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  1. #1
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90

    BLM Pre-60 Ease of Use Buff - Fire1 cast time reduction

    Reduce Fire1's cast time to 2.0s alongside gaining the Firestarter trait.
    Just a little more time to react to the Fire3 proc when all BLM is is Fire3 procs.

    Yeah it'll buff BLM afterwards by letting them have 1 extra weave slot per fire phase, but I don't think that'll have too much of an effect. Please correct me if I am wrong.

    Thank you for reading.
    (0)

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Just let Firestarter stack to two. There's almost no balance implications of this at max level.
    (7)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    Just let Firestarter stack to two. There's almost no balance implications of this at max level.
    I don't like killing Firestarter-replacement risk, but if we're going to do it anyways... is it so harmful to allow 80% of an oGCD weave on your Fire cast itself via the OP's suggested cast time reduction?
    (0)

  4. #4
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I don't like killing Firestarter-replacement risk, but if we're going to do it anyways... is it so harmful to allow 80% of an oGCD weave on your Fire cast itself via the OP's suggested cast time reduction?
    You still have the same issue that you can overwrite Firestarter. There's a small window as is between cast and proc right now (As it occurs on spell hit vs animation hit like it did in ARR), so extending that window still leaves the possibility of having to restart a cast to use a firestarter to avoid a potential waste.

    Letting it stack to two solves the issue. You will never have to stop a Fire cast after it procs to ensure it doesn't overwrite, and it has no implications in the end-game.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    You still have the same issue that you can overwrite Firestarter. There's a small window as is between cast and proc right now (As it occurs on spell hit vs animation hit like it did in ARR), so extending that window still leaves the possibility of having to restart a cast to use a firestarter to avoid a potential waste.

    Letting it stack to two solves the issue. You will never have to stop a Fire cast after it procs to ensure it doesn't overwrite, and it has no implications in the end-game.
    Given that the hit is calculated before the spell projectile's animation even begins, that delay is an arbitrary constraint, though. We see this with things like Rockbreaker, for instance, where GL is granted -- or not granted -- from the moment the animation begins; whether an enemy was in its cone or not is snapshotted from the skill's activation time, not its release.

    Couldn't we just reduce the artificial delay to where it can easily be queued up to some .4 seconds before the GCD returns (assuming an 80% GCD cast time)? That, for instance, would allow us 200 ms of ping protection.
    (0)

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Given that the hit is calculated before the spell projectile's animation even begins, that delay is an arbitrary constraint, though. We see this with things like Rockbreaker, for instance, where GL is granted -- or not granted -- from the moment the animation begins; whether an enemy was in its cone or not is snapshotted from the skill's activation time, not its release.

    Couldn't we just reduce the artificial delay to where it can easily be queued up to some .4 seconds before the GCD returns (assuming an 80% GCD cast time)? That, for instance, would allow us 200 ms of ping protection.
    There's tons of ways it could happen.

    The easiest and most direct while having the least implication on overall job balance in the current state of the game is just giving it a two stack limit.
    (0)

  7. #7
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    For pre-60 I'd simply like Firestarter to be able to stack to 2. Can't say how many procs I've lost when fast casting.
    (0)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  8. #8
    Player
    OneTrueMiqote's Avatar
    Join Date
    Jul 2019
    Posts
    32
    Character
    Reina Kousaka
    World
    Leviathan
    Main Class
    Thaumaturge Lv 80
    Reducing F1's cast time to 2 seconds wouldn't give you 1 extra weave slot btw. There isn't enough time to weave without clipping. But I do like your idea. This helps mitigate the lack of movement tools at low levels to a degree and a bit more time to react for F3 proc is comfortable.

    I'm not sure how increasing F3 proc's stack to 2 would be implemented as there is a timer. If this timer was removed then it would absolutely make a difference at max level. Or if it resets per every new F3 proc? Neither wouldn't totally solve the problem because then you would ideally want to have 1 F3 proc on hold before the timer runs out for movement, which still means you need to react as quick to the second F3 proc stack as you do now. Either way, it seems like a bit of a clunky design when OP's idea already largely solves the problem.
    (0)

  9. #9
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by OneTrueMiqote View Post
    Reducing F1's cast time to 2 seconds wouldn't give you 1 extra weave slot btw. There isn't enough time to weave without clipping. But I do like your idea. This helps mitigate the lack of movement tools at low levels to a degree and a bit more time to react for F3 proc is comfortable.

    I'm not sure how increasing F3 proc's stack to 2 would be implemented as there is a timer. If this timer was removed then it would absolutely make a difference at max level. Or if it resets per every new F3 proc? Neither wouldn't totally solve the problem because then you would ideally want to have 1 F3 proc on hold before the timer runs out for movement, which still means you need to react as quick to the second F3 proc stack as you do now. Either way, it seems like a bit of a clunky design when OP's idea already largely solves the problem.
    What's clunky about letting it stack to 2?

    Issue: You overwrite firestarters unless you stop a Fire 1 cast to use the Firestarter.

    If Firestarter stacks -to 2-, then you never waste a firestarter back to back and never have to stop Fire 1.

    It has no implications at max level because using a Fire 1 in place of a Fire 4 to maybe proc a Firestarter in order to have it during movement is a DPS loss. You will lose any DPS you could potentially gain by doing this.

    There is precedent in game of Stack/Timer mechanics, and given the initial problem is about potentially losing a back-to-back cast, the timer is irrelevant.
    (1)