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  1. #1
    Player
    Linkurrra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Linkci Lunarpaw
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Davorok View Post
    4th) KO's and Res-Sickness is really gonna suck now. You used to be able to regain your HP/MP while running back to your Leve area, Behest, grind camp, dungeon, etc. Now you will either have to stand around at the Aetherite another few minutes before you head back or you will have to "rest" another few minutes after you get back to your camp. An animation to indicate you are not ready yet would be helpful. (Again, I am lazy and want the game to do it for me even though I could just kneel myself).

    Now for my "lame-ass-easy-mode-casual suggestion/request: Since DoL are getting "Sneak" to avoid enemy encounters while gathering, I think it would be nice if we had a "Ghost Sneak Mode" after KO and while we are under Res-Sickness. Any action on our part should end the Sneak/Ghost Mode but while it is active we should not be attacked or take damage.

    And since I am asking for everything on a silver platter already, make 2 different "/rest animations".

    1 is that really cool "Dome-like" spell from the Opening CS Boat Ride which protects us from damage while resting. It would have to disappear both upon character action and also upon full HP but it drains MP while active.

    The 2nd is the Ghost-Sneak ability that also disappears upon character action and when MP is full but it drains HP while active.

    Just some thoughts I don't expect to be implemented but isn't this what these Forums are for...the exchange of ideas no matter how great or stupid they are? ;>)
    I would like to see some nice "Weakness" and "Brink of Death" animations. Maybe when standing still with this status, your character hunches over and pants. Brink of Death would exhibit even more pain and agony, where they hunch over further and possibly do the occasional /stagger.

    FFXIV have such lovely animations and facial animations for quite alot of the game components. It is always a pleasure to see more!

    I know I've been preaching about /sit. But I'm not against /heal. I like where you guys are going with this. I do think it could stand to have an enhancement.

    Visual Queues and feedback are always handy in battle. Not EVERYTHING needs to have flashy icons, in game battle symbol overlays. There is a point where, the flashy battle animations just get to be to much and you can't concentrate on the battle at hand. Instead your blinded by all the hits, the creature is taking and you can't even see if it is actually taking damage!

    Shouldn't we be able to see if the creature is close to death without having to find the ever present HP bar over it's head or the Target information UI element?

    Just sayin'
    (0)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Heres the thing, there would be no point in saying ANYTHING at all about this if it went like this..... Cast spell(incurring enmity)-->Spell is done(not incurring enmity)-->Recover MP/HP right after you cast the spell. I hardly think thats going to be the case, why say anything at all if it was like that. The only time your going to be "incurring enmity" will be when the spell was caste, going from your words. That means you just have to sit in one spot and will ALWAYS GAIN HP/MP and never stop, unless your casting something. EVEN THEN you don't get enmity when your casting something, so there for the only time hp/mp will stop regaining will be the one second that your spell hits. I'm just going off your logic here bud..... To be honest, its pretty broke if its going to work like that.
    (0)

  3. #3
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
    Location
    Balmung (USA, EST)
    Posts
    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Rokien View Post
    Heres the thing, there would be no point in saying ANYTHING at all about this if it went like this..... Cast spell(incurring enmity)-->Spell is done(not incurring enmity)-->Recover MP/HP right after you cast the spell. I hardly think thats going to be the case, why say anything at all if it was like that. The only time your going to be "incurring enmity" will be when the spell was caste, going from your words. That means you just have to sit in one spot and will ALWAYS GAIN HP/MP and never stop, unless your casting something. EVEN THEN you don't get enmity when your casting something, so there for the only time hp/mp will stop regaining will be the one second that your spell hits. I'm just going off your logic here bud..... To be honest, its pretty broke if its going to work like that.
    The way I read it, if you have dots, debuffs, or hots applied, you won't be regaining HP/MP.There will very likely also be a small window after you use an ability/spell where you don't gain HP/MP.
    (0)

  4. #4
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Rokien View Post
    Heres the thing, there would be no point in saying ANYTHING at all about this if it went like this..... Cast spell(incurring enmity)-->Spell is done(not incurring enmity)-->Recover MP/HP right after you cast the spell. I hardly think thats going to be the case, why say anything at all if it was like that. The only time your going to be "incurring enmity" will be when the spell was caste, going from your words. That means you just have to sit in one spot and will ALWAYS GAIN HP/MP and never stop, unless your casting something. EVEN THEN you don't get enmity when your casting something, so there for the only time hp/mp will stop regaining will be the one second that your spell hits. I'm just going off your logic here bud..... To be honest, its pretty broke if its going to work like that.
    When you start casting mp stops regenerating, when you use an self buff mp stops regenerating, when you move mp stops regenerating.

    After you cast an spell use an buff and stop moving and wait about 3 secs (maybe more or less) mp will start to regen.....
    (1)

  5. #5
    Player
    ChiefCurrahee's Avatar
    Join Date
    Mar 2011
    Posts
    959
    Character
    Chief Currahee
    World
    Balmung
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Rokien View Post
    Heres the thing, there would be no point in saying ANYTHING at all about this if it went like this..... Cast spell(incurring enmity)-->Spell is done(not incurring enmity)-->Recover MP/HP right after you cast the spell. I hardly think thats going to be the case, why say anything at all if it was like that. The only time your going to be "incurring enmity" will be when the spell was caste, going from your words. That means you just have to sit in one spot and will ALWAYS GAIN HP/MP and never stop, unless your casting something. EVEN THEN you don't get enmity when your casting something, so there for the only time hp/mp will stop regaining will be the one second that your spell hits. I'm just going off your logic here bud..... To be honest, its pretty broke if its going to work like that.

    the way recovery will work in 1.19 you will get additional HP/MP the longer you taken no actions per tick.
    example:
    tick #1: HP/MP +10
    tick #2: HP/MP +20
    tick #3 HP/MP +30

    or
    tick #1 HP/MP +10
    tick #2 HP/MP +10+2
    tick #3 HP/MP +10+3

    something like that.

    if you move, are under attack or take an enmity gaining action your recovery stops, and starts over.

    it would be broken if you continued to recover MP at that increased rate in passive mode alone regardless of actions taken.

    The reason they put the language in, is so players don't say "I'm in passive mode, why am i not recovering" and SE would say well you're in passive but you started to gain hate by casting cure from passive mode so your recovery stopped.

    Currently in 1.18 in longer fights mages will:
    1) cast
    2) go passive
    3) wait
    4) cast
    5) go passive
    6) wait

    in 1.19 it balances the ability to cast from passive mode and the recovery rate. It becomes less tedious for mages to cast go passive cast go passive over and over.

    We will still be able to recover mid battle regardless of the creation of enmity. As long as we're not actively creating enmity from passive mode (casting) or being attacked or on the move.
    (1)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,208
    Welp, if that is so Dreamer, then he is WRONG, chief that is... Because you wouldn't be gaining enmity(incurring it) during that "cool down" time.

    I'm not saying one way is the final way here. I'm just going off your guys logic. This game will be SUPER easy if this is all the case, at least you had to put your weapon away before to gain it back.


    PS: tons of errors in the patch notes as is. This could be one of them.
    (0)
    Last edited by Rokien; 10-02-2011 at 03:16 AM.

  7. #7
    Player
    Renshi's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,538
    Character
    Renshi Hyatsuki
    World
    Phoenix
    Main Class
    Marauder Lv 70
    What does "to incur" mean?
    (0)

  8. #8
    Player
    zaviermhigo's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,820
    Character
    Zavier Mhigo
    World
    Hyperion
    Main Class
    Arcanist Lv 80
    incurring means "to become subject to specifically as a result of one's own actions"
    (0)

  9. #9
    Player

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    Mar 2011
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    Ul'dah
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    The idea of almost infinite amount of mp flow, doesn't sit well with me.
    (0)

  10. #10
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Probably a good place to drop a post of mine:

    Enmity System

    A valuable member of the FFXIV community did some extensive testing on the enmity system introduced in patch 1.18. Before I get into a simple explanation, I encourage you to peruse the following two links:

    Explanation of Testing Procedure

    Chart of Enmity Values

    When a party is engaged in battle, each party member has a numerical enmity value equivalent to 0+ per claimed enemy. Every 1 point of damage done directly results in 1 point of enmity gained. Any 1 point of HP healed directly results in 0.75 points of enmity gained. Furthermore, other non-violent skills have static values of enmity gain. Traits such as Intimidate and Out of Sight provide +10% and -10% to all enmity gains respectively.

    Essentially, a player's enmity is described most accurately as a numeric value that increases through the actions of that player. Further testing also shows that enmity neither gradually decreases over time, nor gradually increases over time.

    Given that information, it is quite easy to see the difference between incurring enmity and having incured enmity:
    • By performing an action that grants enmity to the user, one is incurring enmity.
    • By remaining still despite having performed action earlier in the engagement, one has incurred enmity, however their enmity value has not since changed.

    With a very straightforward, cumulative enmity system such as this it is not so difficult to imagine an HP/MP regen system that kicks into effect after a certain period of time of having a constant enmity value, and stops once a player's enmity value increases. Such a system would allow for a mage casting in passive mode to constantly be regenerating HP and MP by waiting between casts.


    Previous Uses of the Term Incurring Enmity

    Quote Originally Posted by NOC_NA View Post
    DoL Stealth Skill
    • Once activated, the stealth effect will remain indefinitely.
    • However, the effect will wear off if you reuse the action, incur enmity, enter certain areas, or change classes.
    • The action is not subject to a recast time.
    • Movement speed will be reduced while stealthed.
    • The stealth effect nullifies any effects present that grant increased movement speed.
    • The action cannot be used when:
      • Incurring enmity
      • On chocoback
      • In certain areas, such as city-states and dungeons
    Quote Originally Posted by Gildrein View Post
    Calling Your Steed
    Your chocobo can be called by using the chocobo whistle via the micro menu.
    However, you cannot call your chocobo when:
    • Inside a city-state or dungeon.
    • Incurring enmity from an enemy.
    * No recast time is imposed upon the chocobo whistle.
    The bolded areas in the above quotes include the term incurring emity being used in the same tense.

    In the case of the skill, Stealth, it is quite clear that incurring enmity is referring to getting aggro. If you already have the attention of a mob you cannot activate Stealth. With what we know about the enmity system, gaining aggro from a mob does not give you any numerical enmity. If another player was to come by and do exactly 1 damage on the enemy that has aggroed you, they would gain the enemy's attention and have hate on themselves henceforth.

    This is important, because it points out that one can have an enmity value of 0, yet be in a state of incurring enmity.

    The same conclusion can be reached by the information given by the information pertaining to the Chocobo Whistle.

    With that manner of a definition, things get even more interesting. This implies that incurring enmity isn't necessarily based directly on your numerical enmity value, but rather the state of having the enemy's attention. When applied to the description of the changes to how one regenerates HP/MP it can be concluded that HP/MP regen only does not occur when the mage in a passive stance has a blinking red icon (has the mob's attention/hate), provided they are not at that point using an action.


    Quote Originally Posted by NOC_NA View Post
    [dev1151] The following changes have been made to passive mode HP and MP recovery:
    • Players will not automatically recover HP and MP when incurring enmity.
    • HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.
      • The recovery amount will reset under the following conditions:
        • The player is attacked
        • The player moves or performs an action
    Furthermore, provided how performing an action is already explicitly given as something that resets HP/MP regen (note the use of reset instead of cease/stop) it would be redundant to suggest they mean to say gaining points of enmity will reset your regen value. Therefore, personally I am leaning towards HP/MP regen being active at all times between actions by a mage in passive mode so long as the mage is not blinking red.

    I hope with that wall of text I was able to explain my reasoning effectively, and at least allow you to see the viable probability that mages very well may be regenerating MP quite often during party battle content.
    (2)

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