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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,316
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Umbrasin View Post
    Animation delay, cast times, and effect resolutions are unrelated to the tick rate, odd as that may sound. Tick rate refers to how often the server updates your position (x,y coordinates), which is not the same as what you see on your screen (where you see yourself). In practice, the server can be up to 0.3s “behind” when a mechanic resolves. That small window can easily determine whether you’re considered inside or outside of an AoE marker, or whether you succeed or fail a mechanic.

    As for sources, both XIVAlexander and ACT interact directly with FFXIV's network data. ACT, for example, sniffs network packets to record exact damage, healing, timestamps, etc. This is why eight people in the same raid will all generate identical logs. Analysis from both tools shows that while the server tick interval can fluctuate slightly, it consistently averages around 0.3 seconds. Regardless of whether the tick rate is exactly ~0.3s or not, the point is that its current speed is incapable of keeping up with the faster encounters introduced in Dawntrail.
    I don't understand your reply and what you're trying to tell me. I know what a server tick is and I'm telling you it's probably not the root of the problem, but delays and processes are.
    I don't know where you got your 0.3s from either?

    I'd refer again to this thread that goes more in depth about it. Either way I do agree with you that all of this is a problem, and the position refresh rate doubly so.
    (0)
    Last edited by Valence; 08-20-2025 at 01:20 AM.
    Secretly had a crush on Mao