Thanks for the clarification on that. Actually getting to look at my character now, I'm at exactly 648.If you're level 60 it'd be pretty hard to be below 600 SS with any gear. I have 648 at i206, at i198 I had more SS than 600 (I don't remember what it was exactly). And 6 F4's are doable at lower SS with Ley Lines, but 6 F4's with time for a T1 before B4 might not be possible with lower SS.
ClickyOriginally Posted by Yoshi-P
Previously, there were situations where if you queued Transpose before Flare landed, the effect would be lost and the action would not work. To avoid this situation you needed to wait for Flare to grant Astral Fire and then hit Transpose after the buff was granted. In order to solve this problem, we've changed it so that the Astral Fire/Umbral Ice buff is applied the moment casting is completed. Because of that, we needed to also adjust the overall duration of the buff simultaneously. For most people, the general feeling won't change, but for those who incorporate the so-called half-cast [[the faster cast off a III stack of Astral Fire or Umbral Ice for the opposing element]] it might change where you sandwich your abilities in the action rotation.
Hurray for not transposing emptiness and immediately getting back to AF3 again. Might this also mean that F4 can be queued during the GCD from UI3 F3? I'm also slightly curious about the comment on possibly having to change buff timings a little.
Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.
First week of 3.2 is gonna be horrible and full of BLMs that either use F3 too early or use two fillers and then use F3 too early, including me. It's a nice adjustment though.
Thinking further about it, I'm not so sure we'll have to T2 or delay, assuming it's still the same total time in UI mode. Hopefully the exact amount of time we lost going out of it, was gained going into it. We'll have to see if we lose an unfair amount of time due to this change.
What is gonna get a lot of BLMs though is the 10,0XX MP we're gonna have, a lot of the time. Right now there's a very common MP tick situation where we do B3 > (MP tick) > T1 > B4 > (MP tick near the start of B4) > F3 > (regular 200 MP tick from no stance), leaving us with 10,2XX MP when all's said and done for the rotation. This leaves us with a little over 800 after a F4 F4 F1 F4 F4 B3 rotation, enough to do a T1 comfortably.
In 3.2, any time that situation would have happened to us, well, that final MP tick is for sure gone, I even checked the Yoshi P video to see if this happened. It will happen such that you will only have 600~ MP if you do a full rotation, which is too poor for anything meaningful. My advice depends on how much SS we have, I guess ... if you get that weirdo MP tick, I advise any BLM to do either F1 F4 F4 F4 B3 or F4 F4 F4 F4 B3, assuming you get the fast cast of B3. If you can't get the fast cast, don't go for it even if you can get F4 X4, F1 F4 F4 F4 will beat it with a fast B3 cast.
Someone more math savvy than me can do the fact checking on that if they'd like but I can't imagine gambling on a moment where we have to B1 or sit there doing nothing is worthwhile.
Hello, everyone.
FFXIV Producer and Director Yoshida here.
First, I would like to thank those who reported and investigated this matter! However, these reports are based on unofficial data, and not from official data, so we’re carefully investigating cases such as these.
From the reports received from everyone, we were able to confirm players circumventing aspects of the game system to, among other things, deal higher than intended levels of damage. Also, we would like to assure you all that this is something we take very seriously.
We have conducted an investigation based on official logs that were accumulated within the development team, and we have already identified the cause. For security reasons I won’t delve into specifics, but there already exist several checks and balances in place for irregularities in output damage, as well as strict limitations that have been set on the system-side. However, in order to avoid players from experiencing unexpected lag, or severely lowered level of gameplay comfortability, the system allows a certain amount of room for the decision to be made. For the case at hand, we have decided to carry out a stricter measure for unjustifiably speeding-up within the boundaries that have been set.
As we are nearing the release of Patch 3.2 and the introduction of the next raid tier, the development team has already implemented a stricter log observation, as well as a stricter automated detection for any data irregularities on the server-side.
I would like to mention that should we find tools which unjustifiably control the client process speed, or tools which modify the packets, we will not hesitate to carry out punishment such as banning the offending players.
We thank you all for sharing this information with us!
Please continue to enjoy FINAL FANTASY XIV!
And, of course, please look forward to Patch 3.2. :P
============================================================
皆さんこんにちは、FFXIVプロデューサー兼ディレクターの吉田です。
まずは本件、ご報告や検証をありがとうございます!
ただし、こちらは公式のデータではなく、非公式のデータに基づいたご報告ですので、
慎重に調査を進めています。
皆さんからのご報告により、我々としても通常のゲームクライアントの仕組みとは別の方法で、
高いダメージを出している形跡があることを確認しました。
また、これに対して強固な姿勢で対応を進めていくことをお知らせいたします。
今回、改めて開発チーム内に蓄積されている公式ログを元に調査を進め、既に要因を特定しました。
詳細はセキュリティの観点から伏せさせていただきますが、現状でも既に出力ダメージに異変がある場合、
それを特定する仕組みや、システム側の制限が厳格に設定されています。
しかし、これはプレイヤーの皆さんが不意のラグなどによって、プレイの快適性が著しく低下しないように、
ある程度判定猶予を持たせる仕組みとなっています。
今回はその「判定内での不正最速化」という部分について、さらに強固な対策を施すことにしました。
パッチ3.2の実装が近く、新たなレイドが公開されることもあり、開発チームではログの更なる強化監視、
より強固なデータ異変の自動検出などを既にサーバー側に実装済みです。
不正にクライアント処理速度を操作するツールや、パケットの改変ツールなどの使用が確認された場合、
容赦なく対象を処罰、BANなどの対応を行うことを、改めて明言させていただきます。
皆さんからの情報提供に感謝いたします!
引き続き、ファイナルファンタジーXIVをお楽しみください!
もちろん、パッチ3.2もお楽しみに :P
You know it's serious when Yoshi P responds. GG. Glad it's dealt with.
"were able to confirm players...."
So they found more than just that blm eh?
thanks for the fast investigation and punish these dirty cheaters hard *thumbs up*
Thanks Yoshida and the Dev team! Im glad you' solving this before 3.2
So in short you cracking down on dps meters now. Wow, I guess its no longer fight club secret.the development team has already implemented a stricter log observation, as well as a stricter automated detection for any data irregularities on the server-side.
I would like to mention that should we find tools which unjustifiably control the client process speed, or tools which modify the packets, we will not hesitate to carry out punishment such as banning the offending players.
When you see someones glamour with non matching boots
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