


			
			
				Or for canadian players
I guess one way they can fix this is to not allow global cds disrupt your mudra combination. I know its meant to be weaved into a single gcd but some people cant attain that because of their lag. By doing this people can build their ninjutsu while going into their aeolian edge/shadow fang/dancing edge combo.
It's not going to be the optimized dps rotation but it can still be forgiving for people experiencing that lag.
Short answer is that it's not the only thing effected. I can think of a few other scenarios where activating certain abilities too quickly can screw you the same way. For example, it is possible to transpose on a blm and have it not function at all.

			
			
				I have bad latency issues from time to time so I resorted to forking over some cash and using one of those ping lowering programs. It really helps when you're out in the world and you experience virtually no lag. My mudras come off without a hitch even when I think I might be spamming a tad bit too fast. However, when you go through the Duty Finder, it seems that the latency becomes a serious issue with or without any ping lowering programs. This could be a result in which dungeon environments are structurally crafted differently than the normal game world, so that it can accommodate various players from every corner of the earth. I wish ISPs would stop throttling (packet shaping), as this is the leading cause of latency.


			
			
				Bane after third dot to only spread two anyone?
Those are just slow animation skills. It would be trivial to make them both act like lustrate, but I assume they keep them like that because they are both a form of "god mode" in a way. Also not sure if you have been playing since back then, but they were patched to activate faster. Before they were suuuuuuuuuper slow.
Mudras are actually affected by lag in the exact same way Benediction, Hallowed Ground, and Holmgang are, and in the same way all AOE is. All of these actions are tied to animations that play client-side, but need time to register serverside, so the animation can desync from what the server decides you're doing.
If you have a poor ping, this is a consistent delay; but when you deal with packet drops (the most common issue) it's random and unpredictable. HG/Bene actually *do* become slower-firing if your ping is higher or you lose packets, because the game client doesn't send the skill effect until it's done playing the animation. (Lots of skills work like this for the sake of both balance and visual flair - for instance, chaos thrust doesn't deal any damage until its animation completes.)
video games are bad
As several people have stated in other post, does not matter if you are next to the server with 20 ping, or far away with 100+, the issue will still occur. People have tried to use WTFast (which does its job) to remedy the issue but it still cannot cure the problem. I do not get packet loss, especially not when I have wtfast running, and I still deal with the issue. Any skill in this game is delayed when one experiences packet loss, but its not just skills, EVERYTHING on your screen will be delayed. That is not what we are dealing with. Our problem is particularly with mudras. My main issue is the inconsistency based upon area. My mudras are actually slower in housing areas than they are in Mor Dhona. Some dungeons they are fast and fluid, other dungeons they are sluggish. My ping does not fluxuate so the only thing I can point at is the mudra. I have tried just about anything you can think of to mess with router, ethernet card and internal internet settings on my computer, I can not get it to be smooth.Mudras are actually affected by lag in the exact same way Benediction, Hallowed Ground, and Holmgang are, and in the same way all AOE is. All of these actions are tied to animations that play client-side, but need time to register serverside, so the animation can desync from what the server decides you're doing.
If you have a poor ping, this is a consistent delay; but when you deal with packet drops (the most common issue) it's random and unpredictable. HG/Bene actually *do* become slower-firing if your ping is higher or you lose packets, because the game client doesn't send the skill effect until it's done playing the animation. (Lots of skills work like this for the sake of both balance and visual flair - for instance, chaos thrust doesn't deal any damage until its animation completes.)
a few things
wtfast does not completely eliminate packet loss. you will see a mitigation of packet loss, a significant one, but you will not have zero packet loss. while it is an effective program you should definitely not trust any of its numerical statistics as they're largely marketing points
packet loss to the server has nothing to do with ping
some game servers are proven to be laggier than others regardless of what your 'ping' to them is. aurum vale is regularly a hellhouse of lag when the rest of the game is fine. this isn't just a nin-specific problem - some zone instance servers are just inefficient pieces of trash and minor deviations are more apparent when you're trying to do sub-1s inputs in rapid succession
the problem is NOT specific to ninjas. i can tell you this as someone who raids, someone who's used 3 different vpn tunnelers, someone who mains the job and regularly uses like 3 different zones' dummies to do rotation experiments. it APPEARS specific to ninjas because deviations in server lag are more apparent with mudras, which, again, are half-second input windows that the NA servers do not handle correctly
video games are bad
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