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  1. #1
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by RichardButte View Post
    We just need the same for oGCD abilities as well.
    Technically speaking ... There is an indicator. Your character itself lol. Since animations are the reason the use of oGCDs can feel wonky, you can quite literally watch the current animation of your character to determine when you can use an oGCD without issue.

    Ping is almost certainly not an issue with skills firing, XIV uses client side for the use of skills, the server legitimizes the action after the fact. This can be seen when disconnecting, You can completely execute any action on your bars, But they wont go on cooldown or trigger effects etc.

    Try an experiment on the dummy.
    Cast Split/Slug/Clean etc, But wait for the animation to play out and then use Gauss Round or Rapid Fire while the GCD is still active.

    If your character is standing perfectly still and yet those skills wont fire on first press, then you have a case of input lag more than actual ping issues.
    (0)

  2. #2
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by RichardButte View Post
    I sincerely want you to be right, but I'm hearing a lot of conflicting reports about this situation.
    It's a combination of things. Animations are the reason you can't activate two (or three, or more) abilities at the same time. Imagine being able to hit literally every oGCD you have at once. That's what this game could be like without the dumb animation lock.
    High ping means that your two abilities take longer to go off, preventing smooth double-weaving.

    Animations are the core problem, high ping makes it bad.
    (1)
    Last edited by dragonseth07; 08-14-2017 at 02:23 PM.

  3. #3
    Player
    XiXiQ's Avatar
    Join Date
    Nov 2013
    Posts
    809
    Character
    Xixi Eclipse
    World
    Ravana
    Main Class
    Red Mage Lv 90
    I wonder if they shouldn't just take away round-trip ping times from the timers. say it's 2.5 secs, if you have 50ms pings that would adjust to 2.4, if you had 250 pings it would adjust to 2.0. That would at least leave us with a level playing field - at the moment you have ppl with 15ms pings romping it in, people over 100+ getting in less skill opportunities (both GCD and oGCD) in the same time period. Ninjas TCJ, while a nice enough skill, needs perfect pings or it takes an age (and will flat-out fail if you try and pre-empt it)
    (5)

  4. #4
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    Quote Originally Posted by XiXiQ View Post
    I wonder if they shouldn't just take away round-trip ping times from the timers. say it's 2.5 secs, if you have 50ms pings that would adjust to 2.4, if you had 250 pings it would adjust to 2.0. That would at least leave us with a level playing field - at the moment you have ppl with 15ms pings romping it in, people over 100+ getting in less skill opportunities (both GCD and oGCD) in the same time period. Ninjas TCJ, while a nice enough skill, needs perfect pings or it takes an age (and will flat-out fail if you try and pre-empt it)
    Yeah, I had no idea ping had this much effect on the game.

    It's...literally making me not want to play it. It's hard to be enthusiastic about a game that punishes me for not living on the west coast...

    Quote Originally Posted by Sylve View Post
    Technically speaking ... There is an indicator. Your character itself lol. Since animations are the reason the use of oGCDs can feel wonky, you can quite literally watch the current animation of your character to determine when you can use an oGCD without issue.
    C'mon now, we're both lalafells: you know as well as I do that watching your animations amid the chaos of a fight isn't exactly a realistic expectation. :P
    (0)

  5. #5
    Player
    Nerisu's Avatar
    Join Date
    May 2015
    Posts
    193
    Character
    Lennard Cruce
    World
    Typhon
    Main Class
    Red Mage Lv 100
    Aside from being unable to double weave effectively, at 200+ ping sometimes RDM's dualcast proc doesn't register fast enough and the next spell hardcasts instead.
    (2)

  6. #6
    Player
    Kahnom's Avatar
    Join Date
    Aug 2014
    Posts
    1,616
    Character
    Arlizz Teirez
    World
    Jenova
    Main Class
    Monk Lv 90
    Trying to lvl up MCH 60+ lately.
    Well how should I put this ...
    Its barely different from lvled to 60 back in HW.
    The "Clunkiness" is the same.The overheat mechanics is not my style...
    Brd has more smooth "flow" rotation even I can't double wave.
    Its just seems wrong in many ways for this job.
    (0)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    With the server move my ping decreased from ~90 (~140 w/o WTFast) to ~30 (~70 w/o WTFast). For a while I could double-weave with zero clipping even at a 1.83s GCD on my Monk (skill speed shits-and-giggles build). Either weaponskills themselves had a shorter anilock, or each anilock was shorter than .7s.

    Since the start of Stormblood, however, double-weaving has again become unreliable at as little as a 2.00 GCD since the swap from Heavensward to Stormblood, and my displayed Suiton Ninjutsu again started to produce the occasional Fuma instead. However minor, something changed with the expansion, separate from the server change, and not for the better.

    On topic:
    If I recall correctly, someone found a minimal delay to queue sequencing as well, beyond the typically alleged global .7s animation lock. While the animation lock itself will not prevent doubleweaving except at very high speeds, the queue being unreactive, wasting a portion of the previous animation's time to check and prepare a contingent skill, for a set period likely will.
    (1)

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