Group mitigation doesnt always work either because there can be up to a full second between the first party member receiving it and the last. The game is hopeless jank in that regard.
Worst thing is the way shields are applied. They're not applied to everyone all at once because of the sh!tty netcode / game engine.It also never feels like basic healing mitigation ever works either. Things like AoE mitigation to protect the party. It never really feels like it does any mitigation at all, and is just there to cast, yet do nothing to help. I am sure it's helping in the grand scheme of things, but it never really just feels like it does. You can see Reprisal numbers just off watching the damage ticks that are built in game. You can watch a mob hit you for 2k, then apply a mitigation and see that number average drop for the duration. I wish the same would apply on a mitigated strike that a healer put on to show it, but I have yet to see anything to tell.
Nope, they're applied from the top of the party list to the bottom one at a time.
So if you're not fast with your cast you can literally have certain people get the mitigation and some not. Sometimes it can take a whole second from the time your cast goes off until party member 8 is shielded. Which make party order super important for a healer!
I honestly think that mitigation is similar. If you to time it RIGHT before the ability goes off, even if it shows the debuff icon on the boss, the game might not register it always due to netcode latency.
I wonder if that's intended or not (a bug perhaps?), because that seems extremely cheap on a mode that is supposed to be tightly balanced.Imagine my surprise when I discovered that the game basically does a coinflip on the Ultimate End cast. Sometimes it comes from Thordan, and sometimes, it comes from one of his untargetable knights, despite Thordan always being the actor who casts Ultimate End on the enmity list. This makes all debuff based mitigation totally useless sometimes on one the hardest hitting attacks in the entire fight, placed right before you need every member alive to take advantage of Thordan's damage taken up debuff.
Hell, damage shouldn't even be abled to have a "high roll". It should be static. Consistent. You know what to expect and how to properly plan your CD's appropriately.
Last edited by Deceptus; 05-23-2022 at 10:10 PM. Reason: bit of formatting and some extra info.
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]
I didn't realize this and it... Explains a lot actually lmaoWorst thing is the way shields are applied. They're not applied to everyone all at once because of the sh!tty netcode / game engine.
Nope, they're applied from the top of the party list to the bottom one at a time.
So if you're not fast with your cast you can literally have certain people get the mitigation and some not.
I honestly think that mitigation is similar. If you to time it RIGHT before the ability goes off, even if it shows the debuff icon on the boss, the game might not register it always due to netcode latency.
I mean it's terrible and annoying but also pretty funny
"Run when you have to, fight when you must, rest when you can." - Elyas Machera, The Wheel of Time
Yeah, was always told if the cast bar of the boss is less than like around 1/3 from finishing, unless its a really slow cast, then any midigation popped then is too late to register for that hit... It definitely seems like they improved it in EW though, especially healer shields, things felt far worst before.
That... is incorrect
Warden's Wrath is Physical
Slam Shut is Magical
They almost look the same
There are many other instances that the attack looks Magical but it is actually Physical and vice versa, SE likes to be very inconsistent with their damage types and I am stumped to why they have not added the best QoL in a game where you have to know what type you should be blocking and that QoL is Damage Info!
u may be used to more regular content where magic/phys dmg distinction does not matter at all tbh... several folks pointed this out already but ill say it too, DSR especially has some nasty physical dmg aoes that absolutely decimate healers, the light party stacks in p2 thordan, and the mirage dives on p4 eyes r just two examples, i use bloodwhetting on my healer every time so that they dont die to the disgusting dmg variance, u cant expect unavoidable dmg to always be magical, gotta rely on third party tools to tell whats what
also while feint and addle technically work on everything, dont forget the weaker element they target is only half as effective... 5% mit is not particularly great, it is pretty much just in the "good luck" category
i find this ripple effect annoying as well, but it is something that can be fixed easily, simply pop it earlierWorst thing is the way shields are applied. They're not applied to everyone all at once because of the sh!tty netcode / game engine.
Nope, they're applied from the top of the party list to the bottom one at a time.
So if you're not fast with your cast you can literally have certain people get the mitigation and some not. Sometimes it can take a whole second from the time your cast goes off until party member 8 is shielded. Which make party order super important for a healer!
I honestly think that mitigation is similar. If you to time it RIGHT before the ability goes off, even if it shows the debuff icon on the boss, the game might not register it always due to netcode latency.
there is absolutely no reason to use stuff last second, reprisal e.g. is pretty slow to get applied for some reason (CD is at 59 by the time the debuff finally appears), best case scenario u mitigate an extra auto by 10%, yayyy!!! worst case, someone dies
In Heavensward, it had become a trend that a lot of damage was magic and SE talked about how they kept making changes to whether content dealt magical or physical damage when balancing it. The only logical reason they could care about this so much is because of how casters have less health and less physical defense, and more magical defense. But in that time, all tanks didn't have Reprisal and not everyone had Feint or Addle. What we had were certain combos that could be repeated to mitigate physical or magic damage, but I don't know if it was really balanced around those being used.
Then in Shadowbringers, we got Dark Missionary and Heart of Light, aoe mitigation which only works against magic, but with the above context, I didn't think it was that much of a problem because of how SE likes magic damage.
What I have noticed in modern content, where we actually have abilities like Reprisal, Feint and Addle, is that they are necessary when the content is new to prevent wiping to a raid-wide, so perhaps they have stopped caring about the damage type in content where they expect proper and coordinated use of these abilities. But either way, all three of them mitigate both now, so it helps to know the damage type with Feint and Addle to optimize it but it's not entirely useless if you don't.
My concern with adding the damage type is that if it's too obvious what the damage type is, then it puts into question what the point of a damage type is. If you don't know what it is, then you have to explore and figure it out and I imagine that is the intention. If we are going to explore and figure it out for ourselves, then it should be reasonably obvious from the animation or the cast name whether it is physical or magical.There are many other instances that the attack looks Magical but it is actually Physical and vice versa, SE likes to be very inconsistent with their damage types and I am stumped to why they have not added the best QoL in a game where you have to know what type you should be blocking and that QoL is Damage Info!
I think there is a way in the battle log to determine it. If they "begin casting" and then "cast" an attack, it's magic. If they "ready" and then "use" an attack, it's physical.
It's because I am a tank and have Reprisal, which works on both.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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