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  1. #1
    Player
    xXRaineXx's Avatar
    Join Date
    Sep 2013
    Location
    うるうるだ
    Posts
    369
    Character
    Raine Serafine
    World
    Chocobo
    Main Class
    Archer Lv 70

    BUG or settings? Own DoT's sometimes disappears...

    This issue has been around for as long as I can remember.

    Sometimes the DoT's that I apply just disappears. The DoT icon itself disappears, but I do not know if the DoT is still active or not as this only happens during dungeons (very rarely), raids (sometimes), alliance raids (pretty much all the time). Doesn't happen when testing on dummies though.

    This can get very frustrating to deal, for example while playing as BRD, you cannot see your DoT's so you may miss Iron Jaws, sometimes even if I refresh DoT's while I know they are still active (icon missing), the icons will still remain invisible.
    This can get very odd while playing MNK too, or pretty much any other class.

    I don't know if this is just me, don't really see talking about this. Maybe there is a option to turn off DoT's other than yourself?
    (3)

  2. #2
    Player
    Vespar's Avatar
    Join Date
    Mar 2011
    Posts
    2,768
    Character
    Leyna Crosse
    World
    Goblin
    Main Class
    Summoner Lv 100
    This happens to me on monsters where several people are fighting such as S ranks or CT,ST,WoD, or VA. The more other people place dots on the monster, the less of my own dots I can see unless I refresh the dot. This happens regardless if I have it set to show only my dots or not!

    If there is a way to fix it, I'd love to hear it because its insanely frustrating on ninja, bard and SMN not knowing how long is left on my dots
    (1)

  3. #3
    Player
    xLucia's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    372
    Character
    Yuka Nisah
    World
    Moogle
    Main Class
    White Mage Lv 100
    I think its because mobs only a have a set amount of dot slots on them, so if alot of ppl are dotting it, other ppl's dots can dissapear, esp if its a certain type of dot that can only have 1 of them on said mob. Like for example, nin & war have a dot that increases dmg taken to mob by 10%. Only one of them is allowed at a time. So one of the two will dissapear. Hence why the more ppl u have, the more often this will occur. It's the only thing i can think of.

    That said, I have the problem too and it would be nice if SE can adress this in some way, even if its just a msg saying ur dot has dropped off, so u know what ur dealing with.
    (2)

  4. #4
    Player
    hagare's Avatar
    Join Date
    Oct 2014
    Posts
    2,042
    Character
    Cesan Duff
    World
    Tonberry
    Main Class
    Dragoon Lv 90
    I think it has something to do with how many debuffs and DoTs can be on a boss at the same time.
    Also some skills with the same effect overwrites the old ones.
    like NINs and WARs slashing debuff.
    (2)

  5. #5
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    There's a limit on the number of active icons it'll show. Unfortunately they never implemented anything to prioritize your own debuffs, only move ones that are visible to the front of the stack. My guess is that the server only sends back the first 40 entries or whatever the limit was, without doing any kind of filtering on its side to determine which are more useful for you. And this is probably unrelated, but another funky thing is that sometimes when you use an ability(especially if you're riding the GCD really closely) your client updates showing it, but it turns out the command never really activated(I suspect it's one part lag and one part the command getting there a bit too early while the cooldown period is still in effect). In the event it was something persistent like a DoT, the icon will disappear the next time the server sends state data to your client.
    (3)

  6. #6
    Player
    Sevyrr's Avatar
    Join Date
    Feb 2015
    Location
    Ul'Dah
    Posts
    90
    Character
    Sevyrr Flamesong
    World
    Moogle
    Main Class
    Monk Lv 60
    The question really is:
    are these "overflow" additional effects (DoTs or debuffs) still active when not shown because of the apparent "maximum" quantity being attained, and simply not shown, or are they deactivated?

    If they're all still active, then hurrah!
    However, a minor solution for you, if you wish to not know what detriments other players are applying to a boss: in your character settings, there's an option to show target detriments only afflicted by you. Give it a whirl, and see if your DoTs are still falling off.
    (1)

  7. #7
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    Mobs can have a maximum of 60 icons attached to them, that's buffs & debuff combined (anything that creates a status icon). At any one time only 30 of these can be displayed. The other 30 will do damage or inflict a status but won't be shown. However, it's incredibly easy to reach that 60 limit depending on the team makeup. It's harder with 8 people, obviously, but once you hit 16 it's not difficult at all.
    (6)

  8. #8
    Player
    Gamer3427's Avatar
    Join Date
    Feb 2015
    Location
    Limsa Lominsa
    Posts
    882
    Character
    Rashi Shadowblade
    World
    Shiva
    Main Class
    Machinist Lv 60
    As others have said, it's a debuff limit on mobs. Once you get near that limit, skills will occasionally not show up at all even if you have it set to show only your own. What's more is that while they'll be active and do damage even when not showing up for you, it is my understanding that they can get to the point where they simply won't activate on the enemy at all if they reach the hard limit, doing no damage or debuffs. This includes any skill that activates on enemy that doesn't just do instant damage. Some, (but not all), skills that it's notably annoying that this can affect are Virus, Eye for an Eye, Trick Attack, and the one that is the most annoying for me in particular, Wildfire.....

    For those of you who don't play MCH, Wildfire is by far our highest DPS skill if used properly, (dealing 1/5 of the damage of our 15s burst rotation on it's own), while being tied to a 90s cooldown after casting it. It can also be completely disabled if there are too many effects on the target, resulting in a fairly massive drop in MCH DPS if it happens multiple times in one fight, (which it almost assuredly will if it happens once). This is on the class that is tied with Bard as having the lowest base DPS to begin with, and that relies on that attack to reach that point. It's not as big of a deal if a single DoT is knocked off for a SMN or other classes, because while it does add up, they can simply recast that skill when something else wears off whenever they want. With MCH, this skill is tied to a 90s cooldown which means that if it doesn't apply but the skill is used, we simply lose out on that skill entirely for a minute and a half, (actually longer if you want to make the most out of it when you do use it)......

    The status limit on enemies is a system that desperately needs to be reworked. Particularly as they add more and more skills that inflict some sort of status effect or DoT to classes, because it will get to a point where skills are constantly being prevented from activating on enemies in 24 player content simply because half the group is using all their skills. For point of reference, what I keep hearing is that that the visual DoT limit on enemies is around 40, and I think I've heard that the hard limit is around 50, (though it could have been less or more on the hard limit). Let's say in the extreme case, you go into a 24 player raid and the RNG hates your group, so you get 5 SMNs and 2 SCHs per party. JUST from them using Bio, Bio 2, Miasma, and Miasma 2, and JUST from the DoTs and not counting status effects from these skills, that would be 84 DoTs, plus another 6 Aero's from the SCHs, bringing us up to 90 potential DoTs active on a target at once. If the hard limit is 50, that means that 40 DoTs are completely lost even before accounting for skills like Virus and Eye for an Eye taking up slots, or even Shadow Flare, not to mention whatever tank skills are used that inflict debuffs. That would be all four DoTs from 10 members of your raid group that would be doing nothing what so ever, which means that potentially the entire DPS from two parties would be stuck without most of their skills able to do any damage. Again, this is in the most extreme case obviously, but it is a very real concern since so many classes have at least one or two DoTs, and a handful of other skills that inflict debuffs of some sort. Going back to MCH, I could potentially have 4 active skills on an enemy during the start of my burst that would take up a slot, even if they're immune to silence, and my theoretical situation was listing just 4 slots being taken by each member of the raid group minus the tanks. In most cases, all the slots might not be filled up CONSTANTLY by DoTs and debuffs, but just being filled up most of the time can result in a massive amount of damage and skills lost across the raid group....

    I can understand why there are limits on this sort of thing, because it is necessary to limit just how much data is being sent back and forth from the server during large scale fights in order to maintain stability. I'm just saying that some sort of improvement really needs to be made in this regard. I'm not one to typically say "you must have have max DPS at all times", but when there is a potential for massive DPS loss across the raid group with player skill not factoring in, there is an issue that needs to be addressed......
    (1)

  9. #9
    Player
    Culfinrandir's Avatar
    Join Date
    Aug 2014
    Posts
    2,322
    Character
    Culfinrandir Caladel
    World
    Leviathan
    Main Class
    Fisher Lv 70
    Just to reiterate, the hard limit is 60, not 50.
    (0)

  10. #10
    Player
    Paladinleeds's Avatar
    Join Date
    Sep 2015
    Location
    Ul'dah
    Posts
    2,210
    Character
    Nomfur Farredzasyn
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Gamer3427 View Post
    .
    It gets even worse when you start factoring in some of the tank's "OH ****!" buttons and PvP.

    For those unaware, PvP is a 8v8v8 to 24v24v24 Flames v Maelstrom v Adders chaos unburdened. Assuming it's 24v24v24 and every person in the PvP has 1 buff/debuff they can use on you. That alone is 73 buffs/debuffs. Now, with a hard limit of 60 status icons, you can use this to simply BREAK the "OH ****!" buttons of the tanks. Paladin pops Hallowed Ground? Just DoT him up. Assuming Paladins can still be buffed/debuffed in HG, or at least have the attempt at debuffing count towards that hard limit, and you can see HG fall down. If buffs won't trigger after that hard limit, its even worse. Just make sure they're dotted up constantly, so when they try to HG, the cooldown is activated, but no buff is used. That's a 7 MINUTE cooldown wasted.

    Same applies to Dark Knight and living dead. Once they trigger Walking Dead, just debuff them enough to trigger either the walking dead not activating at all, or cause it to fall off early so they die. Boom, 5 minute cooldown wasted.

    Holmgang has a 3 minute cooldown, but same effect applies here.
    (0)

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