

Not to stray from topic, but that is quite a difference when someone reports from the other side of the fence saying how it increased their DPS with a latency change.Los Angeles/El Monte, CA. Ping went from around 114 ms, to 76 within the first hour of the servers opening up again, down to 24 ms since.
The ping drop has allowed me to modify my opener as a Bard to use an extra Heavy Shot instead of using Feint to cram in two oGCDs before my buffs fall off, or use Feint to fit in an extra resetting Bloodletter or two. It's a fairly significant opening burst damage increase.
Has anyone else seen any differences from high ping to maybe lessened in case dns and isps routed differently now?
Double weaving is not an esoteric elite level tactic, it's just a basic part of the game. A game, by the way, that's designed in a country where virtually everyone has low latency. We have proof that SE designs and tests the game in just this kind of environment because of what happened with the NIN Mudra debacle. They designed, tested, and released a job where the core feature (casting Mudras in a sequence to perform Ninjutsu) was completely latency-dependent. The entire Mudra->Ninjutsu cycle occurs off GCD and you can't perform any GCDs between starting it and finishing it or it fails. The longer it takes to perform your Ninjutsu, the bigger DPS penalty you incur. Until the fairly recent NIN patch, client-side Mudra activation waited for server confirmations which made it slow and often buggy to perform the longer sequences unless you had a stellar connection to the server. Even with the patch, latency determines whether or not you can perform 2-step Ninjutsu without delaying your GCD. At a certain threshold even the 1-step Ninjutsu (Fuma Shuriken) causes a GCD delay.I don't play Ninja, so I can't comment on the specifics of any opening sequence. However, I suspect you are referring to an inability to double weave oGCD skills in which case your definition of 'proper' is at odds with the game itself. In a game with a 2.5s GCD a 100ms ping represents 1/25 of a GCD, if you think that the proper opener requires that level of timing to achieve, then your definition of 'proper' might need adjustment.
So yeah, they can claim that the game is "designed" for 200ms, but it's not. It's "playable" at 200ms, sure, but it's not designed for it or there wouldn't be substantial differences between what you can accomplish with the average Japanese player ping and what you can accomplish with the kinds of pings over half the NA playerbase has.
Last edited by Raikki; 05-20-2017 at 07:49 AM.


I spent 30 minutes last night fiddling around with my no-warrior ninja opener to get aeolian edge back inside trick attack. I'm not the best ninja around so I imagine better players would notice it more than I did. Mudras always clip and feel slow to me and it doesn't really seem any different I just noticed my last attack wasn't inside trick attack anymore.I don't play Ninja, so I can't comment on the specifics of any opening sequence. However, I suspect you are referring to an inability to double weave oGCD skills in which case your definition of 'proper' is at odds with the game itself. In a game with a 2.5s GCD a 100ms ping represents 1/25 of a GCD, if you think that the proper opener requires that level of timing to achieve, then your definition of 'proper' might need adjustment.
Before they also mentioned how AoE telegraphs were fine and there was no issue with landslide and such and obviously there was and they changed the behaviour because of it. (same with jump, etc.)
Just because something was mentioned before one time does not mean it is a) always true and b) applies to everything and c) things change so maybe 200ms was fine at lvl 50. That means nothing at lvl 60 our rotations are totally different with a lot more abilities and tighter timing for skills!
Last edited by enthauptet; 05-20-2017 at 07:55 AM.



Or they might just do what they often do and just do stupid calculations.
If you go solely by math, one OGCD will only take around 0,250-0,750 MS animation time. That means 2 would at most take 1,5 seconds, which leaves 500 MS for latency -> Up to 250 you're fine.
I mean, if the team designs savage fights under the premise that a tank only uses his aggro combo throughout the fight, then the team likely also calculates everything else in a somewhat odd manner.


That is not correct, you are not accountinig the clipping the game does. Once you use a GCD > it clips into the ocgds and that is where ping matters, then to the next ogcd, then if this is not done fast enough it will clip into the next GCD.Or they might just do what they often do and just do stupid calculations.If you go solely by math, one OGCD will only take around 0,250-0,750 MS animation time. That means 2 would at most take 1,5 seconds, which leaves 500 MS for latency -> Up to 250 you're fine.
I mean, if the team designs savage fights under the premise that a tank only uses his aggro combo throughout the fight, then the team likely also calculates everything else in a somewhat odd manner.
OCD>delay>ocgd>delay>ocgd>delay> OCD used after OCD reset= dps loss.
vs
OCD> no delay>ocgd>delay>ocgd>OCD used right when OCD timer reset
.
The delays are programed in the game as is, but with ping being high enough 100-120? you will run into what I bold, that kind of clipping. You may also run into ability use errors time to time, like how SWIFTCAST> summon = hardcast summon with the swiftcast buff on my buff bar. The game is badly coded, there is no way people can defend that it is not.
Last edited by Hamada; 05-20-2017 at 08:12 AM.


OHHH you are trying to figure out where they get the idea 200 ms = no impact on your play? yeah if that is the way they do it then it is way off, they seriously need real field testing by people with high reaction times, even some of the posters here can't see those delays.
agreed, 200 ms is different then 100 ms and different then 30 ms as far as impact on your rotations. If you know how to super tight your rotations it really does matter and it is noticeable, MCH openers fit in this as well. "I can double weave at 100 ms fine" to me translates "I do not see the small clipping in my next ocd so I feel it is fine. (its not, SE needs to code the game better)I spent 30 minutes last night fiddling around with my no-warrior ninja opener to get aeolian edge back inside trick attack. I'm not the best ninja around so I imagine better players would notice it more than I did. Mudras always clip and feel slow to me and it doesn't really seem any different I just noticed my last attack wasn't inside trick attack anymore.
Before they also mentioned how AoE telegraphs were fine and there was no issue with landslide and such and obviously there was and they changed the behaviour because of it. (same with jump, etc.)
Just because something was mentioned before one time does not mean it is a) always true and b) applies to everything and c) things change so maybe 200ms was fine at lvl 50. That means nothing at lvl 60 our rotations are totally different with a lot more abilities and tighter timing for skills!
Last edited by Hamada; 05-20-2017 at 08:32 AM.
While playing with 200-220 ping is indeed very noticeable and can be difficult, it's statistically very unlikely that all the ninja players above the 75th percentile don't play with 60ms ping.
60ms is a very common latency to have. So, saying that you can't do a ninja opener with that amount if pretty far fetched.
I get your point, but don't fall in the realm of exaggerations.
Before:
PC: Montreal Quebec 165 ms. to 181 ms. // With VPN 165 ms. stable no package loses but with spikes .
PS4:Playable not big issues
After:
PC: California 238 ms ~ 254 ms // With VPN 181 ms. ~ 210 ms. (until i find the best server or they made some fixes) less spikes no package loses.
PS4: unplayable , i think its around 250 ms. or more , not sure .
Conclusion:
Last edited by GayFox; 05-20-2017 at 09:30 AM.
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