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  1. #1
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Lyth View Post
    Condescending post.
    I know how tanking in this game works, thanks. I've been tanking in it, in the endgame since 2013. Originally you did need max HP and to take damage and have further healing still, which they fixed. The filling of the HP is a good rule of thumb.

    Your hypothetical situation doesn't jive with the situations you hate invulns for. In almost every tank busting situation, aside from high powered multi-hit tank busters, Walking Dead eats 1 lethal hit, and then it's preferable to remove it with healing right away. Yes, of course, since it doesn't make you truly invulnerable, your HP might not be full afterwards. That also applies to Holmgang and Superbolide.

    1) Your gauge reasoning is flawed. They added gauges to jobs for the express purpose of personal assistance to players as invidividuals, not for the other players in the party. Once the gauges were added, you could no longer see whether or not someone had buffs like Huton up at all.
    2) All healers need to do to know how much healing you require for Living Dead is to look at your total HP value before the fight starts. They know how much they heal for with each GCD and oGCD. If they're going to plan the fight meticulously for precision GCD use, then they will know exactly how many heals they need to give you, before the fight even begins.

    I don't know why you respond in this way. I didn't agree with you, so we're not at consensus. I believe you have poor reading comprehension, judging not only by your response, but by your judgment of the tooltip texts. They tell you exactly how it works, and you can verify it in gameplay.

    Ok, new gimp-Hallowed is on point with Bene. Woo.

    Wrong. Just flat wrong. The effective duration of Walking Dead is 19 seconds. You have a 10 second window for it to be triggered, and then you get to ride 9 seconds of immunity to death. This lets you milk against the recast time, being rewarded for precise timing of WD being triggered. The usefulness of this, like most things, varies fight to fight. If you are with WHM, you can communicate with them, something you keep ignoring as a factor in gameplay, that you want them to cleanse WD just before it expires. If you aren't with WHM, then you hope that they have a plan to snap you up, and aren't expecting a duration optimization.

    Doesn't need to be salvaged. Wouldn't hurt it to be improved or for them to raise DRK's offensive capability to compensate for its more demanding nature. Invulns are a good thing. Get off your high horse.
    (1)

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Vyrerus View Post
    ????
    Actually, even at Heavensward's release you needed to be healed for a total amount equal to your max HP. You didn't actually have to be at max HP, any more than you do now. The problem was that it previously didn't count overhealing, which is why Benediction previously wasn't enough on its own. You had to take a tick of damage so that the last bit of healing wouldn't be disregarded as overhealing.

    Gauges exist to provide you with information. You could have a friend with a calculator sitting over your shoulder and furiously punching in heal values to add them up as they pop up on screen. But that's why gauges exist in the first place. By that same token, there's no reason why we need gauges showing current HP or current MP values. You just need to know the max values and watch the floating text to calculate the current running total. Why don't we do that then? UI elements exist to make things like this less cumbersome.

    There are plenty of situations in which invulns are used to mitigate more than one attack. You can't make the claim that invuln duration doesn't matter. It's one of the factors used to balance them against each other.

    Living Dead doesn't have an effective duration of 19 seconds. The effective duration is the period in which the invuln mitigates damage.
    (6)

  3. #3
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Lyth View Post
    Stuff
    Yeah, and we already have the U.I. Element we need for that. HP bars in the party list. You're asking for a stylized gauge that pops up on the healer's screen or everyone's I guess when Living Dead activates. While not unfeasible, that's not gonna un-muddle a new healer's first time with Living Dead any more than the tooltips, buff icon, or communication do now.

    I didn't make that claim.

    It does, because once you activate Living Dead, at any point during its duration, you may take lethal damage and then trigger the second effect, where damage no longer matters. And once Living Dead is active, as long as you take fatal damage, then you no longer need to be healed for the duration. That gives it a far greater wiggle room, the opposite wiggle room from shorter duration invulns. Contrast with Superbolide. You activate Superbolide and take your remaining HP - 1 in damage to gain 8 seconds where damage doesn't matter. As long as the damage is fatal for DRK, then you have an effective period of time that is longer than any other invuln where no one needed to support you(and if they did it probably screwed you over).

    While we won't be seeing it as much since they increased its duration, the most notable comparison of duration comparison was against Holmgang when it was six seconds. Holmgang had the opposite problem, particularly for multi-hit TBs like Ahk Morn, Thunder III, and Stonecrusher. Where you practically had to wait until the cast bar was 80% full before you activate your invuln. You can think of it as a grace period, I guess. But basically since the, "mitigation" phase won't trigger until you take lethal damage, I reiterate that this is a whole 10 seconds where the only thing that matters about damage done to you is that it is lethal.
    (0)

  4. #4
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Vyrerus View Post
    It does, because once you activate Living Dead, at any point during its duration, you may take lethal damage and then trigger the second effect, where damage no longer matters. And once Living Dead is active, as long as you take fatal damage, then you no longer need to be healed for the duration. That gives it a far greater wiggle room, the opposite wiggle room from shorter duration invulns. Contrast with Superbolide. You activate Superbolide and take your remaining HP - 1 in damage to gain 8 seconds where damage doesn't matter. As long as the damage is fatal for DRK, then you have an effective period of time that is longer than any other invuln where no one needed to support you(and if they did it probably screwed you over).
    Living Dead is more akin to Divine Veil in that you can pop it 10 seconds before you need it to shave 10 seconds off the next recast, but the actual invuln is the Walking Dead that comes from otherwise dying. Likewise you need a GCD heal to trigger within the 30 seconds of Divine Veil which then applies the shield on the party. So if you pre pop veil 30 seconds prior to needing the shield then activate it via GCD heal 29 seconds into the duration, the next Divine Veil recast is only ~60 seconds away.

    If anything Living Dead is a buffer to give people leeway to timing their invuln, something that Hallowed Ground, Superbolide and to lesser extent Holmgang (more responsive) don't necessarily suffer.
    (1)