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  1. #1
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    They removed them for a very good reason: During HW (and even as early as ARR) the shear number of DoTs and debuffs applied at one time by characters participating in 24-man Raids, A-rank/S-rank hunts, and Daidem often exceeded the maximum number of visible debuffs and occasionally exceeded the maximum number of appliable debuffs on a target. Players could not tell if their DoTs/Debuff were up which caused sever losses in dps.

    So the great DoT purge of Stormblood had a very good reason behind it.
    Quote Originally Posted by Morningstar1337 View Post
    I think there was also the matter of the same number of debuffs crowing out the bosses' own buffs, like say, Cloud of Darkness' invincibility.

    Course I might be misremebering it as said invincibility, IIRC took the form of Stoneskin buffs and like meant there was a damage threshold that must be exceeded before the cloud can be damaged.

    Umm...
    You know that you can go into the settings and TURN OFF other players dots and debuffs, right?
    You can set it to only display yours and the enemys.

    (0)

  2. #2
    Player
    Ilenya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,508
    Character
    Aurora Vlondett
    World
    Balmung
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by ItMe View Post
    Umm...
    You know that you can go into the settings and TURN OFF other players dots and debuffs, right?
    You can set it to only display yours and the enemys.

    That doesn't actually prevent the issue with the debuff cap FYI.
    (6)

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Roda View Post
    That's an issue with UI design not class design.
    It was a UI compromise that was only a problem due to class design. A limit of 48 visible debuffs isn't a problem when each player can only apply 1 or 2 stacking debuffs/dots. It becomes a problem when each class applies 3 or more.

    Quote Originally Posted by ItMe View Post
    Umm...
    You know that you can go into the settings and TURN OFF other players dots and debuffs, right?
    You can set it to only display yours and the enemys.

    That didn't actually do anything (as that option is a client side culling) when the server was not sending you the info on your debuffs/dots. The server only sent out the info on about 48 buffs/debuffs/dots per target (to save on memory use/packet size) while only tracking up to about 100.
    (4)

  4. #4
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,241
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    It was a UI compromise that was only a problem due to class design. A limit of 48 visible debuffs isn't a problem when each player can only apply 1 or 2 stacking debuffs/dots. It becomes a problem when each class applies 3 or more.
    And the solution to that should be to give a clientside priority to show your dots before even trying to show the rest of the raid's. User's dots = Boss's buffs > trick attack = chain strategium = feint = addle = slow = blind = bind = stun = paralysis > other player's dots. The fact that the game puts every status effect into a bucket and just splashes whatever gets applied first onto those two rows is definitely a ui issue.
    (1)

  5. #5
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Roda View Post
    And the solution to that should be to give a clientside priority to show your dots before even trying to show the rest of the raid's. User's dots = Boss's buffs > trick attack = chain strategium = feint = addle = slow = blind = bind = stun = paralysis > other player's dots. The fact that the game puts every status effect into a bucket and just splashes whatever gets applied first onto those two rows is definitely a ui issue.
    The UI pretty much does that as the client parses your debuff/dots and the target's buffs/debuffs to take priority to visualize. The client can not display any info that it doesn't receive. The problem was that the server wasn't and doesn't send the full list of all buffs/debuffs/dots if it exceeds a certain limit. The server only sends you something like the first 48 buffs/debuffs/dots on the target even when it actually has 49+ buffs/debuffs/dots on it. If your debuff/dot ends up in position 49+ on the list no one is seeing it.
    (1)
    Last edited by Ultimatecalibur; 07-23-2020 at 08:20 PM.

  6. #6
    Player
    Roda's Avatar
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    Aug 2013
    Location
    Ul'dah
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    2,241
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    The UI pretty much does that as the client parses your debuff/dots and the target's buffs/debuffs to take priority to visualize. The client can not display any info that it doesn't receive. The problem was that the server wasn't and doesn't send the full list of all buffs/debuffs/dots if it exceeds a certain limit. The server only sends you something like the first 48 buffs/debuffs/dots on the target even when it actually has 49+ buffs/debuffs/dots on it. If your debuff/dot ends up in position 49+ on the list no one is seeing it.
    Idk how to tell you this, but how the UI interacts with the server is still a UI issue.

    Quote Originally Posted by Ilenya View Post
    It's a lot less likely to happen, to be fair. I only ran into it recently because I happened to catch a hunt train and tried to DoT the hunt. For most jobs it's a non-issue, but I feel bad for any SMN/BRD that gets caught in that.
    I know my timers well enough so that it doesn't affect me too badly.
    (1)

  7. #7
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Roda View Post
    Idk how to tell you this, but how the UI interacts with the server is still a UI issue.
    No, it isn't. This is a case of data transfer and data storage issues which require very different considerations and solutions. The UI is for the most part doing everything correctly, but is not getting all the data that needs to be displayed. If the server was sending the full list of buffs/debuffs/dots the client could potentially parse and cull them down to primarily display the applicable ones, but the server is not.

    I know my timers well enough so that it doesn't affect me too badly.
    Would you be doing alright if the total debuff limit regularly caused only 1 (if any) of your DoTs to be applied at all? Knowing your timers is meaningless if your casts are not actually applying them.
    (1)

  8. #8
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Quote Originally Posted by Ultimatecalibur View Post
    No, it isn't. This is a case of data transfer and data storage issues which require very different considerations and solutions. The UI is for the most part doing everything correctly, but is not getting all the data that needs to be displayed. If the server was sending the full list of buffs/debuffs/dots the client could potentially parse and cull them down to primarily display the applicable ones, but the server is not.



    Would you be doing alright if the total debuff limit regularly caused only 1 (if any) of your DoTs to be applied at all? Knowing your timers is meaningless if your casts are not actually applying them.
    This. I'll also add that you if your buff didn't appear you actually had no clue whether your cast was indeed applied but just not being one of the 48 displayed, or if it had not been applied at all because it exceeded the 100 status limit. That is definitely not a UI-only issue. Playing SMN on boss fates back in 2.0 was a crapshoot whether or not you actually did any DoT damage or not.
    (2)

  9. #9
    Player
    Roda's Avatar
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    Aug 2013
    Location
    Ul'dah
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    2,241
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    No, it isn't. This is a case of data transfer and data storage issues which require very different considerations and solutions. The UI is for the most part doing everything correctly, but is not getting all the data that needs to be displayed. If the server was sending the full list of buffs/debuffs/dots the client could potentially parse and cull them down to primarily display the applicable ones, but the server is not.
    K, so not a class design issue? Which is what you were calling it before?
    'Cause that's what I'm saying. My thing is it's how the dots are displayed is the issue, not that classes are bad because they have dots.
    I think we're looking at this from opposite ends. My perspective is: server -(causing issues with)-> UI display, not dot classes being present -(being bad for)-> other dot classes

    Quote Originally Posted by Ultimatecalibur View Post
    Would you be doing alright if the total debuff limit regularly caused only 1 (if any) of your DoTs to be applied at all? Knowing your timers is meaningless if your casts are not actually applying them.
    God, I haven't had that issue in a long while (I think it's been since ARR Odin), but since I've always had skills that are dependant on dots being applied, I could always tell when they were on (aka, festers hitting for the right amount, thundercloud procs, etc). It's not ideal, but in content with that many people ya rarely have to be 100% optimal. But seriously, what content are you doing right now to have ~50 BRDs or SMNs in one place? I don't think I've seen even eureka get that populated. ._.
    (0)