www.resonatefc.com
There are 3 IDs for the Twister Abilities too. Maybe each Twister cast is different and that's why it seems random. Sometimes running away will work, but if there are 2 other mechanics to worry about it won't always work.http://na.finalfantasyxiv.com/lodest...enemy&area=468
There appear to be three entries for Twintania in the monster database.
The fact that it deals no damage is also interesting. Things that cause insta-death as usually based on a numerical value in level or stats (Level 5 Death for example). Perhaps people who die often to Twisters (more often than others) Should take a look at what stats they are running in the fight with.
Just my idea and 2 cents. Good luck guys!
Just a hint, people: things are achieved when people are working together not gnawing at each other's throats.
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can it target summons? could you essentially put up a shitload of cannon-fodder with 3-5 titanegi and place them all together to draw some twisters away from players
how many tanks are typically there, 1pld? in 2 tank groups can twister target both tanks?
60 seconds between casts seems like a fair time to rez people, what stops it?

About the positional update issue, something I wanted to point out was in turn 1 ADS (the first miniboss). With him this is a prime example of what I feel is happening with twisters only... it doesn't one shot you. ADS will target a player with a lazer beam on the ground and, well, you move out of it. However every week I had done that fight, I have seen at least 1 time when he starts to cast it, you move out of it, and yet it drops right on your face. Basically, he moves where he is casting the beam, even though it clearly showed it in one place on your screen. This isn't a huge deal, since it doesn't kill you instantly, but I think this might be part of the issue with twisters since it looks like they give you 0 breathing room for error on this fight.
Normally mechanics such as this they have a built in "room for error" on the players part. Take Titan plumes for example. If you start running from the very beginning, you actually have enough time to cross the entire diameter of a plume before it explodes meaning the "room for error" here is 2x the time it takes to run out of the middle (say it takes you 2 seconds to run out of the middle, then from the time the plume drops you have 4 seconds to get out). Problem with twisters is, there is (seemingly) no room for error. If it takes you 1 second to run out, that is all the time they are giving you. Combine the positional update issues (well documented), and just a hair of latency (you will never have perfect), and that seems like a recipe for disaster.
I get the feeling when CT drops we will see in the patch notes "Increased time on twisters between when they appear and when they activate to allow players more time to run out". Bam, nerf bat.



Not on Coil 5, but seeing the video, as well as the 50/50 chance on just running gave me an idea: Have you tried running just a bit and stopping? Think of it like like a
|_____| Total aoe Range
|xx0Xx| 0 = center, defined when twintania starts casting.
Every time you move out of the AoE range, the skill repositions again on your feet until it is cast.
If you run OUT of the total AoE Range, you die, because it re-aimed at your new position.
If you stay on the initial position, you die, because that's where it was aimed early on.
If you stay on the "X"s, however, you survive, because the "twister mine" is placed on the 0 and does not trigger.
Reason for me to believe this: When you run all the way and still survive, that's the actual server lag saving you. On your screen you're out of the tornado, on the server you're still on the X zone, so, safe. If the server updates correctly, however, you're out of the safe zone and it re-aims, blowing up on your feet.
This also explains why there's no early AoE indication for this skill, because it will change if you move too far while it casts, explains why it spawns on your feet regardless of how much you run and also explains why running in advance does not work consistently. You're just lucky to be on the safe zone when the server checks for the actual casting.
So, strategy: Have everyone move a bit once it starts casting, but not too much. The idea is to avoid being in the exact position you were when it started, but not too far.
Last edited by AdvancedWind; 10-21-2013 at 10:55 PM.

Interresting idea, and I don't know if it has been tried yet or not, but I don't think that would change the fact that is still "buggy" would just be a workaround haha.



If (and it's a big IF) it really works like I'm supposing, then no, it's not buggy at all. It's not a workaround anything, the mechanic would be simply a aimed AoE that repositions if you move too far from the initial cast point

From every video and source I've seen, it appears that it spawns directly on you and is quite large. I don't even really see how people think they're running out of it, maybe it's just the quality of the videos, but it looks way too large to run out of in any sort of timely fashion.
Positioning issues or not I don't think running out of the AOE is what's saving people, the post above me seems to be more logical, perhaps a certain spot in the AOE is a safe zone, or there is another mechanic from earlier in the fight / or an item. I don't see anyone safely running out of that aoe with how fast the kill is calculated. Which is what leads me to believe that the intended mechanic has nothing to do with dodging it in a traditional 'plume style' sense. This also coincides with the notion that it's 50/50, people are running at different times, speeds, perhaps standing where they need to be standing from the original cast-point at that correct point in time, ect. It's a pretty big stretch, but it actually seems a lot more logical than these running ideas.
Brainstorm*
Also; someone had mentioned that something was not 'right' about the adds at the start of the boss fight, are they too easy to kill, not a threat, have any noticable affect on the boss or it's mechanics in any way, at all? What are their mechanics? What is the standard method of dealing with them? Have they been tested if kept alive? Are they different from each other in any way?
Last edited by NarwhalShadowsun; 10-21-2013 at 10:51 PM. Reason: More
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