Interestingly, this means that if you're OOM, the best bet is to sit on the butt and just poke with your book.
Interestingly, this means that if you're OOM, the best bet is to sit on the butt and just poke with your book.
I'm bringing back this thread
Because Spell Speed becomes useful again comes Heavensward
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Last edited by elemental10; 05-27-2015 at 12:41 AM.
From what I understand the spell speed fix is going to be rather counter intuitive. The way dot ticks work in this game with everything being processed according to a server-side clock every 3 seconds means that spell speed can't directly affect the speed of the ticks (unless they rewrote the entire mechanics behind dots). Instead what we're likely to get is a frontloading of the damage whereby the damage of each tick is increased proportional to spell speed in such a way as to simulate a faster tick speed. The overall effect should be the same though, just more complex than it needs to be due to 'server limitations'.
My one question at this point is, if they implement it as I suspect they will, will dots still run for their full duration with higher tick damage or will they end prematurely after dealing the total damage they ordinarily would (thus dealing the same damage per MP cost, just faster)? The former would potentially make spell speed our most potent stat but it would seem a little unbalanced to me.
Either way I'll be happy.
Last edited by Alberel; 05-27-2015 at 01:19 AM.
Spell Speed will now determine your ticks damage yeah.
So..... WOOHOO
Changing DoT duration would alter rotations and increase complexity--not just for players, but for the devs in terms of balancing. I have no doubt DoT duration will remain fixed and the only change we'll see is increased damage/tic.My one question at this point is, if they implement it as I suspect they will, will dots still run for their full duration with higher tick damage or will they end prematurely after dealing the total damage they ordinarily would (thus dealing the same damage per MP cost, just faster)? The former would potentially make spell speed our most potent stat but it would seem a little unbalanced to me.
Which is super boring. Server tick is a terrible, terrible system.
For instance, bards get screwed unless they also increase RoB proc chance scaling with spell speed, which also adds new problems.
Yeah, I really wish they'd move from the server tick system, even though I'm not getting my hopes up. Having SS affect dots as a second determination is just. . .not thematic at all.
Let's say I use Cleric Stance, cast Aero, and switch back, will the Dot apply the damage with 'full cleric power' every tick? Same goes for Raging strikes?
If I use Bio, Miasma and Bio II, and then cast Raging Strikes to start spamming Ruin, will it be 'wasted'? Should I cast it before the Dots?
When you cast a DOT it will retain your current stat, buff, and debuff effects. So you'd want to use DOTs with Raging Strikes up because it will snapshot that buff on the DOT for it's full duration. If you cast a DOT and then use Raging Strikes it will not retroactively buff the existing DOT.Let's say I use Cleric Stance, cast Aero, and switch back, will the Dot apply the damage with 'full cleric power' every tick? Same goes for Raging strikes?
If I use Bio, Miasma and Bio II, and then cast Raging Strikes to start spamming Ruin, will it be 'wasted'? Should I cast it before the Dots?
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