To learn a fight is to avoid all the attacks, but to master the fight is to run into the attacks the moment it becomes safe to do so, especially if there is no beneficial reason for doing so.
Get the addon. NoClippy. Even a high ping person can smoothly triple weave with it. Its amazing. I wouldn't play the game if it didn't exist @CaetsuChaijiCh
I was about to volunteer my own jank mechanics, but then I remembered I found out about them from YOUR Mythbusters series, so you already know them all!
@CaetsuChaijiCh The one I had in mind was about on-hit effects overwriting each other, so if you use both Vengeance and Arm's Length only the last one applies. I play a lot of low-level WAR, and that knowledge has come in handy so many times.
An interesting thing about the dot and hot ticks - each entity has their own internal timers. That's why when you apply a regen to your party who are all low health while they have a bleed on them (looking at you FRU p1) their hp bars can go up and down seemingly randomly, not taking the damage ticks at the same time. This is additionally interesting for speed killing groups where you're trying to cheese LB as fast as possible with gear changing before pull (equipping only a lvl 1 weapon and nothing else and then quickly swapping over to your regular gearset just before the boss is pulled) because sometimes you get insane lb gen for all the critical healing and sometimes one player's regen ticks just before the pull and pushes them out of the critical healing range. You can actually do some jank to sync up the party members' natural regen ticks by dying (because when you are dead your regen tick pauses) - both in legal and illegal ways but one of the more funny one is for arenas that have a bleed wall such as EX2 of dawntrail which if you all suicide to it will naturally sync up the natural hp regen ticks
Fun fact about RDM: Back in Stormblood and Shadowbringers, the cast time for the spells that triggered Dual Cast matched your GCD, meaning that even with a good connection, you STILL could occasionally get the dual cast buff, but start casting the next spell normally instead of using it. This is where the big aversion to SPS comes from, since the faster your GCD was, the more likely it was for that bug to happen. I had it happen several times during TEA prog back in Shadowbringers on a less than 40ms connection.
Finding new fun ways my potato computer is impacting my dps Thank you for the video! I knew some of this, but others were new to me and I appreciate knowing it.
Hopefully it won't make a significant impact, but it is sometimes interesting to know if you have any way to play around it, right? 😊 I'm glad you found it helpful!
@@CaetsuChaijiChHaving 10-12 fps on average means it heavily impacting my gameplay is kind of unavoidable (the only solution is Git Gud and try to save up for better hardware, really), but it is generally remarkable just how many little things are affected by client FPS! No wonder Reaper has the nightmare that is an fps-dependent opener...
The fact that Japan has good internet has been disastrous for multiplayer games made there, as most of them are made with the assumption that players don't have high ping and things like this entire video happen. Just ask people who play fighting games.
They also on average have less ping because the country is small and will never live far away from the server. Distance to the server is a huge part of want makes ping worse so if you live somewhere like eastern Canada or USA you will way more ping than someone living in the west.
It was forever for them to start putting in rollback and even longer for it to be good rollback. The ostensibly had to bully them and covid had to happen to get it to be industry standard
Ive heard Happy say that when people asked Yoshi-P about Alexander and MCH/dealing with high ping, he simply... did not believe that high ping was an issue players experienced. Which explains why MCH is designed in such a way to be essentially unplayable above ~150ms. But hey, Dawntrail fixed that by making MCH unplayable at 15 ms too :P
The last bit is part of why there's a rule in my static that you "do not perceive certain members of the static" because we're all abusing snapshots to gain uptime and mess with each other. Animation locking is even more brutal when dealing with mechanics like Motion Bombs on Ozma or Ordained Stillness in TEA or Pyretic (especially in DSR). Because those mechanics aren't based on game inputs, but rather character animations. So even if you stop moving for a pyretic, you can still die to damage well after your last actual input because you were casting Eukrasian Diagnosis right before it applied. The flip side is if you know which skills have low animation lock, you can effectively roll your GCD through a motion check and not have to ever stop doing damage.
Oh that last bit about rolling the gcd through things where you are supposed to stop is quite interesting, and quite obvious in retrospect! Thanks for mentioning it!
The snapshot/late attack thing is fun for me because of how it used to be represented in FFXI; essentially, any changes in your HP/MP/TP change on the UI the instant they're "snapshot", but the rest of the screen (popup numbers for damage and spent resources, the animations for weaponskills, something dying) will be waiting a second or two depending on latency.
I'll have moments where I'm playing a melee and I'll be hitting mobs in a trash pack, but sometimes if they go a bit father ahead, my GCD would actually start rolling for a split second, and then immediately revert, saying I'm too far away. Despite me being right in front of them on my screen. The latter could be explained by latency, but the GCD rolling for a second never fails to throw me off. This ALSO applies if the enemy ever passes through me. It's a lot more noticeable on caster since it would just interrupt you, but it even does this on instant skills, even when you're still in range.
I love slidecasting as a feature. Also as a PLD main i never understood flashing wings. I love Passage of Arms so im going to try and apply that trick more now
One thing I remember happening to me when I was on my old dying hard drive was that when I loaded the game for the first time in a day, I could do things like play a job with movement abilities, use those movement abilities, and nothing happens for like the 30 seconds it took for my game to actually load. Then suddenly I would be thrust to where I should be. Especially noticable with NIN's Shukuchi. I could be running somewhere in a city and would use Shukuchi to speed me up, but because the animations are still loading and it doesn't move me, I just keep running and then suddenly teleport behind where I was because I targeted a point that I've since ran past. I've had a few times I believe in raids when my PC was at its limit where just doing trial roulette would make it take ages to load the animations of the boss, and I'd get hit by stuff that should've killed me, but instead my death is delayed until my PC loads the animation and realises I got hit. I think this included other forms of knock back as well where my knockback would be delayed. I think I might have been given a vuln stack the moment the mechanic actually hits, but the damage came later.
I'm currently wondering the best way to handle those weird boss mechanics that are frequently unresponsive, like m3s ground fuses not triggering despite dancing on them, or tethers not passing between players predictably.
Fun thing about 7! To miss an attack because of late application is usually refeared as "ghosting" "I ghosted my rainbow drip" and you can actually force the game to immediatedly apply the damage by weaving. this can be easily tested out with PCT. the 3rd hammer hit takes like 5 days to register but if you immediatedly weave something like lucid dreaming it will come out much sooner. I have been getting good use of this tech in FRU.
Based on my own testing, even if you weave something, which makes the damage number appear immediately, the actual attack connecting happens at the normal delay (which is usually witnessed by your targets hp not moving earlier by weaving). A clean way to demonstrate this is with warriors nascent flash as the healing applied to the secondary target happens when the healing actually hits you, and if nascent flash ends before the heal applies to the warrior, then the secondary target will receive zero healing, even if you use a weave to make the healing numbers on you appear sooner! 🤔 So my question is are you sure this "tech" actually leads to you landing the damage? 🤔😊
A lot of the older jank has been programmed out, such as Summoners being unable to summon egis if they have a Chocobo out, but one bit that I remember very distinctly is that Rescue can have both it's target's animation lock *and movement* delayed if the target's computer is struggling with rendering animations and effects in the current fight. This can result in, for the healer, a massive "wait, did it work" pause right before the character being Rescued is very suddenly yanked back to where the healer first cast the spell a second or two later and their character being animation locked, which if you needed to Rescue someone, might mean that their corpse suddenly slides across the battlefield.
Yeah that is true! I believe it is at least partly because player position is heavily dictated by what the client says rather than the server, so if the client pc is really slow to resolve the rescue (latency, or any other reason), it appears rescue is super slow!
I love how i learned more about the game from these videos than any site or guide tells you. You feel the jank but you have no idea whats happening so you usually dont know how to deal with it
The jank i discovered is when fighting Honey Bee Lovely. I realized it with blm's Aetherial Manipulation but tested it with multiple gap closers. During Honey Bee Lovely's Beat 2 with the moving hearts, you can gap close THROUGH the hearts without actually hitting it and taking a heart. I make use of this every time I need to get to the stack marker at the end of Beat 2 as blm.
What I'd learnt from this game playing BRD is that buffs and debuffs still applies for a extremely small window(not sure how many milliseconds but I'm guessing it's less than 1 second) after their icons disappear. Many often times when I applied Iron Jaws right after Stormbite and Caustic Bite icons disappeared, the debuffs would still refresh, and interestingly the icon order of the refreshed Stormbite and Caustic Bite would swap places. That was how I learnt to greed mitigation windows, by squeezing their 15-second duration to cover a raidwide and the next that comes after.
on #7, i got the Necromancer title as gunbreaker, but it wasnt without problems. Solid Barrel has this issue of the damage coming out late because of a long attack animation. this got me killed during the boss on floor 180, because the boss's animation played out faster than mine. there is a really dumb trick to this though, if you can weave an ogcd in before the animation finishes, you can force the damage to apply faster. so on every run after that, i hit provoke after solid barrel on that final gcd to kill the boss.
I gave a slightly longer explanation of this on a different comment, but based on my own tests, supposedly the damage doesn't come out quicker even though the damage numbers appear. Are you certain the damage wouldn't have landed in time just the same without this weaving tech? 🤔 Edit: i specifically just went and tested this hypothesis on an open world mob by setting it up so it would die to storms path, which has an extremely long time before it lands too. I then used storms path followed by weaving equilibrium which causes the damage number to appear, but the mob stayed alive until the timing where the damage normally lands 🤔
Shoutouts to Executioner’s Gallows for having a hit detection nearly as long as the GCD, before being explicitly stated in the 7.1 patch notes that it was shortened. (Also Chaotic Cyclone and Tenri Jindo, but Executioner’s Gallows definitely was the bigger offender.)
The weirdest part about that one is that regular gallows didn't do that, and executioners gibbet didn't either so there was no good reason for it! With chaotic cyclone we at least had a case of a precedence since both decimate and steel cyclone equally had slow response times!
the thing about the game is the server checks the most recent snapshotted position it had of your character's relative position when a mechanic goes off which could be about .20 seconds off from your position on the client. the use of weaponskills, spells and abilities force a snapshot of the position their used.
The funny part is that if they did somehow fix many of these things, the game just wouldn't feel like FF14 any more lol The one bit of jank I'd offer that isn't in this video is the limit on buffs and debuffs, where you can actually fail to apply a buff on a friendly or a debuff on an enemy because they already have too many buffs/debuffs on them.. to the point where necessary upkeep buffs or 2 minutes can just not apply in some cases. Thankfully they've cleaned most of this up by raising the limits over the years but there are still some cases where you see it crop up (like in Hunt Trains)
The lingering doton is great, a good 3 seconds after the buff drops off your hud and the doton starts to fade you can still squeeze out an extra hollow nozuchi if you have the action ready for it
Here's a weird jank: many abilities between jobs share CDs, and not necessarily similar abilities. You can see what is shared by simple trial and error and witness the weirdness.
May be an idea for a follow up, but... samurai's Third Eye. I saw multiple instances of it working after buff falling of, making it fall off second time and applying regen. I guess it's the same mechanic as with paladin's wings. However, I don't have conclusive evidence on how does it work with attacks where damage happens more than 5 seconds after supposed boss snapshot (presumably at finishing the cast). See long phase transitions, like bahamut, Alexander... I believe there is something in e12s as well (ice?), but unsure.
Interesting suggestion 🤔 I believe the reason why is that if the attack that activates third eye is snapshotted before third eye ends, but lands after, everything about how the game works dictates that it should still activate third eye even though it has ended. But it feels weird right?
I like the ghost one. Happens quite a few times that you dodge an aoe and stop just outside of it to continue casting and the game will think you are still in the aoe. But if you keep running until it resolves then you are more likely to be safe. Also weirdly enough jumping over from a tile of lava to a safe tile works the same, you are up in the air mid jump and don't get hit.
Yeah that was nuts what happened on m4s. Of course this kind of thing happens fairly frequently but usually the consequences are taking a vuln stack or at worst a personal death rather than wiping the raid as it did here. The hard content of the game sometimes seems like it is pushing these systems to their very limits by demanding quick and consistent execution in a game system that often feels neither quick nor consistent. It’s still good fun but the game would feel a lot tighter with these issues mitigated like they are in a lot of other multiplayer games.
The "future" thing is funny when I explain to people. Really I just tell them to hit "follow" on their screen and I show my screen. It's what I do to explain sometimes when people get salty about the whole Fall Guys "teleportation" thing people get salty about.
Exactly, the fall guys "inconsistency" was what made a lot of players truly realize this mechanic, because it is precisely why this stuff happens! That is also an excellent way to demonstrate it!
@@CaetsuChaijiCh I don't agree that this is why it's occurring. Latency exists, but the effect is much less pronounced than you think. The actual reason there's a substantial difference between expectation and reality has to do with the difference between snapshot timing and animation- which is NOT caused by latency, but rather by deliberate design, or a lack of SqEx putting forth the effort to synchronize snapshots with animations plausibly, or the animation being too grandiose to have a good "moment" for snapshotting that is intuitive.
@xSuperMetroidx okay. Let's just say this precise interaction also happens in other multiplayer games, and are particularly visible in mmos like wow. To give a completely different example, In shooters, there are mechanics like "shooters advantage" where even though the attacked dodge out of the way on their screen, the attacker having successfully landed their shot on their screen is decided as reality. It deals with the same kind of problem. It takes time for information to be sent and processed In fighting games, many have rollback mechanics where it tries to predict what each player is doing, and then adjusts somewhat on the fly to what ends up happening. In smash bros (specific fighting game), this feature does not exist, and instead each action has a very visible delay when played online, so much so that online matches have, effectively, their own separate Mets game from offline matches, because of advantages and disadvantages granted by this interaction. This might sound like pointing in random directions, but it is the same idea. The server cannot predict where you're going before you go somewhere 🤔😅
@@CaetsuChaijiCh I have hundreds of hours of Savage/Ultimate footage of myself (with Pixel Perfect enabled to see the precise hitbox location) which I have reviewed regularly throughout prog. I have yet to see a single instance of myself being hit by something while I was more than 1/2 frames out of its hitbox at the moment of snapshot, unless I was currently experiencing hundreds of MS of additional lag. I normally play with a latency of 40 or so. Even if hit detection were handled purely server-side with no motion prediction applied, 40-80 MS is not long enough to move multiple character widths as your illustrations would seem to suggest. Also consider fights like Zeromus, which have a sweeping hitbox moving across the stage, which you can move perilously close to without being caught. If collision were based on a ghost position multiple character widths back, you'd be standing directly in the middle of the laser. The logic doesn't make sense. The delay you are seeing with the movement of other players is a separate issue that is uncorrelated with the actual hit detection that is going on. FFXIV simply doesn't propagate player movement information to other players quickly enough. You seem to be making the assumption that a similar delay (about half as much) is applicable to the player's own server-side movement, when in reality the propagation of that movement to other players is being arbitrarily throttled to save server costs. The game would in fact be unplayable in Savage/Ultimate if player snapshotting were delayed by multiple character widths like this.
So, my "favorite" moment of jank is one I'm experiencing right now as my group goes through TEA. Namely, your cast can get cancelled through mostly no fault of your own if a boss runs past you just wrong. Normally, when you're channeling a cast if you rotate your character it'll cancel it because you're no longer facing the right direction, but if your *target* moves you'll automatically rotate to keep looking at them. However, if your target runs functionally right over you such that in one moment they're on one side of you and the next moment they're on the opposite, it seems like sometimes the game just gives up on rotating your character and cancels the cast as though you weren't facing the right direction. It's very rare, and only seems to happen when you'd otherwise have to turn around in a single frame, but it can be incredibly annoying when it happens because it's basically outside of your control aside from hoping the tank doesn't drag the mob right over top of you.
As someone playing in EU but being from latin america, RDM is literally impossible to play some days. On the contrary, slide casting is super easy so at least I have some fun with it
There is also other hilarious things related to fps, namely, certain graphical features. For example, jiggle physics are tied to your fps and if it is too high then it completely breaks and disables itself. Locking your fps to 60 and below is a safe bet for seeing that feature in particular.
I'm glad to see that I'm not going crazy when my flow gets inverted on red mage, it's always really disorienting. I should test and see if its more stable on my pc which has a direct connection. At least I hope it's that, cause if it's my isp there's nothing I can do about it.
The latency and animation lock timings are something you just kind of have to get used to and get a feel for as you play. It's also why certain jobs are basically unplayable on a bad connection. But remember, small indie dev.
I've experienced a lot of the tick-based jank when FATE farming as a queue pops. It then not only takes a second for the game to realize I'm no longer a valid target when I stop syncing, but also that I'm no longer participating in a FATE and can change jobs again.
had that happen two days ago, queue popped and I needed to change jobs but despite running out of the fate and being pretty far from it I nearly timed out because it took so long for the game to register that I wasn't in the fate anymore. It wasn't a combat thing either since I was fully out of combat given I was able to use mounts again
I once had a really old laptop back in ARR. Its performance was so bad that got 8-12 FPS mid combat or in busy town zones. I want you to imagine how bad that was for movement. People outran me on my chocobo. By walking. Naturally, I played BLM. And I learned the value of Aetherial Manipulation for keeping up with the tank in dungeons. Somehow I managed to heal a tank in Keeper of the Lake's final boss with that same BLM because the healer died early and we still had cross-class Physick at the time. It required full on spam to keep the tank up, but I managed to dodge the entire fight while keeping up with that.
My biggest jank is when I was playing on NA. I would use an ability and th3e animation would start, get half way through then stop if the boss disappeared or a buff like the old delirium wore off. Logically, I know it's because my games timer said I could use it, but when it went through to the server, the time has run out, so it auto-cancelled, or at least that is what I assumed. Didn't make much difference and could play around it well enough, but it was fun to see my character just give up half way.
It would be cool if red mage actually got given high enough natural strength levels so that their auto-attack dealt good damage. Lean a bit more into the whole spellsword hybrid identity. It doesn't need to be melee dps levels of damage, but it would be nice if it was high enough to actually be noticeable
Oh dear....RDM was the first DPS I tried and I gave up on it and switched to DNC because the dual cast buff would come up too late, messing up my entire rotation...and that happened mostly in content where I needed the high DPS (A.k.a the content I picked up RDM for). At the time I thought it was my connection or something. I had no clue it's a known issue!
Even low ping gives you some combat related problems. I have a average ping of 8, sometimes my casts get interupted after movement on like 1/5th of the cast bar. DRK in EW had a even worse problem with that ping, pressing bloodweapon and then a GCD on the next posible frame it would not give you gauge making you miss 10 gauge that you needed for esteem
A funny thing about mage autos, I noticed once when I was running Syrcus Tower on SCH that my auto attacks did around 1/4th to 1/3rd the damage of my Art of Wars (Arts of War?). It's actually hilarious thinking about how much damage you lose over the course of a fight by casting at range at lvl 50 😂 Although not many fights last long enough for it to be all that significant. Idk how it was back when ARR was current, but I wonder if casters being in melee range would have made dps checks on Coils easier 😂
When I started doing FRU as Sage, I noticed something that's very jank in my mind. It seems like I use my Toxicon stack while precasting without it showing on the HUD. It just so happens that I like using Toxicon just as we take the first bit of damage. If I spam the toxicon while casting the dosis so it's precast, I get my stack back before it goes out and it looks like I didnt use a toxicon stack. If I try to use it as late as possible during my cast, I don't get that extra toxicon...
The most annoying jank mechanic i experienced is your 'attack being canceled" by enemy moving, worst is when its moving towards you. Happened to me a lot on m4s if tank pulled in an off way. It sees it as if the enemy was too far away from your range. Another janky, but rare thing is in Heaven on High - if your teammate dies to mobs and you use petrification while the mobs deaggro and rush back to their spots, the mobs will become 'invulnerable' and wont die to petri. They do aggro from it tho, so one your floor wipe ends you got some angry guests to deal with
If you stick really close to enemies when they move you've probably encountered this one, when enemies move through your character as you do an action (most likely with casts like iaijutsu but can happen to weaponskills with unfortunate timing) the game will decide you are not in range and cancel that action even if the enemy is very clearly still in range. It's incredibly annoying every time it happens.
An interesting observation is that if you turn off the setting that auto turns your character when you use actions, I believe it also says you're not in range if you face the wrong way. So I imagine this is what happens, and may be a lot more common with more latency, but can happen as a caster when a mob runs straight through you too!
How about how AoE attacks (whether yours or an enemy's) always seem to apply to just one target at a time, just really quickly going through the list of everything that got hit until it's all finished? Most noticeable in dungeon megapulls, of course, but it happens everywhere.
Oh god i didn't even think of that when watching the video - the classic exchange of "why did i die?" asks the physranged from 15 yalms away from the healer and gets the response of "HEALS ARE EXPANDING AOEs" or the on patch Omega Protocol Ultimate experience where 4 people die from the enrage cast going off but the rest live and you get the kill
As I am playing on 300 pings, i went to search which jobs are good/bad on high latency and the ones that are always said to be bad on high latency are machinist and ninja. I never realised it is also bad for red mage even though i playing mostly summoner and have gotten use to waiting for a while to cast after casting swiftcast. Maybe a video on jobs least and most affected by latency will be good😂.
This can be due to your pc not having the resources to spare to stream. If that is the problem try reducing the settings on ffxiv so it isn't as intense. The pc I work with right now used to have a relatively stable 120 fps before dt, but has dropped to closer to 80-90 since dt, so that could be the cause. Another possible reason if the drops come in waves is uh... I don't even know I also have these problems. It is likely actual lag spikes on the connection, whether it is youtube or your isp I can't say. There is a setting in OBS to have a dynamic bitrate which CAN help somewhat so your stream doesn't break too much when these drops happen, but it doesn't change the fact the problems don't just go away. If it seems to be a connection thing you can also try using a VPN, replacing your internet cables, check if your router and so on are up to date etc. But the best I can offer you is that I also have these problems sometimes 😰
@ I’m on a 4/5 year old Mac mini that’s been well abused making content for my various pages. Run well over 10-15tb through it over the years. Obs had an update last night that messed with me hard. It’s almost like they design it for a pc then revise it for mac and it’s just glitchy till they fix the bug. Basically the chain is Mac to obs to restreamio, off to yt, twitch and kick. Obs honestly seems to be my problem child vs actual game issues. All good playing without Obs up, the roughter is new and wasn’t a cheap one. Wife works from home and needs quality internet for her job. I’m confident it’s either the old abused mini or a clash of coding. Note.. I’ve noticed while editing videos if I do a reaction my mic audio is on point, but screen recorded audio has a small echo. I don’t know if that’s black hole causing it cause of the internal repeat or why the echo is happening. But with the Mac I can’t record computer audio without black hole. While streaming there is no echo from the game, from my monitoring laptop on twitch or yt. It’s weird. I appreciate everything you do.. love the content.. thank you so very much.
Not entirely sure how this works, but my friend cleared all the ultimates on a relaively low spec laptop (~20-30 fps) and in some mechanics where people would get knocked back into a stack hit, he would sometimes get knocked back too late and receive all the stack damage on him instead of the party.
Ohh number 3, how I feel that in my soul I play on NA as an AUS player, meaning depending on the server my ping ranges from as little as 160ms to a whopping 200ms (Yes I know that's not a lot but I'm exaggerating for Comedy). So many times when someone's started a download without throttling it's jumped my ping to upwards of 230ms and I get the dreaded buff delay Not very fun to get in savage, especially when everything freezes in place but you know that mechanics are still Happening so you gotta dodge in anticipation of said mechanics ✊😔
Even if the swing is only 40ms, it is pretty big relatively speaking, and a more consistent 200 would probably feel better than a swinging 160-200 due to the inconsistency... It really sucks 😰
First time I'm early to your video! It would be great if someone could subtitle this video in Japanese and send it to the devs, show them we have people like you who understand the mechanics in their game to a mathematical level. Maybe give them a reason to give our stats a bit more clarity like what having 2200 critical hit actually means, or giving us a way to have an in game ruler
I have a feeling the devs might already know that we know, but it would be nice to know for sure that they know! I also absolutely agree that it is wild we can't see how valuable our stats are in game! 😂
One thing I hate is that the cursor is tied to the frame rate. The higher your frame rate, the faster the cursor moves around. I was playing with unlimited frame rate the other day and I could barely control my mouse. It was like playing an FPS with sensitivity cranked up to maximum. Sadly, you lose jiggle physics at frame rates higher than 60fps, so the trade off isn't worth it. Jiggle physics more important than DPS.
What do you mean by how? If you have damage numbers turned on (on by default), you can see these numbers all the time. They just tend to meld in with other things because they have the same color and font size as attacks from other players and such, so they are difficult to see in a real fight 😊
@@CaetsuChaijiCh Yeah I just realized, that I have to show all damage numbers, even other players damage to show my dot dmg. Which means that I cant see my dot dmg in all that clutter. Uff
I have no idea what it is so in my head I call it an FF Tactics cast But why do casts sometimes miss when the target moves? The mob doesn't die, doesn't become untargetable, it just decides to move somewhere and my casts finish on Interrupted. Most of the time it doesn't even look like they moved out of range I think this happens somewhat consistently on fast running mobs on maps, but still rare enough that I try to use casts on them and miss
I think this can happen more with latency, because usually it is because the mob got too far away, or Alternatively turned a corner so you no longer have vision of it 🤔
Now I know, why I've seen so many times, that someone is clearly in an AoE puddle, when it blows, but they receive no damage. I always think they are late to get out of it, but they are not. It's just that I see their actions with a slight delay, so to speak.
Ive been playing the game since stormblood on a bad laptop + South America ping, managed to do all the savages since then and most ultimates but always with low dps numbers. fast forward to now on DT with 75fps, my damage is much better on longer fights, even with the same ping, Thought I got better but it just was being held back by my 15 FPS lol
Animation lock and latency jank was why I didn't like ffxiv when I tried it back in ARR, as my friends were playing on NA despite us being europeans. I even experienced a weird thing back then where the game would start my animation but not follow through with it when I pressed abilities close enough to each other (it was incredibly noticeable as an Archer, with bloodletter's animation starting and getting cancelled by heavy shot quite often). Thankfully the friend who got me to give the game a second chance in EW played on EU servers, the netcode has likely been improved somewhat, and I have a much better internet connection, so I haven't had any similarly glaring issues since. Slidecasting being seen as "just lag" and what not by some feels weird to me, because it's a deliberate choice by the devs to reduce the effects of latency on gameplay and mmorpgs without that kind of latency compensation tend to feel like dogshit to play if you don't have a perfect connection
this is for all the player physics, so things like cloth and earrings and even viera ears also dont look right at high framerates :( but there is a nice dalamud plugin called high fps physics fix that limits all physics to only run at 60fps and that mostly fixes this
THANK YOU. I'm tired of privileged people saying "Dawntrail is not hard, this game is easy". Lots of us have to deal with so much bs, it's insane! We need double the time to get good at any specific fight, without having double the time in real life.
The final spread marker example you gave is the one that annoys me the most. Too many times, players are running with spread markers and the game thinks they are in the exact same spot, but due to lag, each individual player sees themself as being ahead of the other. Then, they both stubbornly expect the other player to compensate because "I was here first"
Red mage is literally unplayable with Higher latency, if you cast a spell and use the apell queue it will often hard cast the next spell because it happens before you get doublecast.
That note at the start... IDK why they care about hair (or really anything) clipping. If players don't like how it looks they can always just use the aesthetician?
Animation lock is literally the reason why I can't play some jobs on iffy ping. I know this for a fact because I "experimented" with some "things" and I can play the jobs fine by magically "ignoring" latency-related animation lock. I don't know why it's there.
13:55 Decimate on WAR is another example. It feels SO BAD compared to the rest of the AOE that I just hate using the free ones you get from inner release lol
On the other hand, something like where your character is, is at least partly handled client side, and is what bots use to teleport. So while it would be super neat, we can already see how quickly players (and bots) will abuse any trust the server gives the client! 😂
I'm sad that you didn't elaborate point 10 into saying how character movement is actually client-side so DCing stops you from being hit by knockbacks, stuff like that. Ever rescued someone and they just took a weirdly long time to move to you? They are just on high ping.
"its an incredibly janky game" yup.. after doing quite a few raid tiers now, watching my static members (with anything above like 50ping) dodge mechanics, just for the mechanic to still kill them regardless.. ive come to realize this game is very very janky
And this is why Noclippy is super CHEATY while also simultaneously being one of the most morally okay Plug-ins I hear others use Because it's almost embarrassing that a game like ATLYSS feels less jank to play online 😅
It is a very awkward conversation because some players basically feel like a plug-in like that is what enables them to just play the game. On the other hand, such plug-ins wouldn't be needed if the game wasn't this janky! 😅
Furthermore, given the FRU debacle, they may have to start cracking down on any plug-ins or mods, and while FFXIV is playable without mods, it is insane that the game has that much jank that what is literally a debug option is needed to really understand what goes under the hood.
Some of things things I dont find jank tbh and just part of the game. Hell the last ghost part is something in OSRS and honestly a lot worse i feel there. Its honestly weird going to other games sometimes where its so snappy like Hollow knight and it just doesnt feel right.
I do agree. But these kinds of things feel so normal for players that are used to it. In fact, the moment I played ffxiv for the first time I knew that ghosting effect was there since it was there in wow. And osrs. And guild wars. And guild wars 2. And so on! 😅 Indeed, some of the other mechanics might not fully qualify as outright jank, but for a new player I think they might as well be! 😊
I've experienced, "reverse slidecasting" where I'd stop running and begin to cast them get interrupted by a, "cannot cast while moving" message
I've had this happen too, especially when I'm having latency issues
I've started calling it "standcanceling" because I canceled the cast by standing
I had this happen a couple times back in EW when I used TCJ. Was so confused and pissed
To learn a fight is to avoid all the attacks, but to master the fight is to run into the attacks the moment it becomes safe to do so, especially if there is no beneficial reason for doing so.
sage is another diabolical job to play on high latency, when eukrasia takes ages to apply
It is so problematic that it is one of the first jobs I recommend avoiding when someone asks for advice to play on latency! 😰
Get the addon. NoClippy. Even a high ping person can smoothly triple weave with it. Its amazing. I wouldn't play the game if it didn't exist @CaetsuChaijiCh
I keep a "/smile" emote hotkey on my hotbar; it'll light up when I can start to slidecast!! And I always have a smiley face looking at me. :)
That is a great way to utilize it! 😊
I haven't gotten around to putting an emote on my bars yet, but once I do I'm gonna take your advice and make it the smiley face ^^
It’s a great strat, any emote works!
I do this with /comfort!
I was about to volunteer my own jank mechanics, but then I remembered I found out about them from YOUR Mythbusters series, so you already know them all!
Haha! Who knows! Maybe some of them bears repeating! 😂😁
@CaetsuChaijiCh The one I had in mind was about on-hit effects overwriting each other, so if you use both Vengeance and Arm's Length only the last one applies. I play a lot of low-level WAR, and that knowledge has come in handy so many times.
An interesting thing about the dot and hot ticks - each entity has their own internal timers. That's why when you apply a regen to your party who are all low health while they have a bleed on them (looking at you FRU p1) their hp bars can go up and down seemingly randomly, not taking the damage ticks at the same time. This is additionally interesting for speed killing groups where you're trying to cheese LB as fast as possible with gear changing before pull (equipping only a lvl 1 weapon and nothing else and then quickly swapping over to your regular gearset just before the boss is pulled) because sometimes you get insane lb gen for all the critical healing and sometimes one player's regen ticks just before the pull and pushes them out of the critical healing range. You can actually do some jank to sync up the party members' natural regen ticks by dying (because when you are dead your regen tick pauses) - both in legal and illegal ways but one of the more funny one is for arenas that have a bleed wall such as EX2 of dawntrail which if you all suicide to it will naturally sync up the natural hp regen ticks
Indeed! I wasn't exactly sure how it can sync up in duties, but I know it is possible! This is a great explanation for that!
The only reason I know any of this is because of that JP group that got caught botting their speedkills xD
Fun fact about RDM: Back in Stormblood and Shadowbringers, the cast time for the spells that triggered Dual Cast matched your GCD, meaning that even with a good connection, you STILL could occasionally get the dual cast buff, but start casting the next spell normally instead of using it. This is where the big aversion to SPS comes from, since the faster your GCD was, the more likely it was for that bug to happen.
I had it happen several times during TEA prog back in Shadowbringers on a less than 40ms connection.
Finding new fun ways my potato computer is impacting my dps
Thank you for the video! I knew some of this, but others were new to me and I appreciate knowing it.
Hopefully it won't make a significant impact, but it is sometimes interesting to know if you have any way to play around it, right? 😊 I'm glad you found it helpful!
@@CaetsuChaijiChHaving 10-12 fps on average means it heavily impacting my gameplay is kind of unavoidable (the only solution is Git Gud and try to save up for better hardware, really), but it is generally remarkable just how many little things are affected by client FPS! No wonder Reaper has the nightmare that is an fps-dependent opener...
I think speak for many caster and healer players when I say that slidecasting is my favorite jank :3
The fact that Japan has good internet has been disastrous for multiplayer games made there, as most of them are made with the assumption that players don't have high ping and things like this entire video happen. Just ask people who play fighting games.
At least some of those fighting games have those rollback features that makes it sort of work? 😰
They also on average have less ping because the country is small and will never live far away from the server. Distance to the server is a huge part of want makes ping worse so if you live somewhere like eastern Canada or USA you will way more ping than someone living in the west.
@@CaetsuChaijiCh Yeah but it took japan an extra gajillion years or something to "discover" rollback and start actually using it.
It was forever for them to start putting in rollback and even longer for it to be good rollback. The ostensibly had to bully them and covid had to happen to get it to be industry standard
Ive heard Happy say that when people asked Yoshi-P about Alexander and MCH/dealing with high ping, he simply... did not believe that high ping was an issue players experienced.
Which explains why MCH is designed in such a way to be essentially unplayable above ~150ms. But hey, Dawntrail fixed that by making MCH unplayable at 15 ms too :P
16:44 this is the best way i've ever heard this mechanic explained, thank you Caetsu!
Thank you so much! 😄
The last bit is part of why there's a rule in my static that you "do not perceive certain members of the static" because we're all abusing snapshots to gain uptime and mess with each other.
Animation locking is even more brutal when dealing with mechanics like Motion Bombs on Ozma or Ordained Stillness in TEA or Pyretic (especially in DSR). Because those mechanics aren't based on game inputs, but rather character animations. So even if you stop moving for a pyretic, you can still die to damage well after your last actual input because you were casting Eukrasian Diagnosis right before it applied.
The flip side is if you know which skills have low animation lock, you can effectively roll your GCD through a motion check and not have to ever stop doing damage.
Oh that last bit about rolling the gcd through things where you are supposed to stop is quite interesting, and quite obvious in retrospect! Thanks for mentioning it!
The snapshot/late attack thing is fun for me because of how it used to be represented in FFXI; essentially, any changes in your HP/MP/TP change on the UI the instant they're "snapshot", but the rest of the screen (popup numbers for damage and spent resources, the animations for weaponskills, something dying) will be waiting a second or two depending on latency.
10:40 This just in, books hurt more then rapiers.
I'll have moments where I'm playing a melee and I'll be hitting mobs in a trash pack, but sometimes if they go a bit father ahead, my GCD would actually start rolling for a split second, and then immediately revert, saying I'm too far away. Despite me being right in front of them on my screen.
The latter could be explained by latency, but the GCD rolling for a second never fails to throw me off.
This ALSO applies if the enemy ever passes through me. It's a lot more noticeable on caster since it would just interrupt you, but it even does this on instant skills, even when you're still in range.
I love slidecasting as a feature. Also as a PLD main i never understood flashing wings. I love Passage of Arms so im going to try and apply that trick more now
One thing I remember happening to me when I was on my old dying hard drive was that when I loaded the game for the first time in a day, I could do things like play a job with movement abilities, use those movement abilities, and nothing happens for like the 30 seconds it took for my game to actually load. Then suddenly I would be thrust to where I should be.
Especially noticable with NIN's Shukuchi. I could be running somewhere in a city and would use Shukuchi to speed me up, but because the animations are still loading and it doesn't move me, I just keep running and then suddenly teleport behind where I was because I targeted a point that I've since ran past.
I've had a few times I believe in raids when my PC was at its limit where just doing trial roulette would make it take ages to load the animations of the boss, and I'd get hit by stuff that should've killed me, but instead my death is delayed until my PC loads the animation and realises I got hit. I think this included other forms of knock back as well where my knockback would be delayed.
I think I might have been given a vuln stack the moment the mechanic actually hits, but the damage came later.
Take a sip of water each time Caetsu says a variation of "we'll get back to this later".
Sip extra at the end for each thing I actually forget to properly address later! 😂
I'm currently wondering the best way to handle those weird boss mechanics that are frequently unresponsive, like m3s ground fuses not triggering despite dancing on them, or tethers not passing between players predictably.
Fun thing about 7!
To miss an attack because of late application is usually refeared as "ghosting" "I ghosted my rainbow drip" and you can actually force the game to immediatedly apply the damage by weaving. this can be easily tested out with PCT. the 3rd hammer hit takes like 5 days to register but if you immediatedly weave something like lucid dreaming it will come out much sooner. I have been getting good use of this tech in FRU.
Based on my own testing, even if you weave something, which makes the damage number appear immediately, the actual attack connecting happens at the normal delay (which is usually witnessed by your targets hp not moving earlier by weaving). A clean way to demonstrate this is with warriors nascent flash as the healing applied to the secondary target happens when the healing actually hits you, and if nascent flash ends before the heal applies to the warrior, then the secondary target will receive zero healing, even if you use a weave to make the healing numbers on you appear sooner! 🤔
So my question is are you sure this "tech" actually leads to you landing the damage? 🤔😊
Another example of jank is when the dev team tried to implement glamour dressers for housing but it crashed the whole server.
A lot of the older jank has been programmed out, such as Summoners being unable to summon egis if they have a Chocobo out, but one bit that I remember very distinctly is that Rescue can have both it's target's animation lock *and movement* delayed if the target's computer is struggling with rendering animations and effects in the current fight. This can result in, for the healer, a massive "wait, did it work" pause right before the character being Rescued is very suddenly yanked back to where the healer first cast the spell a second or two later and their character being animation locked, which if you needed to Rescue someone, might mean that their corpse suddenly slides across the battlefield.
Yeah that is true! I believe it is at least partly because player position is heavily dictated by what the client says rather than the server, so if the client pc is really slow to resolve the rescue (latency, or any other reason), it appears rescue is super slow!
I love how i learned more about the game from these videos than any site or guide tells you. You feel the jank but you have no idea whats happening so you usually dont know how to deal with it
I'm glad my guides are so helpful! Thank you! And yes definitely, having them demonstrated can definitely have this affirming effect! 😄
Didnt know the framerate one, thanks!
It is definitely one of the weirdest game... "mechanics"! 😂
@@CaetsuChaijiCh It's surprisingly common in games too. For example on Warframe, higher framerates will increase enemy spawns up to 200fps
The jank i discovered is when fighting Honey Bee Lovely. I realized it with blm's Aetherial Manipulation but tested it with multiple gap closers. During Honey Bee Lovely's Beat 2 with the moving hearts, you can gap close THROUGH the hearts without actually hitting it and taking a heart. I make use of this every time I need to get to the stack marker at the end of Beat 2 as blm.
What I'd learnt from this game playing BRD is that buffs and debuffs still applies for a extremely small window(not sure how many milliseconds but I'm guessing it's less than 1 second) after their icons disappear. Many often times when I applied Iron Jaws right after Stormbite and Caustic Bite icons disappeared, the debuffs would still refresh, and interestingly the icon order of the refreshed Stormbite and Caustic Bite would swap places. That was how I learnt to greed mitigation windows, by squeezing their 15-second duration to cover a raidwide and the next that comes after.
on #7, i got the Necromancer title as gunbreaker, but it wasnt without problems. Solid Barrel has this issue of the damage coming out late because of a long attack animation. this got me killed during the boss on floor 180, because the boss's animation played out faster than mine.
there is a really dumb trick to this though, if you can weave an ogcd in before the animation finishes, you can force the damage to apply faster. so on every run after that, i hit provoke after solid barrel on that final gcd to kill the boss.
I gave a slightly longer explanation of this on a different comment, but based on my own tests, supposedly the damage doesn't come out quicker even though the damage numbers appear. Are you certain the damage wouldn't have landed in time just the same without this weaving tech? 🤔
Edit: i specifically just went and tested this hypothesis on an open world mob by setting it up so it would die to storms path, which has an extremely long time before it lands too. I then used storms path followed by weaving equilibrium which causes the damage number to appear, but the mob stayed alive until the timing where the damage normally lands 🤔
Love whoever the person was who got your 26 acacia logs to get you 934 Gil in your pocket. You are rich beyond belief!
Shoutouts to Executioner’s Gallows for having a hit detection nearly as long as the GCD, before being explicitly stated in the 7.1 patch notes that it was shortened. (Also Chaotic Cyclone and Tenri Jindo, but Executioner’s Gallows definitely was the bigger offender.)
The weirdest part about that one is that regular gallows didn't do that, and executioners gibbet didn't either so there was no good reason for it!
With chaotic cyclone we at least had a case of a precedence since both decimate and steel cyclone equally had slow response times!
the thing about the game is the server checks the most recent snapshotted position it had of your character's relative position when a mechanic goes off which could be about .20 seconds off from your position on the client. the use of weaponskills, spells and abilities force a snapshot of the position their used.
The funny part is that if they did somehow fix many of these things, the game just wouldn't feel like FF14 any more lol
The one bit of jank I'd offer that isn't in this video is the limit on buffs and debuffs, where you can actually fail to apply a buff on a friendly or a debuff on an enemy because they already have too many buffs/debuffs on them.. to the point where necessary upkeep buffs or 2 minutes can just not apply in some cases. Thankfully they've cleaned most of this up by raising the limits over the years but there are still some cases where you see it crop up (like in Hunt Trains)
The lingering doton is great, a good 3 seconds after the buff drops off your hud and the doton starts to fade you can still squeeze out an extra hollow nozuchi if you have the action ready for it
Here's a weird jank: many abilities between jobs share CDs, and not necessarily similar abilities. You can see what is shared by simple trial and error and witness the weirdness.
Remember, Art of War is a gain on one by standing in melee and auto attacking in between cast for a good amount of levels
May be an idea for a follow up, but... samurai's Third Eye.
I saw multiple instances of it working after buff falling of, making it fall off second time and applying regen. I guess it's the same mechanic as with paladin's wings.
However, I don't have conclusive evidence on how does it work with attacks where damage happens more than 5 seconds after supposed boss snapshot (presumably at finishing the cast). See long phase transitions, like bahamut, Alexander... I believe there is something in e12s as well (ice?), but unsure.
Interesting suggestion 🤔 I believe the reason why is that if the attack that activates third eye is snapshotted before third eye ends, but lands after, everything about how the game works dictates that it should still activate third eye even though it has ended. But it feels weird right?
I like the ghost one. Happens quite a few times that you dodge an aoe and stop just outside of it to continue casting and the game will think you are still in the aoe. But if you keep running until it resolves then you are more likely to be safe. Also weirdly enough jumping over from a tile of lava to a safe tile works the same, you are up in the air mid jump and don't get hit.
Yeah that was nuts what happened on m4s. Of course this kind of thing happens fairly frequently but usually the consequences are taking a vuln stack or at worst a personal death rather than wiping the raid as it did here. The hard content of the game sometimes seems like it is pushing these systems to their very limits by demanding quick and consistent execution in a game system that often feels neither quick nor consistent. It’s still good fun but the game would feel a lot tighter with these issues mitigated like they are in a lot of other multiplayer games.
The "future" thing is funny when I explain to people. Really I just tell them to hit "follow" on their screen and I show my screen.
It's what I do to explain sometimes when people get salty about the whole Fall Guys "teleportation" thing people get salty about.
Exactly, the fall guys "inconsistency" was what made a lot of players truly realize this mechanic, because it is precisely why this stuff happens!
That is also an excellent way to demonstrate it!
@@CaetsuChaijiCh I don't agree that this is why it's occurring. Latency exists, but the effect is much less pronounced than you think. The actual reason there's a substantial difference between expectation and reality has to do with the difference between snapshot timing and animation- which is NOT caused by latency, but rather by deliberate design, or a lack of SqEx putting forth the effort to synchronize snapshots with animations plausibly, or the animation being too grandiose to have a good "moment" for snapshotting that is intuitive.
@xSuperMetroidx okay. Let's just say this precise interaction also happens in other multiplayer games, and are particularly visible in mmos like wow.
To give a completely different example, In shooters, there are mechanics like "shooters advantage" where even though the attacked dodge out of the way on their screen, the attacker having successfully landed their shot on their screen is decided as reality. It deals with the same kind of problem. It takes time for information to be sent and processed
In fighting games, many have rollback mechanics where it tries to predict what each player is doing, and then adjusts somewhat on the fly to what ends up happening. In smash bros (specific fighting game), this feature does not exist, and instead each action has a very visible delay when played online, so much so that online matches have, effectively, their own separate Mets game from offline matches, because of advantages and disadvantages granted by this interaction.
This might sound like pointing in random directions, but it is the same idea. The server cannot predict where you're going before you go somewhere 🤔😅
@@CaetsuChaijiCh
I have hundreds of hours of Savage/Ultimate footage of myself (with Pixel Perfect enabled to see the precise hitbox location) which I have reviewed regularly throughout prog. I have yet to see a single instance of myself being hit by something while I was more than 1/2 frames out of its hitbox at the moment of snapshot, unless I was currently experiencing hundreds of MS of additional lag. I normally play with a latency of 40 or so. Even if hit detection were handled purely server-side with no motion prediction applied, 40-80 MS is not long enough to move multiple character widths as your illustrations would seem to suggest.
Also consider fights like Zeromus, which have a sweeping hitbox moving across the stage, which you can move perilously close to without being caught. If collision were based on a ghost position multiple character widths back, you'd be standing directly in the middle of the laser. The logic doesn't make sense.
The delay you are seeing with the movement of other players is a separate issue that is uncorrelated with the actual hit detection that is going on. FFXIV simply doesn't propagate player movement information to other players quickly enough. You seem to be making the assumption that a similar delay (about half as much) is applicable to the player's own server-side movement, when in reality the propagation of that movement to other players is being arbitrarily throttled to save server costs.
The game would in fact be unplayable in Savage/Ultimate if player snapshotting were delayed by multiple character widths like this.
So, my "favorite" moment of jank is one I'm experiencing right now as my group goes through TEA. Namely, your cast can get cancelled through mostly no fault of your own if a boss runs past you just wrong. Normally, when you're channeling a cast if you rotate your character it'll cancel it because you're no longer facing the right direction, but if your *target* moves you'll automatically rotate to keep looking at them. However, if your target runs functionally right over you such that in one moment they're on one side of you and the next moment they're on the opposite, it seems like sometimes the game just gives up on rotating your character and cancels the cast as though you weren't facing the right direction. It's very rare, and only seems to happen when you'd otherwise have to turn around in a single frame, but it can be incredibly annoying when it happens because it's basically outside of your control aside from hoping the tank doesn't drag the mob right over top of you.
As someone playing in EU but being from latin america, RDM is literally impossible to play some days.
On the contrary, slide casting is super easy so at least I have some fun with it
There is also other hilarious things related to fps, namely, certain graphical features. For example, jiggle physics are tied to your fps and if it is too high then it completely breaks and disables itself. Locking your fps to 60 and below is a safe bet for seeing that feature in particular.
I'm glad to see that I'm not going crazy when my flow gets inverted on red mage, it's always really disorienting.
I should test and see if its more stable on my pc which has a direct connection. At least I hope it's that, cause if it's my isp there's nothing I can do about it.
It's worth a shot!
The latency and animation lock timings are something you just kind of have to get used to and get a feel for as you play. It's also why certain jobs are basically unplayable on a bad connection. But remember, small indie dev.
I've experienced a lot of the tick-based jank when FATE farming as a queue pops. It then not only takes a second for the game to realize I'm no longer a valid target when I stop syncing, but also that I'm no longer participating in a FATE and can change jobs again.
had that happen two days ago, queue popped and I needed to change jobs but despite running out of the fate and being pretty far from it I nearly timed out because it took so long for the game to register that I wasn't in the fate anymore. It wasn't a combat thing either since I was fully out of combat given I was able to use mounts again
I once had a really old laptop back in ARR. Its performance was so bad that got 8-12 FPS mid combat or in busy town zones. I want you to imagine how bad that was for movement. People outran me on my chocobo. By walking.
Naturally, I played BLM. And I learned the value of Aetherial Manipulation for keeping up with the tank in dungeons.
Somehow I managed to heal a tank in Keeper of the Lake's final boss with that same BLM because the healer died early and we still had cross-class Physick at the time. It required full on spam to keep the tank up, but I managed to dodge the entire fight while keeping up with that.
My biggest jank is when I was playing on NA. I would use an ability and th3e animation would start, get half way through then stop if the boss disappeared or a buff like the old delirium wore off. Logically, I know it's because my games timer said I could use it, but when it went through to the server, the time has run out, so it auto-cancelled, or at least that is what I assumed. Didn't make much difference and could play around it well enough, but it was fun to see my character just give up half way.
It would be cool if red mage actually got given high enough natural strength levels so that their auto-attack dealt good damage. Lean a bit more into the whole spellsword hybrid identity. It doesn't need to be melee dps levels of damage, but it would be nice if it was high enough to actually be noticeable
8:25 hey man, congrats on the sale of your Acacia Logs, you deserve it 🥰 treat yourself!
Lmao!
Me: "I'm not re recording this just because of this. Surely no one will notice!"
Cut to today 😂
Oh dear....RDM was the first DPS I tried and I gave up on it and switched to DNC because the dual cast buff would come up too late, messing up my entire rotation...and that happened mostly in content where I needed the high DPS (A.k.a the content I picked up RDM for). At the time I thought it was my connection or something. I had no clue it's a known issue!
Even low ping gives you some combat related problems. I have a average ping of 8, sometimes my casts get interupted after movement on like 1/5th of the cast bar. DRK in EW had a even worse problem with that ping, pressing bloodweapon and then a GCD on the next posible frame it would not give you gauge making you miss 10 gauge that you needed for esteem
That is quite interesting, that too good ping can lead to using things too fast and causing weird interactions!
Imagine playing rpr and you pop gluttony but miss the executioners because your latency missed the buff lmao
A funny thing about mage autos, I noticed once when I was running Syrcus Tower on SCH that my auto attacks did around 1/4th to 1/3rd the damage of my Art of Wars (Arts of War?). It's actually hilarious thinking about how much damage you lose over the course of a fight by casting at range at lvl 50 😂 Although not many fights last long enough for it to be all that significant. Idk how it was back when ARR was current, but I wonder if casters being in melee range would have made dps checks on Coils easier 😂
When I started doing FRU as Sage, I noticed something that's very jank in my mind.
It seems like I use my Toxicon stack while precasting without it showing on the HUD.
It just so happens that I like using Toxicon just as we take the first bit of damage. If I spam the toxicon while casting the dosis so it's precast, I get my stack back before it goes out and it looks like I didnt use a toxicon stack. If I try to use it as late as possible during my cast, I don't get that extra toxicon...
2:25
This is why NoClippy and XivAlexander are used. This game needs heavy updates to fix these things but will probably never happen.
The most annoying jank mechanic i experienced is your 'attack being canceled" by enemy moving, worst is when its moving towards you. Happened to me a lot on m4s if tank pulled in an off way. It sees it as if the enemy was too far away from your range.
Another janky, but rare thing is in Heaven on High - if your teammate dies to mobs and you use petrification while the mobs deaggro and rush back to their spots, the mobs will become 'invulnerable' and wont die to petri. They do aggro from it tho, so one your floor wipe ends you got some angry guests to deal with
Yeah mob reseting is quite strange in this way 😅
If you stick really close to enemies when they move you've probably encountered this one, when enemies move through your character as you do an action (most likely with casts like iaijutsu but can happen to weaponskills with unfortunate timing) the game will decide you are not in range and cancel that action even if the enemy is very clearly still in range.
It's incredibly annoying every time it happens.
An interesting observation is that if you turn off the setting that auto turns your character when you use actions, I believe it also says you're not in range if you face the wrong way. So I imagine this is what happens, and may be a lot more common with more latency, but can happen as a caster when a mob runs straight through you too!
How about how AoE attacks (whether yours or an enemy's) always seem to apply to just one target at a time, just really quickly going through the list of everything that got hit until it's all finished? Most noticeable in dungeon megapulls, of course, but it happens everywhere.
Yeah that is also a weird one! I should include that if I make another set of ten! 😂
Oh god i didn't even think of that when watching the video - the classic exchange of "why did i die?" asks the physranged from 15 yalms away from the healer and gets the response of "HEALS ARE EXPANDING AOEs" or the on patch Omega Protocol Ultimate experience where 4 people die from the enrage cast going off but the rest live and you get the kill
As I am playing on 300 pings, i went to search which jobs are good/bad on high latency and the ones that are always said to be bad on high latency are machinist and ninja. I never realised it is also bad for red mage even though i playing mostly summoner and have gotten use to waiting for a while to cast after casting swiftcast. Maybe a video on jobs least and most affected by latency will be good😂.
OBS shows frame drops and maaaaaa n I drop frames often.. had such a lag spike it reset stream.. hate that.
This can be due to your pc not having the resources to spare to stream. If that is the problem try reducing the settings on ffxiv so it isn't as intense. The pc I work with right now used to have a relatively stable 120 fps before dt, but has dropped to closer to 80-90 since dt, so that could be the cause.
Another possible reason if the drops come in waves is uh... I don't even know I also have these problems. It is likely actual lag spikes on the connection, whether it is youtube or your isp I can't say.
There is a setting in OBS to have a dynamic bitrate which CAN help somewhat so your stream doesn't break too much when these drops happen, but it doesn't change the fact the problems don't just go away. If it seems to be a connection thing you can also try using a VPN, replacing your internet cables, check if your router and so on are up to date etc. But the best I can offer you is that I also have these problems sometimes 😰
@ I’m on a 4/5 year old Mac mini that’s been well abused making content for my various pages. Run well over 10-15tb through it over the years. Obs had an update last night that messed with me hard. It’s almost like they design it for a pc then revise it for mac and it’s just glitchy till they fix the bug.
Basically the chain is Mac to obs to restreamio, off to yt, twitch and kick. Obs honestly seems to be my problem child vs actual game issues. All good playing without Obs up, the roughter is new and wasn’t a cheap one. Wife works from home and needs quality internet for her job. I’m confident it’s either the old abused mini or a clash of coding.
Note.. I’ve noticed while editing videos if I do a reaction my mic audio is on point, but screen recorded audio has a small echo. I don’t know if that’s black hole causing it cause of the internal repeat or why the echo is happening. But with the Mac I can’t record computer audio without black hole. While streaming there is no echo from the game, from my monitoring laptop on twitch or yt. It’s weird.
I appreciate everything you do.. love the content.. thank you so very much.
Not entirely sure how this works, but my friend cleared all the ultimates on a relaively low spec laptop (~20-30 fps) and in some mechanics where people would get knocked back into a stack hit, he would sometimes get knocked back too late and receive all the stack damage on him instead of the party.
Ohh number 3, how I feel that in my soul
I play on NA as an AUS player, meaning depending on the server my ping ranges from as little as 160ms to a whopping 200ms (Yes I know that's not a lot but I'm exaggerating for Comedy). So many times when someone's started a download without throttling it's jumped my ping to upwards of 230ms and I get the dreaded buff delay
Not very fun to get in savage, especially when everything freezes in place but you know that mechanics are still Happening so you gotta dodge in anticipation of said mechanics ✊😔
I play on na and live in na and run into that issue far more than I should.
Even if the swing is only 40ms, it is pretty big relatively speaking, and a more consistent 200 would probably feel better than a swinging 160-200 due to the inconsistency... It really sucks 😰
First time I'm early to your video! It would be great if someone could subtitle this video in Japanese and send it to the devs, show them we have people like you who understand the mechanics in their game to a mathematical level. Maybe give them a reason to give our stats a bit more clarity like what having 2200 critical hit actually means, or giving us a way to have an in game ruler
I have a feeling the devs might already know that we know, but it would be nice to know for sure that they know!
I also absolutely agree that it is wild we can't see how valuable our stats are in game! 😂
Will u ever start doing ultimates?
One thing I hate is that the cursor is tied to the frame rate. The higher your frame rate, the faster the cursor moves around. I was playing with unlimited frame rate the other day and I could barely control my mouse. It was like playing an FPS with sensitivity cranked up to maximum. Sadly, you lose jiggle physics at frame rates higher than 60fps, so the trade off isn't worth it. Jiggle physics more important than DPS.
How do you see the dot dmg at 15:00? I am curious
What do you mean by how? If you have damage numbers turned on (on by default), you can see these numbers all the time. They just tend to meld in with other things because they have the same color and font size as attacks from other players and such, so they are difficult to see in a real fight 😊
took me like 20 minutes to find the setting but it's Character Configuration > UI Settings (third from the top) > HUD > Display pop-up text.
@@CaetsuChaijiCh Yeah I just realized, that I have to show all damage numbers, even other players damage to show my dot dmg. Which means that I cant see my dot dmg in all that clutter.
Uff
I get a regular 15ms connection to the NA Data Centers
RDM on materia, maybe this explained why I haven’t already included the Jolt/Grand Impact parts as intuitively. It’s just unreliable.
I have no idea what it is so in my head I call it an FF Tactics cast
But why do casts sometimes miss when the target moves?
The mob doesn't die, doesn't become untargetable, it just decides to move somewhere and my casts finish on Interrupted. Most of the time it doesn't even look like they moved out of range
I think this happens somewhat consistently on fast running mobs on maps, but still rare enough that I try to use casts on them and miss
I think this can happen more with latency, because usually it is because the mob got too far away, or Alternatively turned a corner so you no longer have vision of it 🤔
Now I know, why I've seen so many times, that someone is clearly in an AoE puddle, when it blows, but they receive no damage. I always think they are late to get out of it, but they are not. It's just that I see their actions with a slight delay, so to speak.
Ive been playing the game since stormblood on a bad laptop + South America ping, managed to do all the savages since then and most ultimates but always with low dps numbers.
fast forward to now on DT with 75fps, my damage is much better on longer fights, even with the same ping, Thought I got better but it just was being held back by my 15 FPS lol
Animation lock and latency jank was why I didn't like ffxiv when I tried it back in ARR, as my friends were playing on NA despite us being europeans. I even experienced a weird thing back then where the game would start my animation but not follow through with it when I pressed abilities close enough to each other (it was incredibly noticeable as an Archer, with bloodletter's animation starting and getting cancelled by heavy shot quite often). Thankfully the friend who got me to give the game a second chance in EW played on EU servers, the netcode has likely been improved somewhat, and I have a much better internet connection, so I haven't had any similarly glaring issues since.
Slidecasting being seen as "just lag" and what not by some feels weird to me, because it's a deliberate choice by the devs to reduce the effects of latency on gameplay and mmorpgs without that kind of latency compensation tend to feel like dogshit to play if you don't have a perfect connection
Does ARR count as "jank"
yes
Not a mechanic but... FF14 has better jiggle physics when you play it with a 60 fps limit *cough*
this is for all the player physics, so things like cloth and earrings and even viera ears also dont look right at high framerates :( but there is a nice dalamud plugin called high fps physics fix that limits all physics to only run at 60fps and that mostly fixes this
THANK YOU. I'm tired of privileged people saying "Dawntrail is not hard, this game is easy". Lots of us have to deal with so much bs, it's insane! We need double the time to get good at any specific fight, without having double the time in real life.
The final spread marker example you gave is the one that annoys me the most. Too many times, players are running with spread markers and the game thinks they are in the exact same spot, but due to lag, each individual player sees themself as being ahead of the other. Then, they both stubbornly expect the other player to compensate because "I was here first"
Red mage is literally unplayable with Higher latency, if you cast a spell and use the apell queue it will often hard cast the next spell because it happens before you get doublecast.
That note at the start... IDK why they care about hair (or really anything) clipping. If players don't like how it looks they can always just use the aesthetician?
Animation lock is literally the reason why I can't play some jobs on iffy ping. I know this for a fact because I "experimented" with some "things" and I can play the jobs fine by magically "ignoring" latency-related animation lock. I don't know why it's there.
Yeah the clipping excuse is quite weird precisely because players can just not use the hair if it's a problem, just like players already do! 😅
13:55 Decimate on WAR is another example. It feels SO BAD compared to the rest of the AOE that I just hate using the free ones you get from inner release lol
@@Scerttle It's there because latency is not an issue in japan. Yoshi told us previously to "restart our router" if we see any weaving issues.
Frame rate affects DPS? No wonder I was doing dog shit when I was playing on my laptop at 10 frames
i find it funny that, like, half of these would be fixed if the things they affect were handled client side instead of server side
On the other hand, something like where your character is, is at least partly handled client side, and is what bots use to teleport. So while it would be super neat, we can already see how quickly players (and bots) will abuse any trust the server gives the client! 😂
I'm sad that you didn't elaborate point 10 into saying how character movement is actually client-side so DCing stops you from being hit by knockbacks, stuff like that. Ever rescued someone and they just took a weirdly long time to move to you? They are just on high ping.
That's true 😅 I guess I could have mentioned that!
"its an incredibly janky game" yup.. after doing quite a few raid tiers now, watching my static members (with anything above like 50ping) dodge mechanics, just for the mechanic to still kill them regardless.. ive come to realize this game is very very janky
And this is why Noclippy is super CHEATY while also simultaneously being one of the most morally okay Plug-ins I hear others use
Because it's almost embarrassing that a game like ATLYSS feels less jank to play online 😅
It is a very awkward conversation because some players basically feel like a plug-in like that is what enables them to just play the game. On the other hand, such plug-ins wouldn't be needed if the game wasn't this janky! 😅
Furthermore, given the FRU debacle, they may have to start cracking down on any plug-ins or mods, and while FFXIV is playable without mods, it is insane that the game has that much jank that what is literally a debug option is needed to really understand what goes under the hood.
Who's gonna tell them about cousin Alex?
Some of things things I dont find jank tbh and just part of the game. Hell the last ghost part is something in OSRS and honestly a lot worse i feel there. Its honestly weird going to other games sometimes where its so snappy like Hollow knight and it just doesnt feel right.
I do agree. But these kinds of things feel so normal for players that are used to it. In fact, the moment I played ffxiv for the first time I knew that ghosting effect was there since it was there in wow. And osrs. And guild wars. And guild wars 2. And so on! 😅
Indeed, some of the other mechanics might not fully qualify as outright jank, but for a new player I think they might as well be! 😊
The game needs a full rework for some mechanics and some timing tweaking for others.
any anti-plugin andies who watch this and still tells themselves they don't need noclippy is just kidding themselves lmao
Honestly the entire stats system is jank.
I don't believe the final explanation is accurate at all.
ffxiv is not really janky
the max range of auto attacks and the max range of melee abilities is not the same