FFXIV Mythbusters | Dragon Sight's Left Eye STACKS?!

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  • Опубліковано 3 лип 2024
  • Would you ever stack multiple of the same buff on one person? Probably not, they never stack... But what if I told you one of them do? We test this and more here on FFXIV Mythbusters!
    Other FFXIV Mythbuster episodes referenced in this video:
    Episode 4, The one where I talk about Garuda First: • FFXIV Mythbusters #4! ...
    Episode 6, The one about Gunbreakers and Spell speed: • FFXIV Mythbusters #6! ...
    Discord Community Server, come hang out:
    / discord
    You can also support me on Ko-Fi: ko-fi.com/caetsuchaiji
    Twitter: / caetsuchaijich
    Music Used:
    FFXIV Endwalker - Cradle of Hope
    #ffxiv #endwalker
    Chapters:
    00:00 Intro
    00:35 (1) "Pets Snapshot your stats on Summon!" (False)
    03:45 (2) "Pets benefit from targeted buffs, except Dragon Sight!" (True)
    06:11 (3) Does Dragon Sight Stack with Itself?
    08:49 (4) EXP Boosting earrings... Do they work in Eureka/Bozja etc?
    11:32 (5) "Jumping updates your location to the destination!" (False)
    13:12 (6) "Tanks DON'T do 20% less damage than other jobs!" (False)
    15:52 Outro
    16:20 Fun Fact
  • Ігри

КОМЕНТАРІ • 137

  • @Nemuriss
    @Nemuriss 2 місяці тому +24

    I remember finding out about Dragon Sight stacking because of pure memes. Idr what alliance raid it was but me and the FC were meming around in our own party and we all just decided to collectively Dragon Sight the one person that chose to be a Monk instead. This was back when the tether still existed so it was pure hilarity because we were like "DONT LOSE MONK, WHERE IS THE CHILD LEASH?"

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      Haha, I had a similar fc experience years, I just thought the buff didn't stack, but the leashes did, so I assumed we were just being silly. But after all those years..! 😂

    • @Narlaw1199
      @Narlaw1199 2 місяці тому +1

      I mean the leash, it opened up so many stupid stuff, like your run, sprouts running away from it, it going crazy during jumps, etc...

  • @silasisawesome
    @silasisawesome 2 місяці тому +6

    A sproutling friend of mine after I had told him Excogitation is counted as a 'HoT' by the game, in that it scales off spell speed, he asked if the same was true of Wildfire. Not remembering if you had tested it in one of your videos, as inspired by these videos, I simply encuraged him to test for himself by trying a few times without speed melds and a few times with, which he did. Although the sample size wasn't that big, the results did match what would be expedted of the difference of the two speed tiers for someone of that level. With how prevalent wrong information is about this game, I'm very glad your videos encurage people to not just take things they hear for granted and to instead think about how they can find out for themselves what is or isn't true.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      I believe that it would work similarly yes. Although abilities are really weird about this: it turns out physical damage DoTs from abilities scale with skillspeed(example: circle of scorn, bow shock), where magical damage DoTs from abilities scale with spellspeed(closest known example is dark knights salted earth and ninjas doton, which is also an ability despite being on the gcd).

    • @silasisawesome
      @silasisawesome 2 місяці тому +1

      @@CaetsuChaijiCh Yeah, I forgot to check at the time whether it dealt physical or magic damage, which would have determined which type of speed it scaled off of, think I just assumed that "explosions tend to be physical" because that's how gunbreaker works, and so just told him to go for skill speed, and luckily for us I happoned to be right.

  • @silasisawesome
    @silasisawesome 2 місяці тому +4

    The tool-tip for Tank Mastery technically says that it grants _"a bonus to damage dealt based on your strength attribute."_ which gives the impression that it makes you deal _more_ damage, not less. If it is in fact this trait that is responsible for the damage reduction, I would find it quite funny as it would mean it does give you a "bonus" based on your strength, only this "bonus" is −20%. ''no no no, we're not giving you a damage _penalty,_ we're giving you a damage _bonus_ (that just so happens to be negative, but shhhhhh) ;)''

  • @TheIvoryDingo
    @TheIvoryDingo 2 місяці тому +13

    I honestly would've be VERY surprised if Dragon Sight remained unchanged in Dawntrail before I saw the quirks about it in this video and now I'd be even more surprised if it didn't happen

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +3

      I actually don't know what would surprise me more: dragon sight being i changed, or BEING changed 😂

  • @paddyofernitaur6459
    @paddyofernitaur6459 2 місяці тому +14

    For myth five they could also have confused "Jump" with "High Jump" or the other "Dive"s since those are attacks that move you.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      That could be yes! But the particular one I learned of they did specify just jumping normally! 😅 Although as you said, maybe they learned it wrong and then repeated it as jumping!
      Even so, those kinds of gap closers also move you gradually, so the same would apply, just in much much less time so it would be a lot harder to demonstrate! 😁

    • @WeskAlber
      @WeskAlber 2 місяці тому +5

      Would still be wrong with High Jump lol. It used to move you - and all "Jumps" that move you are a slide across the ground - but definitely doesn't anymore.

    • @VinceEaster
      @VinceEaster 2 місяці тому +2

      Yea, I remember an old variant of Dragoon's Jump actually moving you in (until I want to say EW, but when is irrelevant) during the jump, then returning back. This is no longer applicable, as it is only the animation that moves in and back, while the player's position stays in the original position. Unfortunately, we can't go back and test if there would be any difference in using Jump at a very poor time during the snapshot of an AoE (especially enemy-centric circle AoE) unless someone had recorded footage of this sort of timing before the rework of the ability.

    • @deadcartoon7596
      @deadcartoon7596 Місяць тому +1

      ​@VinceEaster jump got changed when the final set of raids came out for EW, and yes you could get hit by AOEs if you hit jump at a bad time, since your position did move to the boss then back to the starting position happened to me a lot during p5s

  • @orciencor6001
    @orciencor6001 2 місяці тому +6

    I have no idea if it has any myths connected, but one mechanic I've been curious about is multiple different Bard songs at the same time: Do they stack? Overwrite? Randomly flip between each other (because this is what you see the icons doing). How DO they interact when you've got multiple bards singing different (or maybe even the same) things?

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      To my knowledge, it is the "flipping randomly between them" solution you mentioned, they don't stack, and they randomly switch between which one you get as I understand! 😊

  • @steveh1474
    @steveh1474 2 місяці тому +13

    "Most bosses dont care about your vertical position"
    Okay, do you wanna test this one? Fate bosses and elite hunts! How high can you fly above them before they stop hitting you? Will large bosses like formidable hit higher than small bosses like alaimbert of the spiked butt?
    Get another player to hold aggro on these bosses while you fly around above their aoes to see what happens.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +5

      That is a good suggestion for a test approach! Thank you!
      I might have trouble getting an elite hunt to test with, but maybe we can find something that works. In fact, maybe even a regular mob with a cone aoe or something could work! 😊

    • @Nazuiko
      @Nazuiko 2 місяці тому +2

      @@CaetsuChaijiCh I was thinking finding a Biast or something that likes to spam cone breaths, yeah! That or FATE bosses?

  • @phiefer3
    @phiefer3 2 місяці тому +4

    If I had to guess, the odd behavior of dragon sight is almost certainly leftover from when it still involved a tether. And I would also assume that this is because dragon sight's functionality is probably based more on the functionality of cover, avail and other tether-based skills. For example, back when pets could still be targetted and take dmg, I would assume that using cover on a summoner would not also cover their pet, which would line up with dragon sight being the only buff that doesn't affect pets. Likewise, iirc if multiple blu mages all avail the same character before an aoe, then the common target would receive the dmg from all of them, which matches up with multiple dragon sights stacking on the same target.
    They may have removed the visual tether and range requirement, but most likely it's still coded as a tether mechanic under the hood. And actually, I wouldn't be surprised if there was still a maximum range, but it was just set to something massive that would never come up in a real scenario.

  • @Cassapphic
    @Cassapphic 2 місяці тому +28

    Dragon sight left eye stacking is really weird, I knew left eye stackedf with right eye if 2 dragoons had enough gay tension to buff each other but I never would've thought the that both dragoons could left eye the same target for stacking buffs.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +4

      I was surprised too! I thought for years that it didn't work because I couldn't imagine it would!
      It is fortunately (?) just neat when you have multiple dragoons i suppose! 😊

    • @vespi57
      @vespi57 2 місяці тому +1

      I wonder if Dragon Sight's Left Eye stacking is because it also gives Right Eye to the Dragoon. When multiple Dragoons use Dragon sight on the same player, each Dragoon also gains Right Eye, but it must also give Left Eye to the targeted player. And since these Left Eyes come from different Dragoons, the game identifies them as separate abilities. I'm purely just guessing here.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому

      @vespi57 hard to say really! I believe the only comparable effect we have is standard finish, where the giver and receiver buffs are visually the same, but considered different such that they stack with each other. But for some reason, you can only have one of the receiver buffs! 😅 Why dragon sight works... Really i have no clue! 😂

    • @Cassapphic
      @Cassapphic 2 місяці тому +1

      @@vespi57Its probably a leftover from the tethered version before that was changed affecting how the move is coded, cover works kinda similarly where multiple paladins can cover the same target, even if the damage only actually redirects once, both covers apply in case one paladin moves out of range, I assume somethign similar is why this was coded this way.

    • @velkana
      @velkana 2 місяці тому

      enough *what now*

  • @Nazuiko
    @Nazuiko 2 місяці тому +4

    One thing I know for sure works, im not sure if it counts as "snapshotting" but if it does, then Eos - and presumably, all pets - *DO* snapshots your stats ON SUMMON -- As in, your GEAR stats.
    However, because Eos is the only one I know that can exist outside of combat, she is the only one this is relevant to.
    Summoning Eos while having no gear equipped, and then re-equipping BiS, results in a double or small triple digit healing from her, desperately unable to do much to refill your 40k or so health.
    Summoning her again, while fully geared, and then removing gear, should result in healing you for more than your entire hp bar if you take damage.
    As for jumps: I thoujght it was referring to Dragoon jumps, which are very weird in how they behave. If there is a ground AoE like Liquid Hell between you and the boss, but not in either hitbox, and you High Jump, you SHOULD avoid getting the "stepped in fire" dot. However, using them on a target floating outside of the area, like in Cloud Deck or Inundation (eden 3), will result in you falling to your death.

    • @Kloe
      @Kloe 2 місяці тому +3

      This was the case pre-6.4 (and really annoying in some fights like E6 especially) but was changed so Jump and Hi Jump don't change your position while using them anymore, so this doesn't happen.

  • @theopeneyes
    @theopeneyes 2 місяці тому +4

    I can also see that tank myth coming from misunderstanding what Potency means from tool tips and that tank dps doesn't "feel" that much lower than regular dps when playing solo.

  • @kumoko3728
    @kumoko3728 2 місяці тому +3

    Now I want someone to draw a dragon with 1 right eye and like 3 left eyes lmao

  • @alloounou6900
    @alloounou6900 2 місяці тому +4

    I think part of the bonus of tank stance back then was also taking reduced damage. Shadowbringers turned that defense boost into a trait. Perhaps they didn't want to have this trait also say they do less damage for it.

    • @alloounou6900
      @alloounou6900 2 місяці тому +2

      Why are you always so thorough? Literally brought this exact idea up in the video lol.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      Great minds think alike! 😁 That's probably it!

  • @gazel7424
    @gazel7424 2 місяці тому +4

    We need a video on how petting lala affects the RNG

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      The worst part about testing rng is how much data you need to prove anything conclusive! 😂

  • @Emanfox333
    @Emanfox333 2 місяці тому +2

    lol, thanks for talking about the bozjan earring. I was using it and getting very confused when getting the notes. Since i have the menphina's earring, and figured it wouldn't work in bozjan, surely the bozjan earring would work XD. Good to know it's utterly pointless thanks to preorder shit.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому

      Well at least the haste bonus from the bozja earring works in bozja 😅

  • @shadowofchaos725
    @shadowofchaos725 Місяць тому +1

    So they basically took the tank stance pentalty from pre shadowbringers... DPS penalty and mitigation and all... And made it invisible.
    Ingenious way of circumventing the backlash of tank stance dancing and debate we had for so long in Stormblood.
    I'm serious that's kinda neat lmao

  • @ShinoInari
    @ShinoInari 2 місяці тому +2

    If you want a little bit more information on how jumping works, how it works is the game goes through a few steps. When you initiate the jump, the game checks if you are on valid ground. If you are, the game saves your previous spot while you were in the air, then checks again if you are on valid ground when you land, and if you are the game saves your position when you land. If you jump on valid ground, and land/hover in/on invalid ground, will keep your last position as where you initiated the jump from, and using a movement skill will move you from the previous spot saved.
    Although, some invalid ground places are not all the same and will continue to update your position anyway (such as the water underneath Limsa).
    Having done a lot of going out of bounds in the game, I can confirm that jumping works this way, and if you like can provide proof.
    Also as a fun fact, if you die and then return to your home point, the game hangs on to your previous coordinates where you died saved as a failsafe. Moving to a new area/teleporting updates these saved coordinates as well. You can use these to wrong warp in Gridania.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      This does all make sense, but it does seem like boss mechanics and similar check your active position mid jump just the same, or rather, I suppose, doesn't care about what your last valid ground position was? 😊
      But for the purposes you describe, it does all seem to make sense.
      In regards to using movement actions, I assume you mean in the specific context where you are in an invalid position, which I will trust your word on, since I can only imagine it would work like that! 😊

    • @ShinoInari
      @ShinoInari 2 місяці тому +2

      @@CaetsuChaijiCh Yeah it's only in the case you're on invalid ground when using the movement skill that it will start you from where you jumped from

  • @brontome
    @brontome 2 місяці тому +7

    Would 7 dragoons change the math for the largest hit possible?

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +3

      Maybe by a percent or two? Since you could replace a summoner or reaper with a dragoon replacing 3% damage bonus with 5%!
      Good point!

  • @kilikx1x
    @kilikx1x 2 місяці тому +2

    Something I am actually not sure about is if jumping updates your *momentum* in the same way that walking does. IIRC in E8S (sorry for the light rampant flashbacks) during the double ice mechanic some players would opt to jump *just* before the second ice was cast and their character would visually be moving when the floor was icy but they wouldn't 'slip'. Not sure if this works in every fight since E8S is the only one I know of where it was a dps gain to do this since otherwise you would temporarily be out of range of the boss.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      To my knowledge, your momentum is sort of locked in once you jump, which can be helpful in niche situations like the one you described! This can also be helpful if you know you want to continue forward a jumps worth of distance and then turn, for example! 😅

    • @lolmuffins1
      @lolmuffins1 6 днів тому

      The other thing is jumping in-between stuff like orbs. Be exactly in-between two orbs and jump and you won't get hit by either orb. You could test this in that hall segment in puppets bunker, and in o5s (yes, the train boss) because some parsers would try that if they got a truly cursed ghost spawn and had to lose uptime, and it was a common rumor back then that jumping helped you slip between the ghosts that would teleport you if you touched them

  • @Osteichthyes
    @Osteichthyes 2 місяці тому +2

    Dance Partner and Standard Finish is super weird. Normally self-same buffs don't stack, so a lot of people thought that if you have two DNCs partnered to each other they would be overwriting their Standard Finish, however, it turns out that you can have Standard Finish from your Standard Step and your partner's active at the same time. Apparently the Standard Finish that you get form your partner is not the same the as your own, so they stack, despite no indicator or difference. Just one of the more confusing aspects of FFXIV's UI.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      Indeed, this weird interaction I actually covered in a previous episode!
      Here is a link in case you want to see it 😁
      ua-cam.com/video/fWWzG4gaPi8/v-deo.htmlsi=O8P3BItE9Ib1au8s

  • @Lucy-dg9en
    @Lucy-dg9en 2 місяці тому +2

    Cant wait for the mario party jump rope mechanic in Dawntrail

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      Yoship out here just to make sure I'm wrong 😂

  • @sirhc1528
    @sirhc1528 Місяць тому +1

    Myth No. 5 might has some truth in it, but for other and older MMORPGs.
    To my understanding, jumping was sending a refresh of the characters position to the server.
    So once you are out of the bad, you jump to not wait for the usual refresh tick.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      Indeed, someone else mentioned this too! 😊 It sounds possible at the very least!

  • @coaster1235
    @coaster1235 Місяць тому +1

    a conjecture that came up in halatali the other day: the chain winches in the 2nd section can spawn either a chest, a bomb that explodes shortly, or three lightning sprites. is the spawn determined by the role of whoever pulled the winch? whenever the healer pulled a winch, it was three sprites, and whenever the tank pulled the winch, it spawned a chest

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      It is unrelated to your role. It is simply a random coincidence that it played out the way you observed! 😊
      I know for certain, because I am often the one pulling all the winches as a healer and I get a good variety of results! 😅

  • @RoseArtemis24
    @RoseArtemis24 2 місяці тому +1

    Not sure how easy it would be to test, but I've been told jumping can help get you safe out of AoEs if you have a paralysis debuff, as the game won't just stop you dead in midair - I'm assuming this works only if your jump would carry you out of the AoE in time (like you demonstrated could happen in this video). It makes sense to me why it should work

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      Yes this makes sense in the same way others mentioned jumping to safety as the floor becomes slippery for example 😊

  • @keykanon_7814
    @keykanon_7814 2 місяці тому +1

    If I had to pull a guess out of my ass, since Left Eye could be 'applied' but flip between being active and inactive, the pet has Left Eye but it's stuck in the 'inactive' state for some reason.
    "But the tether no longer exists". True, however I bet the code still pretends it does but with something absurd like 100 yalm range so it's never an issue, so even tho the answer is always 'yes', Left Eye is continuing to call out 'should I be active', and likewise, the pets Left Eye is always being told 'No' when it calls out, for S O M E R E A S O N.
    Once again however, I 100% pulled this out my ass, this is a guess on every front.

  • @Meowvela
    @Meowvela Місяць тому +1

    This series really makes me want to do something similar for other MMOs

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      Feel free to! I am sure it would be fun! 😁

  • @Cageorge89
    @Cageorge89 2 місяці тому +4

    I knew jumping didn't give me an advantage in getting out of AoEs, but it's also not going to stop me from still doing it. Gamers gotta jump

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      I mean that is perfectly understandable and I probably do it too! 😂😂😂

  • @callbackspanner
    @callbackspanner 2 місяці тому +1

    Never heard that jumping myth, but a jumping *fact* is that you can use it to extend control into the start of many CC/forced movement mechanics like a hysteria or forced march. Since your trajectory is locked, it remains unaffected and the forced movement cannot start moving you until the jump lands and you would be able to move normally. It's a bit under a second you can gain, but that's a huge difference in some fights.
    I'm less certain about things like time stop which I think will just freeze you midair, and I've also never tried it against binds, but you could try having someone step on the A10 spike button to see if it keeps moving while bound. Stuns and down for the count I think it works but again not 100% sure. It's most useful against forced movement anyway as those are the times you want more control and to lower the amount it is moving you.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      I can see it work against forced movement yes!

    • @hirudemonstrife
      @hirudemonstrife 2 місяці тому +3

      I can kinda say that tower of Zot has stopped me in my tracks a few times as a dragoon, but I cant say it's been before or during the animation lock. I wasn't looking for it, was simply more amused to see the odd pose my character was in. But it's someplace to potentially test!

    • @Nazuiko
      @Nazuiko 2 місяці тому +1

      From my experience, Stun/Down for the Count immediately drop you to the ground and lock you into place.
      I believe time stops in Twinning/Alexander should freeze you mid air, but im not sure what happens when time resumes - is momentum preserved?

    • @Perrin9028
      @Perrin9028 2 місяці тому +1

      @@CaetsuChaijiCh I might be able to provide some more insight. One of the earlier iterations of jumping to safety came during A12S in Heavensward. Alexander uses a move called Temporal Stasis that "freezes" you in place, and positioning is important due to the mechanics happening at the time. However, that "freeze" didn't seem to affect momentum at the time the cast was going off, allowing for players to make it into the group stack when they might not have otherwise by jumping. It's different from forced movement, like a Forced March debuff, so I'm not sure if it would interact the same, but it might be worthwhile to check binding effects.
      On a side note, enemy casts also have "prepare" events, the time at which the player positioning is snapshot as being safe or not, and these times can be variable such that a set of similar mechanics have wildly different timings on how late you can move to be safe. Like you may need to move out of one before the cast bar finishes to be safe, while the other, you may need to move simply before the animation goes off to be safe. Experiencing both is liable to build confirmation bias that both interact the same, typically in the more favorable way.

  • @Arctoraptor
    @Arctoraptor 2 місяці тому +1

    I jump when dodging mechanics not because i think it works but because it feels right

  • @AgentKatya
    @AgentKatya 2 місяці тому +1

    I'm not sure if this topic was covered before but I have few questions/myths about limit break:
    1) Does limit break damage increased with buffs?
    2) Does limit break damage is same for every party member or it depends on average ilvl of person who uses it?(Or is it depends on average ilvl of whole party)
    3) Does limit break damage changes depending on what job you're playing?(I mean job in same category, for example does damage is different for ninja and samurai?)

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +3

      Limit breaks are a weird topic and sometimes hard to demonstrate, however to your questions:
      1) no they do not benefit from your buffs so it is generally preferable to lb outside of burst windows.
      2) lb damage scales with the average item level of the raid or something to that effect, so in that regard it should be equivalent who uses it.
      3) melee does more damage to a single target. Mage does slightly more damage per target than ranged physical, but it is a reasonably small difference. Different jobs in a specific category don't do different amounts of damage.
      Ultimately, if you were to optimize, it is more about having the dps that does less PERSONAL damage do the lb, or the one with a weakness debuff from dying or something like that. The reason being opportunity cost: while that player is casting lb, it is not doing personal damage, so you'd realistically prefer if the samurai, with that crazy personal damage, is NOT the one using lb.
      But that's only when really optimizing 😊
      I talk a bit about the relative power between lbs across roles in my "six great tips for role" series which you can find in the Playlists on my channel as the "role basics guides" Playlist 😊

    • @AgentKatya
      @AgentKatya 2 місяці тому +1

      @@CaetsuChaijiCh thank you very much!

    • @fluffyfang4213
      @fluffyfang4213 2 місяці тому +1

      Obviously haven't tested it myself, but the most recent information others have gathered suggest:
      1) It is not affected by most buffs/debuffs you normally see, including Weakness apparently. It does increase with fight-specific conditions. A common example is Ravana's defense down in combat mode, but there are a few fights that give you a temporary damage increase.
      2 & 3) The damage is based on role and the average of the party's weapon ilvl.

    • @Kafaldsbylur
      @Kafaldsbylur 2 місяці тому +2

      @@CaetsuChaijiCh I have fond memories of Delubrum Reginae where the optimal way to use LB was to not use it at all, because the time spent casting LB was a DPS loss compared to all the cheese enabled by Lost Actions

  • @Oc-Ni
    @Oc-Ni 2 місяці тому +2

    The Intro already made me laugh with the excessive amounts of "!!!" for the 6th claim about tank Damage
    Bozja earings not working (for EXP) in Bozja? O.o [Yes, I typed that, before you repeated that in the Video, got me there]. Still... why. how, why... did they do that

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      In my defense that's usually how the people that make that claim present it!!! 😂
      And yes I don't really know! I suppose the simple answer is that aside from road to X buffs, I believe most exp bonuses don't affect like... Quest rewards or fates or roulettes etc. And since bozja exclusively awards exp from those kinds of sources, it wouldn't work... Although they could at least say that a bit more obviously on the item! 😂

  • @damonrubley
    @damonrubley Місяць тому +1

    I scrubbed through the old videos in case I might've missed it, but one FFXIV myth I've always been curious about is do you actually need to hit the boss/generate enmity in a boss with a check point (O4S would probably be the easiest one to test?) in order to actually save the checkpoint? I.E. if you get to phase 2 and everyone walls without the boss ever activating will you still respawn in phase 2?

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      This is a good question, and it is on my list, I just haven't gotten around to testing this one yet! Thank you for reminding me about it! 😊

  • @SillySnowFox
    @SillySnowFox Місяць тому +1

    Here's one for you; does Dancer's Dance Partner (and buffs generated by other Dancer actions that apply to their Patrner) pass through the aetheral barrier on boss rooms? It seems like they do to me.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      Interesting one! I assume what you mean is like... If the dancer isn't in the boss room, like from dying and running back, could they hand their partner standard finish or devilment through the wall? 😊

  • @kman6004
    @kman6004 2 місяці тому +1

    Myth: iLevel synced gear has the same stats as a piece of gear of the same level that it syncs to.
    My mind was blown the other day when I learned how iLevel sync ACTUALLY works. I’d love to see a summary/explanation of the mechanics, because it might be even weirder than I thought.
    As a bonus, what about relic weapon syncing? Is that any different?

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      I recommend watching the previous episode of this series, as I explained EXACTLY how gear syncing works in that episode 😉
      Here is a link: ua-cam.com/video/Bznui3IpAHs/v-deo.htmlsi=6DuRkuckX_vIyZqs

    • @kman6004
      @kman6004 2 місяці тому +2

      @@CaetsuChaijiCh Oh my goodness I had no idea that I missed an episode! Much less that you answered this very question! Thanks for the headsup!

  • @Toz35s
    @Toz35s 2 місяці тому +1

    Hey Caetsu. I was watching some Necromancer PotD guides recently and I've noticed them sometimes jumping and hugging walls while passing mobs. That made me question, whether jumping moves your "aggroing sight hitbox" or watever you'd call it, making it less likely to pull them? Anyway, great video! You've got a great pace uploading your content!❤

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      The way you move can have an effect on when your position updates in regards to aggroing mobs. Whether jumping affects this i cannot say, however what I can say is that stopping movement for a moment immediately updates your location, making enemies that aggro from sight looking at that exact location attack you at once!
      I actively used this trick to aoe pull in bozja back in shadowbringers, and it can be wildly helpful if the server seems to be a bit slow sometimes!
      In regards to the potd case, sometimes the walls are a bit janky in potd so jumping at them could let you move your aggro range move slightly further away by jumping up a small hill or something. That's my best guess there! 😊

    • @titaniumvulpes
      @titaniumvulpes 2 місяці тому +4

      For aggroing mobs it's very much latency-dependent, my friend with worse latency than me routinely slips by mobs that I then immediately aggro even if we're both smearing the wall. Hugging walls in deep dungeons is good in general to help avoid floor traps, since they tend to (though not always) be clustered somewhere in the middle. Jumping can actually hinder you around certain walls and doorways because the geometry gets in your way and hard stops you while jumping but not when running for some reason; jumping's just fun.
      Pro tip: Keep Cover on your hotbar somewhere, because its range is roughly the same as the aggro range for sound and proximity-based mobs. If the distance indicator on the icon is red, you're safe, but as soon as it turns white you're in the danger zone. This is especially good for walking past sound mobs, because as soon as it turns red you can start running again, and any second saved is precious! Good luck on your runs!

    • @Jade-tr4ee
      @Jade-tr4ee 2 місяці тому +2

      @@CaetsuChaijiCh To add on to this, it seems like travelling very fast can sometimes let you slip past sight cones in deep dungeon. It isn't 100% consistent, but I've gotten it to work with reaper and ninja's teleport abilities the most whereas something slightly slower like dragoon's backflip worked a lot less. Also seems to work best the closer you are to the start of the cone (aka close to the enemy's face) since there is seemingly less area for the server to try to check for you being in.

  • @LarkyLuna
    @LarkyLuna Місяць тому

    I wonder when fall damage is actually calculated since you are immediately teleported to the floor when you use a dash while falling
    If there's a speed up the only change is that you'd die faster
    maybe it's the optimal way to summon Safat

  • @RoboJ71
    @RoboJ71 2 місяці тому +1

    Huh....tanks passively doing 20% less damage is something I've never considered. If that were true, does this mean tanks before could do the same anount (or at least closer considering attack potencies) as a DPS without stance? Speaking as someone who was not there during those ages.
    I wonder if they'll ever bring something like that back in the future...

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      POSSIBLY. It is also possible other factors caused tanks to fall behind from other means. But if not, then yeah, in fact, warriors damage stance gave them +5% damage done, where their tank stance gave - 20%! 😅

  • @aliceheck6056
    @aliceheck6056 2 місяці тому

    Tanks get half the scaling from strength (main stat) you would need them to have an extremely low strength stat for the damage difference to be similar

  • @CloudCuckooKing
    @CloudCuckooKing 2 місяці тому +2

    "You know what would make it even easier to tell? Bring a third dragoon!" Listen Caetsu if this doesn't escalate to seven dragoons stacking their eyes on you for the meme I'm gonna be disappointed

    • @CloudCuckooKing
      @CloudCuckooKing 2 місяці тому +2

      Damn shame, but I know the pain of trying to organize people in a short time

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      I wish I could've had seven! That would've been quite hilarious yes! 😂😂😂

    • @Nazuiko
      @Nazuiko 2 місяці тому +1

      6 Dragoons stacking left eyes, 1 dancer putting Tech step + Partner on another dancer and then using Quadruple Finish
      Or else, 7 Dragoons + 1 summoner with Searing Light + Akh Morn + Tincture

  • @HeroGuy3
    @HeroGuy3 2 місяці тому +1

    I have some doubts about boss attacks extending infinitely upwards
    player pbaoe attacks in pvp at the very least do care about elevation, and not at all in the way you'd hope
    rather than drawing a sphere around your character to determine range they draw a cylinder instead, which unfortunately for black mage's superflare is very short
    if you stand on the cannon overlooking the dummies in the wolves den you'll be unable to hit the dummies with superflare, but step off and you can even step back a considerable distance and it starts hitting again. Same with Macrocosmos, Megaflare and any other long range pbaoe
    Coincidentally superflare (and I predict all other pbaoes) doesn't extend far enough down to hit enemies while you're standing in spawn on any map. Very frustrating!
    I have some suspicions about the line aoes but they are a lot harder to test. But Apex arrow for instance can only hit a single dummy from the previously mentioned spot, even though it looks like they fit in the same horizontal line.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      Oh I know things like super flare are very strange indeed and makes me hate playing blm in onsal hakair specifically because of the elevations 😂
      Part of the reason why I said bosses don't care about your vertical position is because nearly all boss rooms are intentionally made perfectly flat (or almost), making it impossible to make use of elevation in the first place. However another commenter did suggest an approach to test the vertical range of attacks from open world bosses and the like, which I just might try! 😁

  • @venabre
    @venabre Місяць тому

    I wonder if doing the damage tests might be better done with no gear on, thus reducing the number of crits and direct hits

  • @Jonesman64
    @Jonesman64 2 місяці тому

    Do the other targeted buffs increase stats in some way where as dragon sight only alters damage output? Would that be why it doesnt effect pets?

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому

      If we read the tooltips as they are then all of them just increase damage 🤔😊

  • @titaniumvulpes
    @titaniumvulpes 2 місяці тому +1

    So EXP-boosting earrings don't work for elemental EXP in Eureka/Bozja or for the overworld EXP from clearing a floor set in deep dungeons, but do they work for the EXP _within_ the deep dungeons (like when you start at floor 1 and have to spend the first 20 or so floors leveling up by killing mobs to get access to your skills)? Or is that also special elemental EXP?
    Speaking of deep dungeons, something I've been really trying to test via early deep dungeon floors (since this is infinitely repeatable) but haven't quite had the stars align yet, what happens if you're at a level where a skill would be the last skill of a combo, but you use that skill, it kills the enemy, and the resulting EXP gain boosts you to a level where there is another skill in the combo unlocked? For example, being a level 89 RDM and killing an enemy with Scorch and leveling up to 90; would that end the combo, or would you be able to use Resolution right away? Or being a level 89 PLD and killing an enemy with Confiteor and leveling up; would you get to use your big swords right away? My gut tells me the combo would still end, but a friend claims to have noticed combos continuing to newly-learned skills on level-up, so I'm not sure.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      To my knowledge, deep dungeons ignore all equipment you are wearing. It even goes as far as replacing your weapon. As such, I would assume even if they used exp the earrings would work on, they are counted as not worn during the deep dungeon! 😅
      To your question about combos, I know combos are preserved under normal circumstances (like a paladin leveling up to 26 and learning rage of halone after using riot blade), so I would assume these auto combos would work the same? 😊

    • @titaniumvulpes
      @titaniumvulpes 2 місяці тому

      @@CaetsuChaijiCh Oh you're right, I _always_ forget to the point where I try to repair my gear after a deep dungeon run only to remember that it doesn't actually exist to take durability damage lmao.

  • @Breakfastlizurt
    @Breakfastlizurt 2 місяці тому +1

    something i think would be worth testing: does Peloton and sprint stack? or does one over write the other?

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +3

      All speed increases don't stack. It will always just provide the greatest value.
      For some reference points, ninjas passive is +10%, peloton is +20% and sprint / expedient is +30% 😊
      Edit: note that despite not stacking, speed bonuses don't remove each other as buffs. You simply only benefit from the strongest effect on you!

  • @syldrakitty5649
    @syldrakitty5649 Місяць тому

    Late to the party but outside of duties your movement on the server is limited to updating at a rate of 10Hz (as opposed to inside of a duty where it is un-capped). There are several actions outside of duties that will instantly update your position on the server, for example: attempting to use an ability which is not on cooldown, and also jumping.
    *OUTSIDE OF DUTIES*, jumping can be an advantage of up to 100ms, but the extra snapshot occurs at the beginning of the jump. So while outside of duty, running out of an AoE and then jumping can save you from being hit when you might've been otherwise.
    I am unsure if in the past the the same 10Hz position update limit applied inside of duties, but it would have given validity to the idea of jumping to help dodge AoEs, as long as you were moving to safety first and then jumping.

    • @syldrakitty5649
      @syldrakitty5649 Місяць тому

      Also on the passive tank damage reduction: It is quite easily shown that this does not apply while synced in level 70 and below duties. It is a huge factor in old Ultimates and Eureka. Maybe it would be insightful to test the exact conditions which cause it?

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      From practical tests, I've seen that your position updates faster when you stop moving as well, so whether you jump or stop for a split second should make no difference.
      You say outside of duties, but the stop and start thing I mention here is something I actively used in bozja, which is in duty technically speaking, and often only was needed when the session had run for a while, which is quite strange. 😊
      In regards to your suggestion about lower level content, I think you are missing some other factor, as I have been submitted tests at level ONE that demonstrates that it is still in effect and tanks do 20% less damage per potency. I think what you may actually be observing, is that tanks just have a more complete toolkit at level 70 than a lot of dps jobs, giving the impression that it isn't affected by this. Having a 20% damage reduction damper is irrelevant if your toolkit offers you 25% more potency to work with 😊

    • @syldrakitty5649
      @syldrakitty5649 Місяць тому +1

      @@CaetsuChaijiCh Oops, you might be right about the tank damage. I did try quick sanity check before posting but I think I did the math wrong ^^; tanks just do kick a lot of butt i guess
      Position snapshotting is difficult to test without using third-party tools to show when the client sends movement updates. It is something I noticed and played with a while ago.
      You could be correct that stopping movement does trigger an immediate update as well, I don't recall if that was the case, but its something most people don't care about because its not relevant inside of duties. (though again, i did not check inside bozja/eureka, but it is the case inside of PotD and raids that position updates are never delayed by the client)

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      @syldrakitty5649 it can be the delay is difficult to determine partly because of how it is something about the age of the specific session. Usually when the delay thing came up in bozja as being significant, by which I mean that you could flatout run past mobs without them seeing you, but they react immediately if you stop in front of them, it was usually when I'd been in bozja for a few hours, and often in an existing session which had a lot happen. It is really hard to get such a set of test data, so I am not suggesting that you just go and test that in particular. But all I can say is what I observed, that stopping momentarily worked. I did not test back then whether jumping in front of enemies like you suggest, works, but I am willing to believe both work 😅

    • @syldrakitty5649
      @syldrakitty5649 Місяць тому +1

      @@CaetsuChaijiCh I never considered that quantization of player movement could be related to the quantization of monsters scanning for aggression targets. I just assumed they were separate things. Its an interesting thought that makes me want to go check if bozja/eureka do have the same movement delay that exists outside of most duties.

  • @sunn7615
    @sunn7615 2 місяці тому

    I actually have an alt I can use to test the tank mastery thing. I think I might do that and see what happens.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      I don't quite know what you would test, since the tank mastery is learned at level 1 😅 unless you meant to test it at lower levels of course!

    • @sunn7615
      @sunn7615 2 місяці тому +1

      @@CaetsuChaijiCh IDK why I thought it was level 5 lmao
      Dangit.

    • @sunn7615
      @sunn7615 2 місяці тому

      So I tested anyway lol
      Weirdly enough, level 1 gladiator with nothing but the weathered shortsword does 11.5 damage on a level 1 dummy with the 200 potency Fast Blade skill, while level 1 pugilist with the weathered hora does 16.5 damage with the 180 potency Bootshine skill. That's a 60% difference when normalized to 200.
      But weirder, at level 5 gladiator does 13.5 damage while pugilist still does 16.5 damage.
      Pugilist actually has around 10% more strength and 10% more attack power than Gladiator for levels 1-5 though.
      I suspect their low level math doesn't math right. I also suspect that tank mastery cuts both attack power and strength by 10% each, leading to the 20% less damage that tanks have.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      @sunn7615 fast blade is not 200 potency at level 1. Only 150. Bootshine is 180 at level one, meaning theres an immediate 1/6th difference. Combine that with the built in 20% and fast blade should do 2/3rds the damage of bootshine in your test case. That's extremely close to what you say you observed 😉

    • @sunn7615
      @sunn7615 2 місяці тому +1

      @@CaetsuChaijiCh ah, alright. Thank you.
      Still weird that increasing the level (and thus attack power and strength) didn't change Monk's damage any though. Any idea why that is?

  • @emeraldpichu1
    @emeraldpichu1 2 місяці тому +2

    Well partially incorrect, the lala needs to pet you to increase your luck if you pat a lala your giving them your luck that’s how we get our money

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +2

      Interesting! Usually I feel like I get more luck when I've pat a lalafell, but I think the important part is consent, otherwise the lala might suck your luck out of your palm! 😂

  • @moosecannibal8224
    @moosecannibal8224 2 місяці тому +2

    Sorry who the flipperoni said that jumping makes it easier to dodge mechanics?
    That is brain rot.
    I jump around all the time because I'm bored as hell doing a fight for the 300th time and I know I can reliably dodge things DESPITE jumping around all the time.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +1

      Sometimes people want to both jump to look cool, and also think it is optimal at the same time? 😂

    • @moosecannibal8224
      @moosecannibal8224 2 місяці тому +1

      @@CaetsuChaijiCh Siiiiiigh, true

  • @nexgenkirabi
    @nexgenkirabi Місяць тому

    How do I prove that the DRK tooltip works as written and not healed to max

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      The drk tooltip? I assume you mean living dead:
      Use living dead. Heal SOME hp. Lose hp again. Heal some more hp and somehow reach undead rebirth while not at full hp.
      Because of the rather tight timer that can be hard to demonstrate, but as far as I know, the myth regarding living dead has always been that you needed to receive healing equating to 100% of your hp, and that overhealing did not count. The overhealing portion I proved false in an earlier video 😊
      If you want to see how I demonstrated that, it is in this video: ua-cam.com/video/pdei0HGpIes/v-deo.htmlsi=UrUoQaEXFuNO9RTP

    • @nexgenkirabi
      @nexgenkirabi Місяць тому +1

      @@CaetsuChaijiCh It was a bit more complicated and I should of explained better. So my friend and I got into and argument over the tool tip because as it is written “healing totaling your max hp is restored” which contradicts his belief that the drk must be healed to full. I rare setting if you repeated took a massive amount of damage and never reached full as written if the total is greater than or equal to your maximum hp it should proc living dead.
      But seeing how this is rare case I have no idea how tp actually prove it and my friend keeps lecturing me on a time in P10s…

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      @nexgenkirabi you don't actually need to reach max hp no, as long as you gradually heal the correct amount 😊
      An alternate way to test it is this: grab three friends and enter one of the most recent dungeons. Do a large pull. Have the dark knight tank everything, but make sure no one else is attacking or healing the dark knight.
      Activate living dead on time and use your first SINGLE TARGET weaponskill immediately after walking dead activates. And then make sure to use a weaponskill every time you can. This should result in you getting four heals, which usually is enough to heal the dark knight for more than their Max hp. If you want to be super sure, have the healer cast like... A cure two or similar once.
      The reason for doing it this way is that the mobs will push you back down low on hp after each swing so you should not actually max out 😊
      Bonus: it doesn't sound like your friend has very much good evidence to prove their claim anyway, and it doesn't sound like arguing with them helps you very much. Maybe it isn't worth it 😅

    • @nexgenkirabi
      @nexgenkirabi Місяць тому +1

      @@CaetsuChaijiCh I’ll definitely try that this argument was very dumb and instead of arguing that they were wrong ( which rarely works bc they always pull the fact that they do more content over me), I wanted prove it to them. But thank you this helps alot.

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  Місяць тому

      @nexgenkirabi i also just want to add that players that think doing more content means they are right without checking is a key source of myths and falsehoods, because they are too busy playing the game to actually check if the things they say are true! 😉😂
      It's like a marathon runner saying they know more about how running works in theory because they ran more, than the professor that researched the subject 😊

  • @adrevenue726
    @adrevenue726 2 місяці тому +3

    13 min and 105 views, bro fell off 😭

    • @CaetsuChaijiCh
      @CaetsuChaijiCh  2 місяці тому +5

      Sometimes it takes a bit 😅

    • @adrevenue726
      @adrevenue726 2 місяці тому +2

      @@CaetsuChaijiCh i know i know, i was kidding😭

    • @chernobyl169
      @chernobyl169 2 місяці тому +3

      This meme is lame, please find something new and hopefully better

    • @adrevenue726
      @adrevenue726 2 місяці тому +2

      @@chernobyl169 oh stop it. its a harmless bit of banter. a video having low views when it was posted MOMMENTS ago is normal and pointing it out funny.