconds, and has a animation too. It's impossible to fit 6 Heat blast inside it. With 5 Heats blast it's already 7.5 seconds, how it's possible to fit another one if 0.5 is barely the animation lock of hypercharge? Even less possible since when the buff that enables heatblast is gonne the animation is canceled too. It's pretty clear to me that the rotation is based on 5 uses. The old one was 5 too.
    The old one is NOT 5. The current Overheat rotation uses 6 GCDs and can be seen in MCH gameplay all over the place. Example here: https://youtu.be/iR8RPWpBeG4
    The margin of error is the same 0.5s: 3 x 1.5s + 2 x 2.5 + 1 = 9.5s and the OH duration is 10s. This means the GCDs normally come out come out at 0s - 2.5s - 5.0s - 6.5s - 8.0s - 9.5s. This has been the golden standard through the whole expansion. The only reason you would use a 5 GCD OH rotation is if your ping is literally too bad to use 6 GCDs, which is exactly the issue we're trying to fix here.

    The reason we don't have to worry about the animation lock of Hypercharge too much is that, as with most buffs, the actual buff effect usually applies at the very end of the animation giving you the full window of the benefit. The current Hot Shot for example doesn't apply its effect until a full second after, slowly enough that if you were to weave Gauss Round immediately afterwards, it wouldn't catch the benefit.
    (2)
    Last edited by Kitfox; 06-02-2019 at 04:26 PM.

  3. #3
    Player
    Sigiria's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    410
    Character
    Nergui Dotharl
    World
    Ragnarok
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Kitfox View Post
    The old one is NOT 5. The current Overheat rotation uses 6 GCDs and can be seen in MCH gameplay all over the place. Example here: https://youtu.be/iR8RPWpBeG4
    The margin of error is the same 0.5s: 3 x 1.5s + 2 x 2.5 + 1 = 9.5s and the OH duration is 10s. This means the GCDs normally come out come out at 0s - 2.5s - 5.0s - 6.5s - 8.0s - 9.5s. This has been the golden standard through the whole expansion. The only reason you would use a 5 GCD OH rotation is if your ping is literally too bad to use 6 GCDs, which is exactly the issue we're trying to fix here.

    The reason we don't have to worry about the animation lock of Hypercharge too much is that, as with most buffs, the actual buff effect usually applies at the very end of the animation giving you the full window of the benefit. The current Hot Shot for example doesn't apply its effect until a full second after, slowly enough that if you were to weave Gauss Round immediately afterwards, it wouldn't catch the benefit.
    a 0.5s on that kind of mechanic would be cutting it really close, when you add the fact that SE's been trying to lower the skill celling and the other inconvenience that arise from using 6 heat blast (losing the seconds already ticking on the oGCD) it would seem really odd to me that the hypercharge was balanced with using 6 shots in it. Once again in mrhappy's video you can see the first heat blast pressed on the frame the skill become available. And I would assume the test build they've got to play was not on a distant server but a local one.

    The question is, does the reaction time of the server really allows to send the command for the hypercharge to the server and recieve confirmation back from the server that the buff to use heat blast is on then send the command for the heat blast in less than 0.5s
    That's something we won't know for sure until we actually try it.
    If nobody can manage 6 heatblast then problem solved, it wasn't intended that way. If some people can manage to pull it off consistently then there's indeed an advantage for people with a good ping.
    (0)
    Last edited by Sigiria; 06-02-2019 at 07:28 PM.

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