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  1. #41
    Player
    Umbrasin's Avatar
    Join Date
    Aug 2025
    Posts
    22
    Character
    Dawn Ravensin
    World
    Coeurl
    Main Class
    Sage Lv 100
    Quote Originally Posted by Jeeqbit View Post
    My experience is different then. Definitely seen many cases where saving a person is too late because the cast already snapshot them at 5% HP and I was aware my efforts wouldn't work and they didn't.
    Valence is correct. Snapshotting buffs and effects isn't the same as snapshotting a player's HP and predetermining their death. I was talking about auto-attacks. The chain of events is:

    1) Cast Benediction, animation plays
    2) Game shows +1,234 HP on tank
    3) Combat log shows +1,234 HP on tank
    4) Tank's HP doesn't go up (delay)
    5) Mob bonks tank for 5 damage
    6) Tank dies

    It's easy to reproduce.

    Quote Originally Posted by SticksToFloors View Post
    Let me reiterate. Skill issue. All spells have distinct timings[...]Your call to "improve the game" is vague [...]I'm not going to say the netcode in XIV is flawless but what many people attribute to lag is often simply skill and knowledge problems
    Repeating "skill issue" is not the "gotcha" that you think it is. I've cleared these fights and understand how they work. Here's a few examples of inconsistent mechanics I've encountered in Dawntrail off the top of my head (no vuln stacks on players):

    1) M4S Phase 2. Boss casts her raidwide. Half our party takes *double damage* and instantly dies while the other 4 players take minor damage. Everyone is topped off, shielded, same mits party-wide, and stacked center.

    2) M7S Phase 1. Boss begins placing the proximity AoEs, and party moves to the initial safe spot. Everyone begins moving as they start to resolve, and our PCT is a few yalms in front of myself and several other party members. PCT instantly dies, while in the middle of the party, and still moving (more than once). Everyone else takes survivable damage. Again, all players topped off, shields, and mit.

    3) M7S Phase 2. Plant adds have spawned and I have a tether. I move into my corner to LoS the boss petrify and make sure the add is between myself and the boss. MT is holding the add in place and I'm not moving. I get petrified, and die a few seconds later. I asked the MT about my positioning and he essentially said "How the **** did you get petrified? The add was exactly between you and the boss." because he was watching me.

    4) M8S Phase 1. Dragonhead adds have spawned and light parties are on appropriate sides. It's our VPR's turn to resolve/move and about half a second after their debuff wears off on their screen they walk through the dragonhead. It explodes, everyone dies. (Didn't you know that you need to wait 1-2s *after* a debuff wears off before you do anything because the game can't keep up? I know that. Is that intuitive? No.)

    I know that asking for netcode/combat improvements is a vague request. Specifics get technical which makes discussion difficult. I made a specific post about tickrate but there hasn't been any announcements about improved combat or netcode so I've made this vague appeal.
    (4)

  2. #42
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    1,530
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Viper Lv 100
    Quote Originally Posted by Umbrasin View Post
    Valence is correct. Snapshotting buffs and effects isn't the same as snapshotting a player's HP and predetermining their death. I was talking about auto-attacks. The chain of events is:

    1) Cast Benediction, animation plays
    2) Game shows +1,234 HP on tank
    3) Combat log shows +1,234 HP on tank
    4) Tank's HP doesn't go up (delay)
    5) Mob bonks tank for 5 damage
    6) Tank dies

    It's easy to reproduce.
    Bene is also particularly, uniquely bad about this for some god forsaken reason, I swear it does not come out the way I want it to pretty regularly while every other healing skill in the game is way more responsive.
    (2)

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