10 Mechanics in FFXIV the Game DOESN'T Explain!

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Caetsu Chaiji Ch.

Caetsu Chaiji Ch.

Күн бұрын

We go over 10 mechanics in FFXIV that may easily be missed in the background, but play a huge part in how the game functions! From how DoTs calculate their damage, to how you die through an invulnerability!
If you want to know some more random tips and tricks in FFXIV, check out my "Ten Things you Possibly Don't Know!" video: • 10 Tips and Tricks You...
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Twitter: / caetsuchaijich
Music Used:
FFXIV Endwalker - Cradle of Hope
#ffxiv #endwalker
Chapters:
00:00 Introduction
00:17 (1) DoT Snapshotting
02:42 (2) How do DoTs/HoTs Tick?
04:02 (3) Auto Attacks
06:21 (4) Movement Actions and Telegraphs
07:06 (5) Damage Buff Stacking Multiplicatively
09:10 (6) Why we don't want to stack Defensive Cooldowns
10:45 (7) 0 Damage = 0 Side Effects!.. Sometimes?
12:37 (8) Dying Through Invulnerabilities and more
14:12 (9) Diminishing Returns on Debuffs
15:43 (10) Positionals, Precisely!
17:35 Fun Fact

Пікірлер: 157
@zazza002
@zazza002 Жыл бұрын
For the positional, you can look at the front arrow of the monster aswell. Only the one that stick out of the hitbox requires you to hit positionals.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Interesting! I pay so little attention to the front facing arrow that I didn't even notice that myself! That of course also helps with identifying it on enemies where the full circle can be difficult to see! Thank you for adding this, Licky!
@DocPanda-dq3ks
@DocPanda-dq3ks Жыл бұрын
Also using the side arrows to determine where boss skills will hit (example: The Lapis Yeti left or right punch)
@TsarDragon
@TsarDragon Жыл бұрын
@@DocPanda-dq3ks Yes this is a great tip for people as well. Using front arrow for left/right smashes or the side arrows for front and back smashes works wonders.
@iaxacs3801
@iaxacs3801 Жыл бұрын
The telegraph detail for Elusive Jump is my aha moment for why Dragoons are the poster child for floor tanking
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Lol, that is a pretty good point! Combined with all of the actions they have that drag them to their target, there really are a lot of opportunities to get hit by things you should avoid! ^^
@RuneKatashima
@RuneKatashima Жыл бұрын
As a DRG main what's most likely going to cause me to floor tank is Spineshatter dive. It drags me to the target, is kind of slow, and locks my movement. It's not *that* slow but it feels like it when you're watching a move about to obliterate you.
@vespi57
@vespi57 4 ай бұрын
@@RuneKatashima I feel you. I'm a tank main, but Dragoon is my main DPS. And many times I have met my maker because I used Spineshatter Dive at the wrong moment...
@katarh
@katarh Жыл бұрын
Back in the PS3 era, the trick we were taught was to strafe out of the incoming AOE and then run at a 90 degree angle from it. Based on your explanation, this works because it indicates to the server that you finished moving and have started a second movement, one that started firmly outside of the bounds of the AOE. This was the only thing that kept me from dying to Landslide on Titan Ex when it was still current content. My internet is much better today, but I still retain this as a habit.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That is an incredibly cool piece of history!! Thank you for sharing it! I wonder if it still works if you have a bad connection! The "indicated movement" trick is actually still mildly applicable today regardless of connection! If you are trying to aoe pull a lot of mobs in an open world like area (think eureka or bozja)! Sometimes the server itself can be weirdly slow to respond allowing you to pass enemies ridiculously closely without them reacting, but if you completely stop moving in front of them and then continue moving, it tends to much more reliably pull! I used this a lot myself in bozja in instances that had been going for a while because they seemed to get more sluggish! 😄 Thank you again, Katarh!
@Boyzby
@Boyzby Жыл бұрын
I think it was around Heavensward I heard that you jump to get the same effect, which is why I do it sometimes when trying to get out of an attack. Not sure if it really works, though.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
@@Boyzby Its one of those weird things where it might be really difficult to tell for sure if it works or not due to the difficulty of actually testing it But if it feels like it works, there is no reason to stop doing it!
@HyouVizer
@HyouVizer Жыл бұрын
#8 topic - FF14 is really weird, each action only resolves _after_ the animation is fully completed. So a lot of "instant" Abilities will have longer animations than others more or less a few nanoseconds. Like Benediction animation is pretty friggin long for an 'instant' action hence healing a corpse sometimes 💀 Meanwhile FF11 MMO, its actions would resolve Immediately before its animations would even be finished.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
A perfect explanation for why it happens that adds even more detail to the problem! Thank you for adding this! This is very true, that it is most commonly (if not almost exclusively) seen specifically in the cases where the target dies during the animation of the live saving action (like benediction)! Sometimes these shenanigans can play a significant enough part in attack rotations as well! I believe Monks sometimes care about the varying timing that their GCDs actually apply their damage, since they only gain Chakra stacks when the damage number appears (if it is a critical hit of course)! I am not sure even the most hardcore Monk player actually adjusts their rotation at all around it though! Thank you for this detail!
@coaster1235
@coaster1235 Жыл бұрын
I think Endwalker changed this for casted shielding spells. The shield is applied during the slidecast window instead of waiting for the spell animation to finish (or even the castbar to finish!)
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
@@coaster1235 I believe this applies for most buff and debuff applications, especially those that apply to other players! Back in Shadowbringers, for example, White Mages had to wait a second after applying Plenary Indulgence, otherwise it might not be up on everyone. Scholars had to wait a second with Deployment Tactics, or sometimes it would just fail. Things like that! But I think there might still be some exceptions when it isn't about buffs or debuffs!
@coolguy02536
@coolguy02536 Жыл бұрын
Example of an action with a good snapshot: Third Eye (this thing can practically trigger on the same frame it's applied) Example of an action with a bad snapshot: Manaward (you can use this a full second before an animation and still take damage)
@crowdemon_archives
@crowdemon_archives Жыл бұрын
​​​@@coolguy02536 meanwhile Holmgang and Living Dead in P8S P2 tankbusters 😅 You can hit them after the cast bar ends and survive the mechanic just fine. Might spook the healers or yourself though. (didn't mention Hallowed Ground or Superbolide because I didn't test them there, nor could I test the former since my PLD is not level 90 yet)
@DeadEye935
@DeadEye935 Жыл бұрын
Worth mentioning that stacking defensive buffs is valuable, if not required in high end content. Plus, every tank has a unique way of mitigating that isn't subject to this sort of thing. You mentioned TBN, but there's also War's Thrill of Battle that increases your raw hp, Gnb's camouflage which increases parry rate, and Pld's Bulwark which increases block rate. All those abilities are pretty much made to be used in conjunction with other buffs. Similar thing goes with particularly hard hitting raidwides. Not uncommon to have feint, addle, reprisal, as well as healer mitigation like temperance or sacred soil on a single raidwide, especially if it as a bleed effect. Also on that note, damage snapshotting on dots works in reverse too, if you get hit with a dot, mitigation applied after the fact won't mitigate the dot ticks.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That is true - for Extreme/Savage/Ultimate content, it is very common to use multiple defensives at once. I typically give advice to use cooldowns as needed in my tank guides, and just point out that stacking them in a regular pull is often unnecessary 😊 However, regarding Camouflage and Bulwark: Parrying also reduces damage by 15% in the same way that all other mitigation does, and will stack multiplicatively with everything else. This is the same for Bulwark. It is also further worth mentioning that you cannot Parry a spell, so that part of Camouflage falls a bit flat on magical tankbusters! However, despite this, the logic is still sound, since both of the cooldowns are kind of weak on their own compared to some other options! And indeed, Damage Snapshotting on DoTs work the other way too, like in the example with the "nonlethal Tankbuster leading to a Lethal DoT"! 😁 Thank you for the extra details, Envinyon!
@SaraAliciaCaster
@SaraAliciaCaster Жыл бұрын
Usually if I'm playing healer and my aoe mit doesn't go on before the dots hit I'm mostly useing it for the Regen effect
@69Skom
@69Skom 8 ай бұрын
This comment ought to be pinned. Stacking mitigations is a *necessity* in savage; there are several room-wide attacks that will outright kill half of the party if you don't have at least 3 mitigations up, like reprisal + sacred soil + addle. This is especially true at the start of a tier, when people have low item level. Furthermore, most tank-busters require *at least* 2 mits, including your 30% skill. It's also worth noting that the value of shields actually increases if you have defensive buffs up, since shields are a flat bonus and thus are not subject to the stacking "penalty" that applies when multiplying numbers lower than 100%. A shield here and there can save you a lot of headache, to say nothing of wiping over and over again because the tank "forgot" reprisal, or the melee "forgot" to use feint.
@medivh1035
@medivh1035 Жыл бұрын
I noticed the debuff thing. It was needed to solo seiryu extreme because you can't possibly heal all 4 dragon heads. So needs to save shake it off to block explosion from 4 dragon heads to prevent all that damage down. Also about snapshot, If you put bio on a target under guard, then spread it, all the secondary targets get the benefit of the primary target's guard. I just learned it recently. Very corner case.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That is correct! And yes, the bio guard example is very true and very painful as the Scholar in that exchange! I speak from experience! 😅
@LanakFFXIV
@LanakFFXIV Жыл бұрын
Wondeful video, I enjoyed the segment talking about damage buff stacking - defo interesting to see how the numbers work out!
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
I am glad that segment was especially interesting! I was a bit worried it became a bit too much with the numbers 😄 so I am happy its good! Thank you!
@SREDISKRAD
@SREDISKRAD 8 ай бұрын
P5S was the reason for PLDs getting their mini rework, ESPEICALLY to Holy Sheltron as while it guaranteed you blocked (-20% initial hit), that did NOT apply to the DoTs, so PLDs were very very squishy due to having significantly less damage reduction at a moments notice. I was tanking back then and I was relieved to see the Sheltron rework, it being % damage reduction over "always block" made that fight so much more bareable for both PLDs and their healers.
@amethist6774
@amethist6774 Жыл бұрын
idk if you can count that as a mechanic, but, in (most) boss arenas, there are lines on the ground that correlates with attack patterns.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
It is a good tip regardless! A lot of players never notice them! 😊
@altansipdrae2759
@altansipdrae2759 Жыл бұрын
That's just good arena design, if arenas were flat in savage that would make the fight way harder already because you don't have visual landmarks to help you resolve mechanics, and ultimates would be even harder. Knowing that AoEs start from the middle of the hitbox, and using the side and front hitbox arrows to know those are the perfect point where an aoe stops, combined with arena marking is what makes a fight enjoyable. A lot of people do not even know that AoEs strictly start from the middle of a boss hitbox and move around way too much, when in reality if the AoE is on the whole front for instance, you just have to be slightly behind the line that goes through the side arrows and the center of the hitbox. A good example for this is the last EW dungeon with Octomammoth, when it does its big front attack you just have to reach for one of the side arrow and you're good.
@yuzuhime7472
@yuzuhime7472 Жыл бұрын
Probably a good caveat to add for defensive cds, specifically tbn is that sometimes it’s better to not use any other cd with it. As using a cd during tbn reduces the amount of damage the tbn shield takes and makes it less likely to break and you become a sad drk because no dark arts
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
A great point! Naturally, if you actually *need* the shield to break, then it is unwise to add other defensive cooldowns to make it sturdier! Very good point to add, Yuzu Hime! Thank you!
@fierceblu
@fierceblu Жыл бұрын
Cue all of the times an ot gave me some MIT and caused tbn to not break to auto attacks
@slimydeity7105
@slimydeity7105 Жыл бұрын
@@fierceblu pressing feint as a melee when a tankbuster comes out and seeing tbn not break. "d-did I do a bad or a good?"
@fierceblu
@fierceblu Жыл бұрын
@@slimydeity7105 I would be impressed if a feint on a tank buster specifically caused that.
@slimydeity7105
@slimydeity7105 Жыл бұрын
@@fierceblu I had it happen in holminster, the auto right after broke it but I was just sitting there like "wut"
@alloounou6900
@alloounou6900 10 ай бұрын
Dot snapshotting was a big revelation for us in P10S as the tank towers didn't hurt too much but the bleed could be brutal without mitigation.
@CaetsuChaijiCh
@CaetsuChaijiCh 10 ай бұрын
It is quite wild! I remember many groups had a similar revelation in P5S because of the dot after the tank buster! 😁
@Terrakful
@Terrakful Жыл бұрын
For #4 the telegraph, thats something you can witness in the earlier dungeons and raids of the game. You see ifrit charges his charge attack, you can barely move out and visualy you didnt get hit but you still die after, thats because you are technically inside the aoe because you were in it while the boss / mob finishes its cast and that is the moment that counts. This does not apply as often later in the game For dots i believe you can make your own dot icons bigger on the enemy hp bar (iam not sure) but besides that you can seperate your own debuffs and other player debuffs by checking two things: your own debuffs are always on the first spot and they also have a green number. This is helpful for people who do alliance raids and you see like 5 reaper debuffs. also for short for those who havent seen Castsus crit stat video: Crit increases your own Crit chance and also Crit damage which directly increases your overall damage. Check his video out for move details though
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
I was a bit confused at first - you of course meant #4 😊 Yes that sounds right, many older bosses have very small tells (if any), and often, the tell might be the so-called telegraph snapshot itself, meaning it is already too late by the time the boss actually reveals its intentions! About the DoTs: You can separate the Target Bar into several parts by choosing it in the HUD Layout, then the Cog Wheel, and then choosing the "Display Target Info Independently". Then you can use the % value to scale up the size of displayed DoTs if you like! Another tip here is that if there are a lot of Debuffs on an enemy (or buffs on an ally), you can identify your own effects by them having a slightly green tinted timer! And thank you for the recommendation 😄
@Terrakful
@Terrakful Жыл бұрын
@@CaetsuChaijiCh oh right it is 4, i changed it xD
@RuneKatashima
@RuneKatashima Жыл бұрын
I just turn off all ally debuffs. They aren't important information for me. If they're doing their job properly (and I'm always going to do my burst and raidwide's at the same time, the proper time, regardless) then I don't need to worry. If they're not, whatever, I'm still doing my job properly. I'd only care if I felt like I needed to educate someone.
@finalfantasy12able
@finalfantasy12able Жыл бұрын
So about #7, during The Jade Stoa trial. Normally when Byakko grabs a player which leads to a stacking mechanic. It will place a debuff on the player he grabs so said player wouldn't survive the second stack mechanic. Using proper mitigation (For example Vengeance and bloodwhetting for warrior) can actually prevent that debuff so it makes it possible to solo his extreme version without the use of Holmgang. (Even with holmgang, you'll only be able to use it once before he uses that attack again so use it wisely!)
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
This is absolutely correct! In fact, this fight is possibly impossible to solo without using this trick! 😁 For another stormblood example, I believe there is a knockback in O9S (chaos savage) that is completely nullified if it does 0 damage!
@VioletCatastrophe
@VioletCatastrophe Жыл бұрын
Knowing position snapshots is vital to maintaining good uptime. Generally (but note it is different for every mechanic!) once a castbar ends, or an AoE indicator disappears, players' positions are snapshotted. At this point, being hit or not has already been determined, regardless of animation. Use this to move back in early on melee to get extra hits in, or to move sooner as a caster. One of the hallmark signs of a good player is how well they understand position snapshots and how confidently they can move as a result. Also, speaking of buff snapshots, damage calculations are typically snapshot BEFORE the hit actually lands. When mitigating hits, try to err on the side of caution to ensure the mitigation will actually be utilized. As an addendum to the invulnerability thing, the following can happen: Player A is at 50k hp. Healer puts a 30k shield on player A for a raidwide that deals 60k damage. The shield is applied moments before the application of damage but moments after the snapshot of buffs. The snapshot saw player A as having 50k hp + 0k shields for a 60k hit, registering the damage as lethal. Player A dies to 60k damage, despite having 50k hp + 30k shields (80k total) at the time the damage hits, when they 'should' have lived with 20k hp remaining. Note that if the raidwide damage was 40k instead, then the player would survive with 40k remaining hp (the shield absorbs 30k, and the remaining 10k reduces their hp down to 40k left). This is important to keep in mind when you apply shields as SCH/SGE/AST (neutral sect)/WAR (shake it off)/PLD(divine veil), as well as many jobs' personal shields. As well as mitigation in general.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Thank you for the very detailed additions, Violet! Extremely good information! Indeed, in your example, it is also not uncommon to see the situation where the attack deals, say, 40K damage, so the player drops to 10K HP despite having a 30K shield, because of the order. So the order can play out in many ways depending on exactly what happens!
@iPlayOnSpica
@iPlayOnSpica 8 ай бұрын
For actions with long animations (i.e. PLD Rage of Halone, WAR Decimate, WHM Holy), you can force the damage to resolve earlier by casting any ogcd or doing anything that would force the game to calculate damage/health/statuses. If it's an action you don't quite need, i.e. stun on an unstunnable enemy or Arm's Length/Surecast with no slow/knockback mechanics in the fight, you can use this on a tight dps check if it makes the difference between killing or taking the next incoming hit. Most notable on PotD F180 boss.
@velvetomen
@velvetomen Жыл бұрын
I actually never knew about the snapshotting on BRD's DoT, but makes a lot of sense now why it was so imperitive that my DoTs lined up with raging strikes.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Indeed! I imagine the whole thing with reapplying Iron Jaws right at the end of bursts would also be strange without knowing about Snapshotting!
@IceboyMyName
@IceboyMyName Жыл бұрын
Before the new pvp overhaul, we had diminishing returns for debuffs, stuns, heavy, etc. Specially on heavensward, that we had all our pve skills to use and paladin could chain stun someone for 10 seconds easily. For the new pvp, since not everyone has a stun or heavy or bind etc they maybe removed it because you couldn't stack the same debuff easily anymore
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
This makes good sense. In Crystalline Conflict, the amount of Crowd Control available is somewhat reasonable, so the main point where a lot of players find the Diminishing Returns sorely missing is in Frontlines where... A large enough amount of players can endlessly stun you if they want to!
@DJ_Treu
@DJ_Treu Жыл бұрын
So glad i found this video; friend of mine from years ago started playing FF14 and its their first MMO so definately sending them your vid!
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That's awesome! My channel actually has tons of videos for new players like low level job guides, and more, so that might also be helpful! 😁 I hope your friend gets to enjoy the game as much as you do (which is hopefully a lot!) 😊
@GarnetDust24
@GarnetDust24 Жыл бұрын
It’s wild to me that positionals are such an important mechanic for certain jobs yet there is no visual or audio indicator that you’re doing them correctly
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That is a good point! Especially since just recently the game got some upgrades to damage indicators with the damage type indicators, I'd certainly hope the next is some sort of indicator for whether the positional was done right!
@GarnetDust24
@GarnetDust24 Жыл бұрын
@@CaetsuChaijiCh my thoughts exactly. Now that we have a clear visual indicator of what types of damage we give and receive do I hope they can implement that into positionals.
@crowdemon_archives
@crowdemon_archives Жыл бұрын
That's why people use ACT and add custom triggers specifically for positional lol
@Darksoulsfail
@Darksoulsfail Жыл бұрын
for mitigation it should be added that attacks need to actually do damage to you to apply debuffs. Atleast that has been the way for most mechanics up until now. Esp. tanks could ignore mechs if they had enough shield and don't get a vuln up / dmg down from a "failed mechanic". Some newer fights still apply their debuffs tho like golbez ex.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
There are a lot of fights that apply debuff regardless of whether you take damage or not. This is why the tip stated exactly that 😊 it just depends on how the specific attack is designed i think. There might well be a majority that are blocked though! 😁
@Iowsbub
@Iowsbub 7 ай бұрын
Very interessting video! Thank you! 😊
@Toksyuryel
@Toksyuryel Жыл бұрын
As a summoner, Radiant Aegis has saved me from SO many vuln stacks.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Very effective! The fact that its duration is so long and you have 2 charges further helps it to often be available when you need it!
@TheKarishi
@TheKarishi Жыл бұрын
In Deep Dungeons, food buffs to Vitality are effective but others such as +Crit and +Piety do nothing. I'm not sure whether the xp boost takes effect but I expect not (even for the lump xp you gain "for real" on completing every 10 zones). Because a death in solo ends a run and you can sometimes have a sliver of health after a fight, the Vitality buff from food is still worth it, though.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
A very good tip! Using a strong food buff is effectively +10% hp! I have a small correction, as other stats *do* actually also apply! This can be difficult to observe, but a simple way to check it is that skill speed and spell speed food will affect your GCD 😊 I am pretty sure the exp bonus from the food buff doesn't apply either, as this only applies to combat exp from mobs and bosses, and I am pretty sure the exp granted by palace of the dead are given as a reward for finishing the set of floors, and is unrelated to each boss kill 😊 But the food tip is in general really good!
@effygoldberg
@effygoldberg Жыл бұрын
Amazing and educational as always, I always wondered why sometimes with my SCH shields I was able to ignore some mechanics, now I know!
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
I can imagine it would feel like either the mechanics randomly do stuff, or that the game is really buggy and inconsistent at the very least! I am glad you found the guide helpful! :D
@sadpug9398
@sadpug9398 Жыл бұрын
I found nothing new in this video, but it still was entertaining. Great job! Btw, how did you activate job signs next to nickname?
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Thank you! Go to Character Configuration -> Display Name Settings -> General, and there you will find a bunch of new options where you can have a job icon appear, including the style of the icon, how large display names should be, and even recolor the Display Names based on role!
@AlphasGamingStuff
@AlphasGamingStuff Жыл бұрын
Thank you for this!
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Thank you for watching! I hope you found it helpful! 😄
@thatchermain9164
@thatchermain9164 Жыл бұрын
One thing I was wondering about is how Crit and Direct hit affect DoTs. The DoT ticks can vary a lot beyond the usual variance, so I assume each DoT tick can have a chance to ‘crit’. If you crit/dh the initial DoT application, does it increase the damage of the full DoT, or does it happen entirely per tick? It would be awesome if you could shed some light on this.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Each individual tick has their own individual chances to Crit and Direct Hit, and these are unaffected by whether the initial hit is a direct hit or crit. DoTs also Snapshot Critical Hit and Direct Hit boosting buffs when applied, so if you apply any DoTs while affected by a Dancers Devilment, the DoTs should Crit and Direct Hit far more often! This actually used to be a much more important aspect of the game, specifically for Bards, because their "Repertoire" mechanic was activated by their DoTs (Yes, both of them) granting Repertoire when the DoT tick was specifically a Critical Hit!
@thatchermain9164
@thatchermain9164 Жыл бұрын
@@CaetsuChaijiCh That clears it up, thank you!
@red5robb1
@red5robb1 9 ай бұрын
omg i always wondered why the Ifrit blast sometimes knocked me back and sometimes wouldnt. that makes so much sense now
@CaetsuChaijiCh
@CaetsuChaijiCh 9 ай бұрын
It's quite a funny example interaction! I'm glad we got it cleared up for you! 😀
@vespi57
@vespi57 4 ай бұрын
In Paladin's case, only use hardcast Holy Spirit when not on melee range, and if burst is unavailable. At times I will try to see, if I can get burst going during a phase, when I have to get out of melee range to deal a mechanic. If this is not possible, I will hardcast Holy spirit until I can get back to melee range.
@CaetsuChaijiCh
@CaetsuChaijiCh 4 ай бұрын
A very good tip! 😊 Thank you for adding it!
@alloounou6900
@alloounou6900 10 ай бұрын
Targets dying after you see their hp go up is likely due to a race condition in code. Your action to heal is racing to the server and that action is being confirmed while the damage is being calculated with the current hp values. Your game displays what should be the healed hp but the server already used their hp in it's own calculation and so the player died.
@CaetsuChaijiCh
@CaetsuChaijiCh 10 ай бұрын
It is possible. It can also be a batch thing. It's a bit complicated and I think it depends on how the game is coded. A similar example is that if two blue mages use missile within about half a second from each other, both of their missile attacks do the same damage, where really one should only do half (missile does 50% of the targets current hp just to be clear 😊)
@alloounou6900
@alloounou6900 10 ай бұрын
@@CaetsuChaijiCh Oh really? I had no idea that could happen. Makes sense, though. Server ticks and all that.
@filafira
@filafira Жыл бұрын
I have a question on defensive cooldowns, correct me if I'm wrong but from what I understand we want to cycle our mits and not stacking them more at once... So me as a healer, should I wait for my tank to not have any mits used b4 using my available mits to help them? Or can just use my mits during the tank stop and we started dumping dmg to the mobs?
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
The short answer: The healer is the one with the final say in making sure the tank doesn't die, so you need to use any cooldown you deem necessary to do so. You can use any cooldown in your arsenal you believe will do so effectively. The longer story: Indeed, so a knock on effect of the fact that tanks typically don't want to stack defensive cooldowns (unless they *have to*, the so-called "kitchen sink" mechanics!) is that tanks should spread out their cooldowns over the duration of a fight, which I commonly refer to as Defensive Cooldown Cycling! The benefit of Defensive Cooldown Cycling is that it makes the damage the tank takes not only more manageable, but more *predictable* for the healer. As the healer, naturally, throwing everything at a tank at the slightest chance of danger will mean you will be missing the big cooldowns when you really need them, however, if you can see that the tank is doing proper defensive cooldown cycling, then you are in a very strong position to *know* how much of your cooldowns you need to manage this. That is to say, If the tank plays in a strictly predictable way with defensive cooldown cycling, it makes it very easy for you to play around it: If you can see the tank isn't going to *die* in the next 10 seconds, and you can save them after that with Benediction, then you could do exactly that, if you trust they don't panic and go off-script of course I hope this makes sense!
@filafira
@filafira Жыл бұрын
@@CaetsuChaijiCh oh my goodness thank you Caetsu, this helps clear my thoughts a lot. Lots of love
@crowdemon_archives
@crowdemon_archives Жыл бұрын
Imo things can get a bit messy and spicy in dungeons if you're WHM since, well, whenever I play literally any tank job at high enough level, I would expect the WHM to spam Holy after we're done pulling to the wall. If I'm using WAR, it's no big deal, but if I'm using DRK, I would definitely hit TBN and hope it breaks lol Let's just say sometimes it doesn't break. >:C
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
WHM and holy is actually a good showcase of what happens if both the tank and healer follow a script without comparing notes! The tank uses a defensive at the start, but the WHM stuns everything 😅 The reason it becomes a problem is of course that the WHM sort of has to do it this way, so the best the tank can do is mildly adjust their cooldowns around this (or don't, unless it's TBN it is probably not a big problem 😊)
@crowdemon_archives
@crowdemon_archives Жыл бұрын
@@CaetsuChaijiCh It's either tank or healer adjust if you get the unfortunate combo of DRK/WHM lol In other cases, TBN will break first with no issue even if a SCH or SGE piled a tonne of shield on me. 😅 Easiest way to see if adjustments are needed would be to stare at the party list I guess.
@coaster1235
@coaster1235 Жыл бұрын
I wonder, is the effect of buffs that affect healing potencies snapshotted when the healer starts casting a spell, or when the cast finishes and the heal is applied to the target?
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
A great question! Actions take note of your status (and your targets status) when the cast finishes! This, for example, is the reason why Summoners use Swiftcast on Slipstream in their openers to sneak in the cast while raid buffs still last, as without Swiftcast, the 3 second cast time will cause raid buffs to end before the spell fires off! Heals work the same way, so if you start casting Cure 2 while Temperance is active, but the spell finishes after Temperance ends, then it will not benefit from the buff The one exception to this rule is that cast *times* are affected by Skill/Spell Speed and other speed increasing effects when you start casting! 😄 (White Mage's Presence of Mind or Black Mage's Leylines come to mind)
@coaster1235
@coaster1235 Жыл бұрын
That’s how I expected it to be then, I think! However, I did some testing with Asylum and Cure 2, and it sure seems to me that the Asylum healing boost status is snapshotted at the start of the cast, even if the bubble disappears before the cast finishes. I wonder why that is
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
@coaster1235 I believe the Asylum buff itself lasts for a little longer than the bubble itself, so the important thing to watch out for is not the bubble, but whether the Asylum buff itself is still present! Edit: I just tested it in game and the actual Asylum buff lasts like a good 2-3 seconds after the bubble itself disappears!
@robro33
@robro33 Жыл бұрын
Alot of people miss the buff that the healer bubbles place on them. probably for the best as being in the circle constantly refreshes the duration and a popup each time would be annoying. they show up on your buff bar, you never get the notification of having gotten it from standing in the effect area, the effect applies instantly if you were in the aoe during its initial placement like doton/salted earth damage does, the duration of the effect on you refreshes each tick as long as youre in the bubble, you get notified when you lose the effect, and they dont have their durations listed (well, ast's does show the duration of both the mit and the regen the mit but they both behave the same as soil and succor where it just keeps refreshing, the mit being 5 seconds and the regen being 15) you get a ~5 second effect for having been in the bubble all healer bubbles and other similar player ground effects that apply some nondamage effect as long as the target is in it does this to some degree. its mostly used on pld and ast for passage of arms and collective unconsciousness since time the ground effect is active is variable depending on when they end the channel for it. even though you channel both skills and it would make sense for the effect to only last as long as you channel it, you can just press it between gcds, flash the effect on everyone in range, and then immediately dispel it for your next gcd. everyone that was in range keeps the effect of the channel for another ~5 seconds even though the channel ended beforehand. It can be held to keep refreshing the duration back to 5s every 3 seconds serverticks permitting, but as long as you were initially in it you have the effect for atleast 5 seconds
@Shyverin
@Shyverin Жыл бұрын
Another great tip would be to talk about how buffs and pets work. Some people think placing earthly star while div is ticking and popping it after divination is over still benefits from the buff, while star is classed as a pet im pretty sure it doesn’t? Hell I don’t even know
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
An excellent question, Shyverin! Let me see if I can test this! :D First hypothesis - Earthly Star is considered a pet: My Fall Malefic in my current gear hits for approximately 8000 per hit. A primed Earthly Star should by comparison hit for around 10 000. If Earthly Star is considered a Pet, it should be closer to 8000 or 9000 due to Pet Scaling. Result: Earthly Star hits for around 10 000, so it is not considered a pet. Second hypothesis: If you place Earthly Star while Divination is still up, but pop it *after* Divination ends, it still benefits from the buff. In other words: Earthly Star is considered an unusual DoT and benefits fully from DoT Snapshotting (Like how Excogitation does). To test this, I specifically applied both a ranged/healer card, and Divination, as the greater damage bonus from the effects combined makes the damage difference more visible, so it is easier to tell that it isn't just random high rolls. With buffs, Earthly Star should average around 11000 damage, and without buffs, it should only be capable of hitting 11000 with a Direct Hit or a Crit. Actual Result: If Earthly Star is placed while Divination and a card is active, and detonated while they are still active, then the damage is over 11000 (Buffs still work as expected) If Earthly Star is placed while Divination and a card is active, but detonated AFTER they expire, then the damage is below 11000 (Buffs stop working, meaning that Earthly Star does not benefit from Snapshotting) If Earthly Star is placed FIRST, but Detonated after Divination and a Card is activated, then the damage is over 11000 (Earthly Star benefits, so it appears to track your buffs real time, like a pet would) Result: Earthly Star is Functionally like a pet, in that it tracks your buffs/debuffs constantly. However, its damage scales normally, NOT like a Pet (Pets typically do somewhere around 90% or less of the performance of their owner)
@Shyverin
@Shyverin Жыл бұрын
@@CaetsuChaijiCh Damn, thanks for clearing that up :D
@CrimsonTentacle
@CrimsonTentacle Жыл бұрын
@@CaetsuChaijiCh I somehow intuitively knew that Earthly Star should only benefit from Div when its detonated while active, but its good to see the math that proves it! thank you co much for your hard work ♥
@asdsad17
@asdsad17 Жыл бұрын
you forgot to mention if the arrow on the hitbox is inside. there is no positionals
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Yes, that is true! Licky mentioned this in another comment too! Generally, the arrow being on the inside of the hitbox is typically accompanied alongside the targeting reticle being completely closed, which also means there are no positionals! Or, as I said in the video: They always succeed! ^^
@Toksyuryel
@Toksyuryel Жыл бұрын
@@CaetsuChaijiCh Not typically- always. You will never find a hitbox with an interior arrow that still has positionals.
@Aogami20
@Aogami20 Жыл бұрын
Thanks. I actually didn't know a couple of these. ALGORITHM BOOST ACTIVATE!
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Thank you so much! And I am glad you learned some new things!!
@dojelnotmyrealname4018
@dojelnotmyrealname4018 Жыл бұрын
Some other thing the game doesn't explain: Arm's Length: Slow means **Attack Rate** slow, not movement speed slow.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That one is hilarious when explaining it to other players, because heavy is movespeed and slow is... Attack speed 😂
@5t0rmM0nst3rs
@5t0rmM0nst3rs Жыл бұрын
I'm not sure if it's a big but I've noticed tbn says it only absorbs 25% of the targets hp in damage but I've never had any damage go through it... My favorite thing to do in the Copied Factory during the stage transfer on Engels is to stand out of the groups damage mitigation bubble and tank the hit with tbn
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That is surprising that you haven't seen it break ever 🤔 TBN applies a shield to you equal to 25% of your hp, and if you get an effect that makes edge/flood of shadow free, then the shield broke 😊 If you use it on another player, it will be equal to 25% of their hp making the shield significantly smaller on non-tanks 😊
@5t0rmM0nst3rs
@5t0rmM0nst3rs Жыл бұрын
@@CaetsuChaijiCh I mean when it breaks the remaining damage from the hit doesn't damage me
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Yes it does 😊 Damage that doesn't break barriers will always show up as 0 damage. Attacks that break shields will simply show up as if they did less damage. If it worked the way you suggest, then you could tank any tank buster in the game with just TBN as long as it is just a single hit, and once you go into savage, this is absolutely not the case 😊
@5t0rmM0nst3rs
@5t0rmM0nst3rs Жыл бұрын
@@CaetsuChaijiCh maybe it's just the content I'm in, I've only done raids and some extremes, and they just do enough damage to break the shield.. I use tbn like a parry for heavy hit I loved the video btw, lots of stuff I didn't know
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That's fair! If you have multiple shields on you from other players too, then TBN has a peculiar mechanic where it *always* gets spent first regardless of the order they are put up in, so this can also be the cause for the confusion! You are certainly using the action in the correct situations though! 😁 And thank you! I'm glad you found it interesting! 😄
@dustinhatfield8373
@dustinhatfield8373 10 ай бұрын
So lets say someone gets a dot, and then you give them a shield after. Does the damage tick on the shield or their hp?
@CaetsuChaijiCh
@CaetsuChaijiCh 10 ай бұрын
The damage ticks on the shield first. However, if someone gets a dot that does 1000 damage per tick, and you then give them a buff that reduces damage taken by 10%, then the dot will still do 1000 damage per tick, because of the snapshot 😊
@GaleGrim
@GaleGrim Жыл бұрын
I think I read something about spell speed effecting tick rate, but that might not be a thing any more because patches and updates.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Speed increases the damage of DoTs! So instead of, say, making your DoTs tick 5% faster, they instead just do 5% more damage, which both accomplishes the same result, but also is more consistent!
@GaleGrim
@GaleGrim Жыл бұрын
@@CaetsuChaijiCh Oh! So THATS how that works! Thank you!
@TheObie
@TheObie Жыл бұрын
Explaining to sprouts that defensive CDs are less effective when stacked is great. Telling new tanks not to pop more then one at a time because they're less efficient that way is just plain bad advice. When pulling wall to wall most dungeons will have two pulls prior to the first boss, burning down the mobs at the end of the pull takes about thirty seconds, and tanks have an average of 8 mitigations one being their immunity and one being their 'short' cooldown. Pulls are roughly a minute apart from the first mob, and the highest amount of damage recieved is the first dozen seconds after the mobs catch up and all auto attack simultaneously before they start dying. This results in sprouts following your advice using four or so cooldowns in between each boss, which mitigates far less damage and leaves most of their defensives completely unused between pulls. Sure, don't pop your jobs 30% and rampart at the same time or even on the same pull, and always space them so you have at least something up, but seeing a sprout pop just reprisal on an opening pull 'because the guide said its better' is immediately facepalm worthy. Absolutely pop Arms length and reprisal together. If your HP is dropping to medium levels, Rampart is active and you've got 10 seconds before Bloodwhetting comes off cooldown absolutely pop Equilibrium AND Thrill of Battle. Nothing is less efficient then a button that just doesn't get pushed, and 9% of a possible 10% when it's useful is better then 0% of 9% because you're saving it for a moment that won't come.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
I agree that sometimes you do need to use multiple cooldowns at once (especially in extreme and savage content). I don't think I suggested anywhere leading with Reprisal alone in this guide, but you are right that frontloading the better cooldowns tend to be more effective. Most of my guides for tanks also elaborate on this stuff, about using more cooldowns when you need it. But this particular guide I have made a bit extra exaggerated in the importance of not overlapping defensives because the tip itself was about the math behind it, and less so about what cooldowns you should use when. Indeed, a cooldown left unused doesn't do anything, but laying out a cooldown sequence that only uses half of your cooldowns also means that when the example new tank player follows the strategy to the letter, they know which aren't part of the strategy, so they can be used to supplement. However yes, you are right, the damage reduction tip in this video could very much have used a "*sometimes* tanks use multiple cooldowns overlapping when it is necessary. But that may vary!" or something ^^
@rashash9954
@rashash9954 Жыл бұрын
I'm no longer playing the game but I've never seen such a good video explaining mechanics of the game. Wonderful job.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Thank you so much! I hope one day you get inspired to play again and have fun with it 😊
@SaraAliciaCaster
@SaraAliciaCaster Жыл бұрын
For a long time ive been wondering how does spell speed effect HoTs Cus i can look at a melding guide for astro, and its literally only spell speed, no crit unless spell speed is full
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Spell Speed increases the Damage of DoTs and the healing of HoTs by a percentage. A common misconception is that it makes them tick faster, which is not the case, but it makes them do proportionally more output as if they did. For some examples, if your GCD is 2.45, then your DoTs do around 1.7% more than base damage. At 2.40, 3.7%. 2.35, 5.7%. and 2.30 yields 7.7%, so it is somewhat linear! In regards to your mention of AST melding, there are a bunch of different options. Slower builds tend to go for Crit > (some) Spell Speed > Direct Hit. Faster builds go for Crit > Spell Speed. The way this is reflected in Best in Slot lists is that any gear piece that can fit any Crit goes for Crit, and any piece that cant, goes for Spell Speed. You can probably also go with a full max out Spell Speed build, but those can sometimes have trouble reaching the point where Crit actually starts to get really good! However, unless you are aiming to do the best parses in the game (which is tedious in its own right) you can meld entirely to your own preference and it would still be perfectly fine! ^^
@HeroGuy3
@HeroGuy3 Жыл бұрын
#9 I SWEAR I've tested healing through lethal damage in the wolves den and come out alive Both the MCH and SMN LB do a lot of damage and snapshot ludicrously early, but if you hit recuperate before the damage is applied you can survive. Am I crazy or does this really behave differently in PVP?
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
It does seem to work completely differently in pvp, sometimes even if you click recup and you should be able to, a monk lb might stun and kill you even though you clicked heal in the same frame. But when it works and when it doesn't work with pvp situations seem to be incredibly random 😅 I think it stems from the fast pace of the content, it's hard to see sometimes who actually clicked their button first!
@Duodecimal12
@Duodecimal12 Жыл бұрын
I imagine it's because mobs are on the server and have their attacks processed immediately, while both you and your PvP opponent are not local to the server.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
@@Duodecimal12 This sounds very reasonable! It is also comparable to other PvP games where the server has to make some sort of decision when both players "hit first" according to them because of latency
@euclidYT
@euclidYT 7 ай бұрын
Snapshotting also effects DRK's shield.
@CaetsuChaijiCh
@CaetsuChaijiCh 7 ай бұрын
Correct, the barrier itself snapshots when it is cast, similar to how a heal does. However reducing the damage of a tank buster with a dot, for example, by using TBN, will not reduce the damage of the dot ticks themselves 😊
@AstrumKitten091
@AstrumKitten091 Жыл бұрын
I think it is harder to find 10 mechanics rhe game DOES explain and i have played since heavensward.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Fair point! 😅 I think a lot of the mechanics the game bothers to explain tends to be a case of a tutorial pop up while you are busy with something, whether it's combat, or otherwise just not able to deal with it right then! Like for example, I THINK the game explains raise invulnerability... When you click yes to the raise, so no one's reading that one! 🤔😅
@crowdemon_archives
@crowdemon_archives Жыл бұрын
A lot of things in XIV I have to either fuck around to find out, or research to figure out lol They aren't too well described unfortunately... 😅 (now, if people can go away when they see me have red lines all around me because they're going to eat a TB with me otherwise)
@simonsidorov8315
@simonsidorov8315 Жыл бұрын
The game doesn't explain gcds and ogcds and I struggled so hard for it
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
That is a great point! I decided to skip that particular mechanic because it is something that I have covered a few times before, and I have a couple of shorts that I always refer to for a concentrated tutorial on it! But maybe that is a good pair of mechanics to cover again in a future video! 🤔
@robro33
@robro33 Жыл бұрын
the game can do a better job of giving that information, but atleast its alot more consistent now than it was before ShB. Bardsongs used to be categorized as spells because they used to (and still do) deal magic damage, but because of that, you had no way to know that they were ogcds too without having used them (you could have looed at the recast as an indication since back then no gcd had a recast other than your general gcd speed, but when they changed that in shb they added gcds with actual cooldowns like sonic break). a skills tooltip will say either spell, weaponskill, or ability. abilities are ogcd, spells are gcds and are affected by sps, and weaponskills are gcds affected by sks. usually the spell/weaponskill distinction within a class is meaningless unless youre on drk/pld/rdm where you have both types in your kit and your gcd recasts for them are different because of it. For better or for worse its better now in terms of clarity (still not perfect), but they still seem to balance skills around both damage types and action types given how some skills just havent changed effects since their introduction and are particular in their interactions. Dissipation on sch increases "Healing magic potency" and they meant it when they say that. only physic, adlo, and succor are affected by it. Lustrate, indom, and excog arent, but theyre what you would mainly use. Temperance on whm doesnt affect benison, tetra, or lillybell because it says healing spells, but both asylum and thrill of battle on war affects everything above due to them increasing "healing actions". Thrill of battle says it affects all healing actions, but bloodwhetting's heal on-hit (and maybe the shield too) is unaffected by it even though it has a listed cure potency like all other heals including shake and equilibrium AND Storms Path (a skill that heals on-hit based off of a potency just like what bloodwhetting adds to all your hits), says "restores hp" like every healing skill in the game, and isnt based on damage dealt like bloodbath that "converts a portion of damage dealt" before they let you see the damage type of outgoing/incoming damages and you needed plugins or ACT to do it, one thing that was (and afaik still is) consistent was that if a skill said "delivers an attack" it was physical and if it said "Deals x damage" it was magical. meaningless for most classes, but it gave a nod to interactions like *your* embolden not working for *other rdms* enchanted melee combo skills, ninja mudras, and plds magic phase back when it only affected other people's physical damage despite all of these scaling off of different stats. Even now Contre Sixte and Fletche arent affected by your own embolden or manafication because those only affect magic damage and both of those are physical
@PiLipOppa
@PiLipOppa Жыл бұрын
RIP Selene
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Fortunately you can unlock a command to replace Eos with Selene (Or any of the colored Carbuncles!) so it isn't entirely lost! It is unlocked from a quest given by the Arcanist Class Teacher in Limsa Lominsa! 😊
@PiLipOppa
@PiLipOppa Жыл бұрын
That's news to me !
@jadeyxdd
@jadeyxdd 10 ай бұрын
min-maxing ASMR
@CaetsuChaijiCh
@CaetsuChaijiCh 10 ай бұрын
I am glad to hear you think so! 😁😁
@dojelnotmyrealname4018
@dojelnotmyrealname4018 Жыл бұрын
Slightly less basic, but the entire job mechanic of astral fire/umbral ice is barely explained.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
Indeed. While it shows a blurb explaining it when you have blizzard and fire, a new player would get this before ever experiencing combat, and the blurb only vaguely explains what they do. Astral fire boosting your damage is irrelevant if you don't know by how much 😅
@sbv34
@sbv34 Жыл бұрын
dots you receive (atleast in pve content) are dynamic, not snapshotted
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
No, this is incorrect. They are snapshotted. This can also be demonstrated ingame by fighting any open world mob that can apply a DoT, and testing using mitigation *after* receiving the DoT, and observing that it changes nothing. A decent mob to test this with are the Bhujamga right next to Palaka's Stand whose Regorge action applies a DoT. Additionally, Icy-Veins happen to have a page dedicated to how Mitigation works, which, ultimately, is what matters for whether DoTs applied by mobs snapshot. Link to their guide: www.icy-veins.com/ffxiv/fflogs-mitigation See point 1.2.3 on the page.
@sbv34
@sbv34 Жыл бұрын
​@@CaetsuChaijiCh the 1.2.3 section is not accurate, since this is meant to be describing DOTs from duty content, not from outworld. Dots from tankbusters in duties pre shadowbrings do snapshot, a common strat for kefka (O8s phase 2) was to heavily sheild ontop of mitigation from the tank (durr obviously) to stop the bleed occurring ( as you explain in #7) or minimize it. Dots from tank busters in shadowbringers and beyond now dynamically scale, E1s for example does this (dont quote me any other eden fights as i cant remember, E1s was just the most rememberable one back from progging), all dots from tank busters in P6s-p8S do this. now whether or Not dots are only like this for tanksbusters i am unsure, however it would make sense this is how they all behave now.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
​@@sbv34 You say this has been changed in content from Shadowbringers onwards. I have tested a Shadowbringers duty in that case: E4N (normal)'s Titan's Earthen Fury applies a DoT that does *not* scale Dynamically: Test was done by taking the DoT clean with no buffs, and the damage per tick was unchanged after applying Vengeance and Rampart. Endwalker Tankbuster specific example of DoT Snapshotting: P5S Venomous Mass Tankbuster applies a DoT. Example from this video, around 1:08: kzfaq.info/get/bejne/qLJka66A3M7Pdmg.html First tick with Rampart, Kerachole and Bloodwhetting active hits for ~16K damage. Second tick with only Rampart and Kerachole hits for ~16K (If damage is dynamic, it shouldve done at least 17K). Third tick with only Kerachole hits for ~16K. Fourth tick also with Kerachole ticks for ~16K. Furthermore, it is a very interesting assumption that the page would be incorrect considering that icy-veins has not actually covered FFXIV content before Shadowbringers, where you claim this change took place, and the data on this particular subject is scarce enough that it is extremely unlikely that they simply copy-pasted the information from elsewhere. The page I refer to describes all content, but uses specifically logs and duty encounters as sources. It was, also most recently updated during Endwalker, although before P5-8S.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
I also went ahead and checked P6S, since, to be fair, you did specify P6S-P8S, and I don't know if you intentionally skipped P5S. This video, at 0:33: kzfaq.info/get/bejne/hpuqmrqE2J6ZYYE.html Chelic Synergy applies a DoT. The DoT is applied with Bloodwhetting, Stem the Flow and Vengeance active. Tick one happens at 11 seconds left of the DoT: 12774 damage. Only Bloodwhetting and Vengeance is active now. An auto attack happens at around 9 seconds. Tick two happens at 8 seconds with only Vengeance active. Damage: 12239. Another auto attack at 6 seconds left. Tick three happens at 5 seconds with only Vengeance active. Damage: 12612. Another auto attack at 3 seconds left. Tick four happens at 2 seconds left with NO BUFFS active. Damage: 12408. From that we have to be able to agree that this Tankbuster DoT Snapshots? 😅
@robro33
@robro33 Жыл бұрын
​@@CaetsuChaijiCh P6's TB runs on some form of black magic. I remember looking at logs when I was progging it to see how much damage it deals and it has a strange quirk of not being able to do more than your current hp in damage either. You can holmgang the TB and any tick that would do its standard damage and kill you normally *will* not do more than your current hp and it made understanding it hard because of tis irregularity. otherwise its like every other dot that snapshots on cast. @sbv34 you might have seen reductions via shielding and attributed that to the mit since shields applied after a dot still absorbs damage from dot applied before it. dont forget that alongside the 2 10% mits BW provides, it also grants a 10kish shield Pull where 1st TB was taken raw, heart of corundum was given after the initial hit, and damage went unchanged. all later ones had mits applied for the inital hit and were reduced accordingly www.fflogs.com/reports/yTV8qvWdkAtYzHG1#fight=15&type=damage-taken&source=194&ability=1002088&view=events This is the voodoo i was talking about that makes that TB work. i had did it for a number of pulls during prog and the only conclusion i was only able to get out of it was that that specific dot cant deal more damage than you have HP. Holmgang makes the received damage misleading and very inconsistent because youll take low damage from the first ticks as you have little hp, then as you get healed you start taking massive damage because it has more hp to take and the dot itself didnt have any mitigations applied to reduce it www.fflogs.com/reports/Z86AjCx1XP3WgYvL/#fight=10&type=damage-taken&source=173&ability=1002088&view=events
@Miracle7Seven
@Miracle7Seven 7 ай бұрын
Ok this video has waaaay to much math for me to understand the rest lmao…
@CaetsuChaijiCh
@CaetsuChaijiCh 7 ай бұрын
You can probably still use some of it without getting the math? 😅 I think it's mostly needed for explaining why things are 😅
@Dana-Dandoon
@Dana-Dandoon Жыл бұрын
Each job is unique on its own even though basics are shared by the same role, by playing desired job you get to understand all of which you trying to explain, no need to complicate things... this video is not necessary. It just gives one a headache.
@CaetsuChaijiCh
@CaetsuChaijiCh Жыл бұрын
A lot of players like to understand mechanics in greater detail. And I have met many players that have reached max level, even completed entire savage raid tiers, without ever learning some of these mechanics, so your statement that "by playing desired job you get to understand all of which you are trying to explain" is incorrect. The game *is* complex, I am not trying to make it more complicated, I am simply trying to explain some of the less obvious mechanics of the game. I am sorry that you feel that way, but a lot of players actually find videos like this one helpful, which makes it necessary for them! :-)
@fierceblu
@fierceblu Жыл бұрын
This video is absolutely necessary ! The game has a decent amount of hidden mechs, and all of these can apply to everyone and is stuff that is good to know. If you don't care to know them, you can probably enjoy most of the game without knowing this stuff but why lampoon this well put together video? The explanation of Effective Health an multiplicative buffs is very important for explaining why we stack damage buffs and avoid stacking defensive buffs, very relevant for EX or harder content. Understanding server snapshot is helpful for literally anyone playing the game. Stop trolling.
@fairlyenjoyable
@fairlyenjoyable Жыл бұрын
If the video isn't necessary to you, then there's no obligation to watch it. ✌🏻
@crowdemon_archives
@crowdemon_archives Жыл бұрын
As a Savage raider (though casual) I would do well to understand finer details so I can either avoid the thing or exploit the thing in order to make a fight end faster, thanks. (meme runs, on the other hand, works for P10S lmao)
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