Get a Watch and stop the time once in JP, NA and EU you WILL see a significant difference!
Do you count the 300ms two way for one single confirmation? Positioning is a bit more complex than just a simple hello/yes, Question/answer from Client/server.
It may be a quarter second difference on average, but even on the West Coast there are times I can't outrun cracks and will have 2 explode on me literally right after I see them.
This doesn't occur all the time as cracks are usually not a problem, but it does occur some times.
I just pinged one of the Gameservers from Switzerland, Europe. I get betwenn 290ms and 320ms. It's in the middle of the day not much going on so I will test that again in the evening I'm assuming it will be worser.
For a FPS this would make playing it useless. No Idea about FFXIV thought. Never tried out Ifrit. But seeing things like dead bodys floating around or people falling dead to ground far away from any Mobs or attacks there must be something else going on. Or it's just depending on the time. Which I'm looking Forward to the ping tests in the evening.
Last edited by Deatheye; 07-11-2012 at 07:58 PM.
It's not as simple as that with XIV. Because we all know how the client/server relationship is already crap, latency just make that even worse. It's amplifying everything.If a JP player has a 50ms latency and a foreigner has 300ms (I get ~130 on the west coast of the US, but I'll give others the benefit of the doubt), that's only a quarter of a second difference, right?
I really don't think that's significant enough to be noticeable in a slow paced game like this, on top of the animation lock and general sluggishness.
Even in Japan, with a latency <40ms, you can still feel that XIV is not as responsive as other games. With 300ms, everything becomes a nightmare. We played FF XI with 300ms and it was working somewhat well, even if the game is slow paced, you don't have the same feeling as in XIV.
Another good example would be Phantasy Star Online 2. Servers are in Japan, latency is exactly the same as in XIV, the game is really fast paced (way more action) and despite all that, everything is perfectly responsive. You can do combos that requires precise timming (<500ms), dodge all kind of things easily etc.
Antipika.
Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B
Sorry I'll try to clean it up later, but that should be it for nowNP, here is JP strat, hope somebody can translate :
《WS情報》
WS Information
1回目火炎後、怒りの炎に包まれたあとは
左右の角折り状況によって各WSの発動パターンが追加または変化
After the 1st flame, Ifrit glows read
Depending on the incap situation of the left/right horns the WS pattern gets added or changed.
柱出現中はエラプションとバルカンバーストのみ
When the nails are out only uses Eruption and Vulcan Burst.
・光輝の炎柱
Radiant Plume
①マップ中央に円状サラミ4つ展開 - 1) From the center of the map 4 radiant plumes in circle shape
②外周にそって半円のサラミを複数展開 - 2) From the outside edge several radiant plumes in circle shape
③イフリートの足元周辺と中央当たり以外全域にサラミ展開 - 3) Radiant plumes around everywhere except Ifrit's feet and center area
④イフリートの足元周辺以外全域にサラミ展開 - 4) Radiant plumes everywhere except by Ifrit's feet.
⑤マップ全域にサラミ展開 - 5) Radiant plume on entire map
上記パターンのいずれかで発動
Above patter will happen with either condition.
HP85%以上→①② - HP Above 85% > 1 or 2
怒りの炎後(角両方折れ)→①②③ - After Ifrit glows (both horns broken) > 1,2,3
怒りの炎後(角1本折れ)→①②③④ - After Ifrit glows (only 1 horn broken) > 1,2,3,4
怒りの炎後(角折り無し)→①②③④⑤ - After Ifrit glow (no horn broken) > 1,2,3,4,5
回避方法は
盾はイフを外周沿いに配置、他はイフ後ろまたは内側に立ち
外周から少し内側で全員が戦闘できるようにすることで
全域以外のパターンであれば移動なしもしくは少し移動することで回避可能
サイクロン後など不意に中央展開がくると被弾しやすいので常に立ち位置注意
To avoid
Tank to place Ifrit on the outside edge and others stand behind or inside
By making it possible to fight this way you only need to move a little to dodge or don't even need to move at all. After cyclone you have to make sure your standing position or could end up dying when the plume comes in center area.
サラミとサラミの境界に立つと複数ヒットするので注意
回避できないと思ったらサラミ中央で一発被弾で耐える
When standing right between two radiant plumes you get multiple hits so be carefule.
If you think you can't dodge stand in center of one radiant plume and try to stay alive with that one damage.
・クリムゾンサイクロン
飛び上がってマップ端へ着地し、逆端へ突進、落ちてくる場所は8方位のいずれかまたは複数
Crimson Cyclone
Jumps up and lands on edge of the map and charges towards the other end of the map. There are 8 landing positions and or multiple.
①東西南北いずれかから1匹出現逆端へ突進 - 1) pops and charges towards other end of the map
②東西南北いずれかから時計回りに3匹出現、時計回りに順番に逆端へ突進 - 2) 3 pops in clock wise order in either east/west/south/north corner and charges in clockwise order
③東西南北いずれかから時計回りに4匹出現、時計回りに順番に逆端へ突進 - 3) 4 pops in clock wise order in either east/west/south/north corner and charges in clockwise order
④東西南北いずれかから時計回りに4匹出現、同時に逆端へ突進(回避不可) - 4) 4 pops in clock wise order in they all charge towards other end at same time (can't avoid)
上記パターンのいずれかで発動
Above pattern happens with following condition
HP85%以上→① - HP85% and above > 1
怒りの炎後(角両方折れ)→② After Ifrit glow (both horns broken) > 2
怒りの炎後(角1本折れ)→③ After Ifrit glow (1 horn broken) > 3
怒りの炎後(角折り無し)→④ After Ifrit glow (no horns broken) > 4
真イフ時より当たり判定がかなり幅広い(イフとイフの隙間は完全NG)
WS発動位置によって落ちてくる方角が概ね決まる(?)
The range is much larger than Ifrit (Hard) and standing between Ifrit and Ifrit is no good.
Depending on WS start position the landing position is decided (?)
被弾すると「熱傷」追加効果 75ダメージ/3s 180s
If you get hit you will get DoT damage for 75 damage / 3 seconds for 180 seconds
さらにサイクロン後ヘイトリセット、誰かをランダムでターゲット
必ずインシネレートを放つ
Also after the Cyclone it resets hate and randomly targets someone, and uses Incinerate
回避方法は
イフが飛んだら時計回りに走り出し順番に来るイフの突進に合わせて外周を走る
ただし完全に対角線上に1匹目のイフが落ちてきた場合は回避困難なため
一度半時計周りに引き返し、一回被弾後時計回りに走ったほうが無難
(ムリに時計回りに走ると連続被弾するため)
To avoid
Once Ifrit jumps run clockwise and look at the Ifrit's order and run along with it.
However if Ifrit is directly accross from you it's hard to avoid so it's better to run anti clockwise first to dodge (Running clockwise in this situation you will get hit by multiple)
・エラプション
Eruption
①5人ターゲットで順番に地割れ発生 - Targets 5 people and effect starts in order
②同時2人ターゲットで追尾3連地割れ発生 - Targets 2 at same time 3 additional eruptions follow
③6人ターゲットで順番に地割れ発生 - Targets 6 and effect starts in order
④同時3人ターゲットで追尾3連地割れ発生(爆発がちょっと早い?) - Targets 3 at same time and 3 additional eruptions follow (eruption seems faster?)
上記パターンのいずれかで発動
Above pattern happens with following condition
HP85%以上→①② - HP85% and above > 1, 2
怒りの炎後(角両方折れ)→①② - After Ifrit glow (both horn broken) > 1, 2
怒りの炎後(角1本折れ)→①②③ - After Ifrit glow (1 horn broken) > 1, 2, 3
怒りの炎後(角折り無し)→①②③④ - After Ifrit glow (no horns broken) > 1, 2, 3, 4
(たぶんこうだと思うけど自信無し) - (I think it's this but not sure)
回避方法は
真イフと同様に基本あとだし行動で地割れが起こったら走って避ける
イフは外周誘導で
他 イフ 盾
他
のように盾以外を2方向配置して中央と外周に分かれて逃げる
最初のエラプがひとつ=順番エラプションなので
一度自分にターゲットが来たらイフの位置へ戻って良い
来てない場合はすぐ戻らないようにする
To avoid this
Just like Ifrit hard more run away once you see the cracks if the setup is like
other ifrit tank
other
Then aside from the tank have 2 placements and run center or outside
If the first eruption is only one then it's eruption in order so if that target came to you already you can go back to ifrit's position, if it didn't shouldn't go back right away.
・インシネレート
Incinerate
TP使用のWSではなくクリムゾンサイクロン直後に
すぐもしくは爪を一回挟んで発動
被弾すると被弾者とその周囲に「熱風」200~250ダメージ/3sec 30秒継続
It uses right after crimson cyclone and isn't TP based WS or uses after the claw.
When you take the damage that person and people around will get sear damage for 200-250 damage / 3 seconds which last 30 seconds.
回避方法は
ターゲットされてる人がインシネレートをしてくるまで外周を走り続け振り切って避ける
それ以外の人は中央待機(リセットされても敵視緑なためケアルや内丹などでヘイトを上げない)
その後盾がタゲを取る
真イフと違いイフの胴体に埋まるように立つとイフ側が位置調整するため
すり抜け回避はやや難しい
To avoid this
The person being targeted keep running the outside till Incinerate starts and dodge it, for others run in center and wait (even if it resets the enmity is green so don't cure and such to gain enmity) after the tank takes the target. Unlike Ifrit Hard mode standing on top of Ifrit, Ifrit will adjust position so it's hard to dodge by running through.
もし食らったらリジェネもらって離れておくとか、一回死ぬとか
If you take damage get regen and stay away or die once.
・バルカンバースト
Vulcan burst
真イフ同様周囲500ダメくらいノックバック - Just like Ifrit hard mode takes about 500 damage + knock back.
真イフと違いTP使用のWSではなく通常攻撃のひとつとしてたまに使用 - unlike Ifrit hard it's not TP bases but uses as regular attack once in a while.
直後にWSが来ることが多いため注意 - Right after it uses WS a lot so be carefule.
・爪(通常物理攻撃)
Claw (regular physical damage)
前方範囲 - Front cone shaped aoe
真イフと違い埋まるように立つとイフ側が位置調整するため
位置調整時にイフが回転して盾以外のメンバーへ爪被害がでることがあるので注意 - Unlike Ifrit Hard mode when you stand on top of Ifrit it adjust position so sometimes when it does the adjustment and Ifrit turns around it could hit other members with the claw damage so be careful
《モード遷移と行動パターン》
Mode and movement pattern
1.HP85%以上 - HP85% and above
通常:爪、バルカンバースト - Regular - Claw, Vulcan Burst
WS:クリムゾンサイクロン、エラプション、光輝の炎柱 - WS: Crimson Cyclone, Eruption, Radiant Plume
2.一回目の柱4本出現中(HP85%↓) - After the first 4 claws (Under HP85%)
85%わったら中央に柱4本出現、制限時間50秒 - Once it breaks under 85% 4 nails pops in center time limit is 50 seconds.
柱出現後22秒後くらいあたりから5人へ順番にエラプション - once the claw pops after around 22 seconds there will be eruption targeting 5 people in order
地獄の火炎1回目 - First Hell Fire
3.HP60%以上 - Above HP 60%
1回目火炎直後に怒りの炎に包まれてモードチェンジ(体が光る) - Mode changes by Ifrit glowing red
各WSのパターン変化または追加 - Individual WS pattern change or get added.
4.二回目柱出現中(HP60%↓) - 2nd nails pop (Under 60% HP)
60%わったら外周に柱8本出現、制限時間65秒 - Once you break 60% 8 nails pop on the outside area - time limit is 65 seconds
柱出現後22秒前後くらいあたりから7人へ順番にエラプション - After 22 seconds from nails pop there will be eruption targeting 7 people in order
地獄の火炎2回目 - 2nd Hell Fire
5.HP35%以上 - Above 35% HP
3と同様の行動パターン - same pattern as #3.
6.三回目柱出現中(HP35%↓) - 3rd nails pop (under 35% HP)
35%わったら柱13本出現、制限時間75秒 - Once you break under 35% HP 13 nails pop - time limit is 75 seconds
柱出現後22秒前後くらいあたりから7人へ順番にエラプション(1週目エラプ) - After around 22 seconds there will be eruption targeting 7 people in order (1st eruption)
柱出現後42秒前後くらいあたりから7人へ順番にエラプション(2週目エラプ) - After around 42 seconds there will be another eruption targeting 7 people in order (2nd eruption)
地獄の火炎3回目 - 3rd Hell Fire
7.HP35%未満 - Under HP35%
3と同様の行動パターン - Same as pattern #3
※柱出現後イフのHPを一定以上削ると強制的に火炎発動
*When the nails are up and you deal certain amount of damage to Ifrit it will use Hell Fire automatically![]()
Good luck
** please try to give credit to wherever Leo got the info from, don't think it's post on the forums so maybe blog post??
** would be nice if you guys can always link to the source so I can check other info if anything new is added/etc.
ADD:
Thanks![]()
Last edited by Reinheart; 07-12-2012 at 02:05 AM.
people actually get 300 ms? I live in Kansas and average in low 100s
here is original post :Sorry I'll try to clean it up later, but that should be it for now![]()
Good luck
** please try to give credit to wherever Leo got the info from, don't think it's post on the forums so maybe blog post??
** would be nice if you guys can always link to the source so I can check other info if anything new is added/etc.
http://lodestone.finalfantasyxiv.com...entry?e=388376
1.839 postings and not once noticed this one?
http://forum.square-enix.com/ffxiv/t...-Network-Delay
However in 2011 was popular to blame latency issues on why they couldn't beat Ifrit at all, but it died off when people just simply got better at it, now that there's another Ifrit "requirement of some kind (hard for loot/Extreme for Relic)" it's all of a sudden:1.839 postings and not once noticed this one?
http://forum.square-enix.com/ffxiv/t...-Network-Delay
"Only JP will beat it cuz of latency"
~.~
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