This behavior is actually identical in FF11, and I think it's intentionally left that way, perhaps because it would require a lot extra work and network overhead to do.
This behavior is actually identical in FF11, and I think it's intentionally left that way, perhaps because it would require a lot extra work and network overhead to do.
No -- In FFXI when I pop off a WS the damage, effect and reaction is all in sync and if the monster happen to die and I blink for example it will only kill the animation, but not delay the actual damage and reaction. In FFXIV you will get your damage return after the monster dies as well as it's reaction sometimes.
Also according to this:
http://forum.square-enix.com/ffxiv/t...damage-display
They essentially did have a fix in mind/implemented but it would have strained the server.
They mean it's the same thing as 11 in that the HP gets reduced from the target's HP bar once the action is initiated, regardless of the animation.No -- In FFXI when I pop off a WS the damage, effect and reaction is all in sync and if the monster happen to die and I blink for example it will only kill the animation, but not delay the actual damage and reaction. In FFXIV you will get your damage return after the monster dies as well as it's reaction sometimes.
Also according to this:
http://forum.square-enix.com/ffxiv/t...damage-display
They essentially did have a fix in mind/implemented but it would have strained the server.
Yes, that's what I meant. Damage dealt is shown in the log after the animation, but the monster's hp bar is reduced right as you initiate the command.
The clients not showing the monsters as dead before the animation is over would also lead to other players continuing to deal damage to a mob with 0 hp. Unless you would show the mobs with remaining HP but disallow other players to keep attacking it, which would give away the "secret" about it already being dead the second they tried to attack it and got a message such as "invalid target" or something like that.
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