Ok why is everyone thinking attack speed is a skill speed or spell speed these are two extremely different things stop labeling as the same. 15% Sps/Sks is a tiny compare to 15% Attack speed. STOP MISLEADING people
Ok why is everyone thinking attack speed is a skill speed or spell speed these are two extremely different things stop labeling as the same. 15% Sps/Sks is a tiny compare to 15% Attack speed. STOP MISLEADING people
It doesnt vary just by gear but also in which step of the rotation you are, as explained on the OP. There are 2 different timers in which you cannot find a correct GCD tier to perfectly fit in the two of them the trick attack without clipping your gcd or delaying trick.
you are mistaken how gcd and ogcd worksSo I thought, too, until I saw the current research on ping-based uptime loss. It's double the ping. The allowable latency is half the remaining GCD gap. Just as the fact that GCDs let us queue (and more importantly, query) .5 seconds early only allows us 250 ms of ping before penalty. Else a 500 ms ping player would still be spamming away at GCDs just as quickly as you do. ...They don't.
I'm not really a fan of repeating myself. Try the class and show me your findings, because i really think you are not speaking from experience here but feelings.Yes, they are. The only thing that would make it not so is to follow a different rotation or lost uptime. Given the same rotation, as strictly given in my statement, the intervals allowing for a perfectly time TA are fixed to the same extent any other oGCD in the game is.
Huton has an effect of reducing your weaponskill recast time by 15%, it wouldn't affect trick unless trick is made a Weaponskill on the ogcd.
That said, Shadow Fang does get his cd reduced from Huton and SKS as its a weaponskill, bringing it to a comfortable 59.08seconds of recast time which will never make you clip your gcd or delay shadow fang to fit a 60s rotation, whereas trick, it is current state does.
I'm just asking to have the same treatment as Shadow Fang has for Trick attack so we can have a smoother rotation.
Yes, because of... as you said the inclusion of TCJ creating a different modular interval every other minute. So why use a tangential fix rather than targeting the issue itself? Otherwise those 10.5/14.0 seconds are still going to increasingly throw a wrench in your works every other minute.
You know what, by all means, scale it with Attack Speed from a start of 70 seconds and just require players to track its actual raid timing off a 3rd party program or some other correlative skill, but at least fix the actual issue, then, because otherwise those 3.5 seconds on TCJ are going to have a varying mod time relative to the and repeat the whole issue again despite the fuddled tooltip you'd have created alongside demanding an entire new category of code (note, there are no oGCDs that scale with Attack Speed--none).
I'll just leave this here then...
Didn't they say that it was simply mislabelled, thus removing its SkS scaling as a "bug". In HW, for instance, when it truly was a weaponskill, it inflicted the GCD (even though it wasn't affected by other skills' GCD infliction), which is why it still cost a 600ms-GCD of uptime loss even when perfectly used.
And as soon as it became an Ability, it lost SkS-scaling.
But, yeah, hopefully then there's still some precedent code that wasn't in itself problematic (since I don't see why else they'd want to remove EA from scaling instead of just adding BL to it for further mitigation of desync issues).
Last edited by Shurrikhan; 11-08-2019 at 09:01 AM.
No need to track it, Shadow Fang works the same way and aligns perfectly every minute, it'll be the exact same timer.
And the suggested change won't affect that in any way. It's just a QoL change aiming to make nin able to press Trick Attack every 60 seconds on a constant basis instead of having it naturally drift away due to how GCDs works
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