

Thm generally fail in moogle from MP management. Yesterday one of Our LS parsed with the archers at around 55k on thm making me a believer.
Anyways, i hope convert doesn't have a crazy long cooldown. Even 5 mins would be acceptable imo.
a thm, played correctly, can indeed contribute to moogle fights. however, i must nitpick about a couple things.
cite dps, not total damage.
1. total damage doesn't matter because primals regen and/or heal themselves, so the longer the fight drags on the higher EVERYONE'S total damage.
2. a good thm is able to do about 60-65 dps at the end of a start-to-finish moogle parse, and that sounds about like what your THM was doing- but that's still much much lower than what a good archer should be doing. you should be expecting your archers to finish at 75-85 dps.
in a 14 minute moogle fight i might do 82 dps, which means i'll end with nearly 70k damage. however, in an 8 minute speed run i might do 85 dps, which means i'll end with about 41k damage. if you're in the mode of thought that 55k is good, you'll look at my 85 dps speed run parse and think it's low? again- dps is the only figure that really matters. or if you MUST list total damage, at least include the battle time so people can do the math themselves.
anyway, 10-20 dps is still a pretty major gap.
that said- with archer switching to BRD role and doling out MP regen songs, and BLM getting convert... this is probably a moot discussion, as BLM should be able to do much better DPS than THM (and we assume more dps than BRD since BRD won't be focused on damage).


the question is will people switch to the jobs within these primal fights?
because they are unable to equip for example "Sentinel" which is by many people called a "must" in these fights. BLM wont have more defense or HP than THM nor any of the jobs will have an overpowered "protection skill" for the group. so the BLM will knocked out after the special attack from each primal without sentinel?
i think so or so its a pitty that you need one skill of a class as a must to be alive after an attack.
they need to reduce the effect of sentinel havely and on the other side reduce a bit of the special attack damage from the primes. otherwise i see bad times for ne new jobs.
or am i wrong? hum.
Last edited by Tonkra; 03-06-2012 at 07:24 PM.
Should have just made "Esc" key to cancel spell, or made it that your character didn't animation lock while moving. Like being able to have animation go off while still running. Guess that's too hard to program though. I wouldn't know, I'm not a programmer.
I am seriously going to beat you until battle tanks pull us apart.

Anyone notice in the video right next to the mp bar, there is a " >> " that seems to turn on when moving and off when standing still? Wonder if thats a debug tool or something going into the actual patch.
Greetings!
Yoshida has posted more information about the /facetarget command that will be implemented in patch 1.21. Hopefully this will help with any confusion that some of you may have about this new function.
Hello. Producer/Director Yoshida here.
I’d like to follow up on a few things.
As stated on topics, the video was made for mouse and keyboard controls, so please keep this in mind.
Since YukiAri’s comment is extremely appropriate, I’d like to quote it.
You can consider the "/facetarget (default key: H)" a shortcut for people concerned with the ability to quickly cast after moving.With the H key, when you move with WASD, even if you take your finger off the keys there is still some inertia, so is this to be used for changing your direction and instant stops?
As has been pointed out, the use of /facetarget is meant to stop movement and establish a line of sight with your target.
With the current PvE environment I believe there isn’t much awareness of line of sight, but once PvP comes, this is going to become necessary. However, until PvP is introduced, you don’t really need to worry about it.
Even if the input for movement in FFXIV was removed from the client side, there would still be about a 1.3m movement due to inertia (up until version 1.20). In this case, even though you all would perceive that your character has stopped moving, you character is still moving due to inertia and the server is counting this as movement.
/facetarget will immediately stop your character’s movement and quickly change direction so you are facing your target without the interference of the movement inertia.
If we were to apply a realistic animation to this making your character turn slowly there would be no point for having this command, so the abruptness of the animation is intentional.
For those players who play with a gamepad while laying down (meaning, they do not have a keyboard nearby), in order to make it so casting is not constantly canceled due to inertia movement, we have made adjustments on the server side so that casting is not possible until the server determines that movement has stopped. Also, minute adjustments will be made to inertia movement distance following this. (It is possible to setup macros for /facetarget)
With this, we’ve adjusted the operability so that there is no need to re-select the target even if you cancel while casting a spell.
We’ve made adjustments so that you can play with a controller while lying down just fine without using /facetarget if you aren’t too concerned with the quickest spell casting, so we would like you all to try this out and let us know your feedback.
The feature where you can freely setup shortcut keys on the gamepad involves a core system change and as such this will be supported via gamepad mode in the UI for 2.0.
The .3 seconds you mentioned is the delay of movement packet delivery. (The explanation is filled with jargon and tech talk so I won’t write anymore than this.)I seem to recall there being some kind of .3 second delay arising from the server for movement canceling and recasting lag.
In regards to the video, in order to make it easy to understand we left a gap between the casting cancelation and recasting after the cancelation.
It’s actually possible to immediately recast without waiting for the animation or casting cancelation animation to finish.
It’s kind of hard to convey this image with text, but… (it’s also somewhat technical)
Begin casting ⇒Character movement by client ⇒Movement detection by server⇒
Cancel casting ⇒ Casting input by client ⇒ Server determines casting and if possible commences casting…
The client side VFX (effects) and animations function asynchronously, but the server determines whether recasting is possible or not by the quickest client to server communication without waiting on the graphics.
However, as I mentioned previously in a separate thread, FFXIV is a server/client type of online game, so everything that you input is sent to the server and until the server processes the functions and delivers the result to the client, a physical time delay will occur depending on everyone’s network environment.
This is the same for FFXI, FFXIV, WoW, Rift, and SWTOR.
Compared to stand-alone games, this spec is something that is essential for online games, so please understand.
(For the tech saavy, I will go ahead and say that there is still some room for packet queue streamlining.)
With all this said, for those of you who have feel like there is quite a bit of wait time between casting cancelation and recasting, please do not worry. It will be possible to recast in less than a 1/3 of that time.
For players who use mouse and keyboard, I recommend the below settings:I use keyboard and mouse, but I guess I would have sub-target off. I often use sub-target lol.
・Config > System “Action Bar Display” ⇒ON
・Config > Target “Use sub-target when executing an action” ⇒OFF
・Change key bind for /facetarget to the “F” key
Use WASD to move, target with your mouse, press “F” for /facetarget to stop immediately, and execute a spell using the 1-0 shortcut keys (or clicking on the action bar with the mouse).
These are the same controls as other general MMOs.
Also, this is preference, but you can toggle the /actionqueue on/off.
Sorry for the lengthy post.
We also have another post from Yoshida coming later today as well, so be on the look out for it!
Last edited by Rukkirii; 03-07-2012 at 08:28 AM. Reason: .3 not 3 second delay!
Bethany "Rukkirii" Stout - Community Team




Hello. I thought I should point out that there was a mistake in the translation. Yoshida (as well as the person he quotes) refers to a 0.3 second packet transmission interval. The English translation says 3 seconds, which is ten times as long as Yoshida said.
It seems like this was a simple oversight in the translation process, but in terms of latency, three seconds and three tenths of a second are pretty different. If possible, would one of the reps mind editing the post before more people get the wrong idea about how long it is taking for our computers to talk to the server?
Thanks!![]()
Thank you for pointing that out Rane! I'm sorry that we forgot the "." in the translation, it has been corrected!Hello. I thought I should point out that there was a mistake in the translation. Yoshida (as well as the person he quotes) refers to a 0.3 second packet transmission interval. The English translation says 3 seconds, which is ten times as long as Yoshida said.
It seems like this was a simple oversight in the translation process, but in terms of latency, three seconds and three tenths of a second are pretty different. If possible, would one of the reps mind editing the post before more people get the wrong idea about how long it is taking for our computers to talk to the server?
Thanks!
Apologies if this worried anyone!
Correct:
The .3 seconds you mentioned is the delay of movement packet delivery. (The explanation is filled with jargon and tech talk so I won’t write anymore than this.)I seem to recall there being some kind of .3 second delay arising from the server for movement canceling and recasting lag.
Bethany "Rukkirii" Stout - Community Team
Sounds great. Almost sounds like pressing H forces a position check. I wonder if this can be used to help combat some of the issues with Ifrit. Where on your screen it looks like you are out of eruption/plumes but you still get hit. Will hitting H as soon as you are clear(on your screen) help alleviate this? I hope so!
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