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  1. #11
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Eyrilona View Post
    Which, I will admit, is not at all what OP posted about but I misread that as that there were supposed to be three damage numbers and only one of them was showing while the animation was happening. On second reading it does look more like they mean that the damage from the three hit animation is processed as a single attack and therefore returns only a single damage number. That last one is an easier problem to solve, but since the monk triple punch is still just a single attack in the code, I guess they could make it pop (1/3 damage) three times?
    I will try my best to solve a problem that I mentioned..

    since we have Monk doing 3 punches which is do for example 30,000 damage.

    split this 30,000 into 3 which each punch will do 10,000 (without crit/direct hit, let's assume it is not under bootshine crit buff)

    each 10,000 will be calculated differently in backend.. for example:
    first 10,000 will crit to be 20,000,
    second 10,000 will direct hit to be 15,000
    third 10,000 will be as it is with no direct hit or crit.

    in the animation it will sync the animation first punch with 20,000 second 15,000 and third 10,000 then it will sum them to 45,000 after third punch animation is done.

    As for my knowledge of learning python this could be possible but how will it affect the server communication Idk
    (1)

  2. #12
    Player
    Eyrilona's Avatar
    Join Date
    Aug 2022
    Posts
    346
    Character
    Syhrwyda Holskansawyn
    World
    Twintania
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Tunda View Post
    I will try my best to solve a problem that I mentioned..

    since we have Monk doing 3 punches which is do for example 30,000 damage.

    split this 30,000 into 3 which each punch will do 10,000 (without crit/direct hit, let's assume it is not under bootshine crit buff)

    each 10,000 will be calculated differently in backend.. for example:
    first 10,000 will crit to be 20,000,
    second 10,000 will direct hit to be 15,000
    third 10,000 will be as it is with no direct hit or crit.

    in the animation it will sync the animation first punch with 20,000 second 15,000 and third 10,000 then it will sum them to 45,000 after third punch animation is done.

    As for my knowledge of learning python this could be possible but how will it affect the server communication Idk

    For each punch to have its own crit/direct hit checks, it would have to stop being a single attack in the server code. Nothing else in FFXIV works that way, I am not sure if it would even support doing that without also making it into having to press an action three times. I think it would be far easier to just change things in how it is displayed. If you absolutely do not want to just have three times the same number, you could just introduce RNG to split the total damage in different ways across the numbers displayed for first, second, and third strike, while always having them add up to the single damage number the server returned. That way the client can handle it, and you should not put extra workload on the server side just for what amounts to a display effect cosmetic, right?
    (0)

  3. #13
    Player
    Cyrtip's Avatar
    Join Date
    Jan 2023
    Location
    Gridania
    Posts
    52
    Character
    Cyrtip Norcrest
    World
    Malboro
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Eyrilona View Post
    For each punch to have its own crit/direct hit checks, it would have to stop being a single attack in the server code. Nothing else in FFXIV works that way, I am not sure if it would even support doing that without also making it into having to press an action three times.
    Dream within a Dream(hits 3 times from one cast) and Matra Magic (hits eight times from one cast) work that way, you can even see the difference between cast count and hit count on the forbidden logs site, and that if one of the multiple hits from a single cast is a crit or direct hit, the others aren't guaranteed to be.
    (0)
    https://tinyurl.com/3hw7jt7w
    "Square Enix 'will be incorporating various changes' post-Dawntrail... come such changes, classes 'will not be more simple.'"

  4. #14
    Player
    Eyrilona's Avatar
    Join Date
    Aug 2022
    Posts
    346
    Character
    Syhrwyda Holskansawyn
    World
    Twintania
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Cyrtip View Post
    Dream within a Dream(hits 3 times from one cast) and Matra Magic (hits eight times from one cast) work that way, you can even see the difference between cast count and hit count on the forbidden logs site, and that if one of the multiple hits from a single cast is a crit or direct hit, the others aren't guaranteed to be.
    Interesting!
    (1)

  5. #15
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Cyrtip View Post
    Dream within a Dream(hits 3 times from one cast) and Matra Magic (hits eight times from one cast) work that way, you can even see the difference between cast count and hit count on the forbidden logs site, and that if one of the multiple hits from a single cast is a crit or direct hit, the others aren't guaranteed to be.
    You are actually right!
    check this video:
    https://youtu.be/4laRViybyMw?si=EzD-UllGAXmiZrTy&t=31
    (1)

  6. #16
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Eyrilona View Post
    For each punch to have its own crit/direct hit checks, it would have to stop being a single attack in the server code. Nothing else in FFXIV works that way, I am not sure if it would even support doing that without also making it into having to press an action three times. I think it would be far easier to just change things in how it is displayed. If you absolutely do not want to just have three times the same number, you could just introduce RNG to split the total damage in different ways across the numbers displayed for first, second, and third strike, while always having them add up to the single damage number the server returned. That way the client can handle it, and you should not put extra workload on the server side just for what amounts to a display effect cosmetic, right?
    keeping in mind how player will receive it,
    if player is hitting an action for 3 times it will not be that satisfying because the reason is make the player has less load on pressing buttons and satisfying to play a fast based job that can have multiple hits.
    0.7s for each GCD will not solve the problem.

    it is just all been calculated in backend after pressing 1 button.. and sends a message of 1 action that include 3 attacks with sum of it.

    skill_x_damage(*args) as a function.

    calling the function:
    skill_x_damage(20000,15000,10000,45000,3)

    3 is the number of hits.

    it can be multiple of hit and the client will adjust based on the animation that coded in a time sequence.

    instead of having it as:

    skill_x_damage(30000)

    but I think this will require adding new function with the ability to be flexible based on the number of hits.. this can be done in python but Idk about C++ which the is designed with.
    (0)

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