About running away from bosses, I believe a user named Volkaru here on CZcams has a funny clip of fleeing away from a savage boss to delay their tankbuster until the boss hits 0.1%. It won't die until the adds phase happens, which is hilarious to watch as he sprints for 2 minutes while everyone else kills it.
Ah yes, that was an experiment we ran for Delubrum Reginea (Savage). We wanted to see if we could skip adds by abusing the lost action “Lost Impetus” to give Volk a huge semi permanent speed boost. Sadly the boss locks it’s health at 0.01 so you can’t skip adds.
Really interesting discussion on the Dancer partnering situation. As someone who has DNC as basically my secondary job I play it rather often and was always wondered what the best use was if there was another DNC in the party. I'd heard both ways touted as "the best" way so it's nice to see this broken down in a little more detail.. even if the end result is essentially "it depends" lol
@jake6056 the esprit buff is individual and I can assure you even if two dancers choose the same person as their partner, the partner gets one damage buff, and two esprit buffs 😊 yes I tested this 😁
This is irrelevant to the content of the video but I appreciate that you show the tooltips for the skills you're talking about so noobs like me who can't remember the skill names or haven't played the job enough to unlock the skill can still follow along and understand.
I try my best to clarify these things exactly because I understand not everyone knows or remembers all the terminology, whether its an acronym or the name of an action! I am glad it is appreciated! :D
I’ve had roulettes where I get multiple dancers who pick the same partner. I always suggest they pick different partners because the buffs don’t stack. Sometimes they listen, sometimes they argue, sometimes I’m just ignored outright. Real crap shoot
Ya know bonus fact reminds me of certain player stuns in StB. They've got the "you can cleanse this" icon on them even though esuna doesn't work. I'm pretty sure it's because of the way Shake It Off originally worked.
That is quite interesting! It is rare to find stuns that have the blue bar indicating esuna is usable, but Indeed, a lot of the time it is completely redundant because you wouldn't be able to cast it in time anyway! 😅 Quite interesting as well that shake it off used to just remove debuffs, which also much better explains it's name originally 😊
Spinning mobs definitely works in Palace of the Dead content. I've used the cheat a time or two to get the Necro title. It's all about timing and speed.
An interesting flip side of number 8 is that if you have some kind of vulnerability, the multiplicative stacking of devensives actually reduces the damage by MORE per debuff. For example, in p12s in the first mechanic it is a common strat to have both tanks take the lasers with invulns, which is technically the wrong way to do it as it gives you a magic up vulnerability causing you to take 300% damage from the next auto attack and killing you, but if you stack a bunch of mitigation you can easily bring that down to less than 50% extra damage because of the multiplicative stacking.
As a DNC main I’ve always been aware of what stacks and doesn’t, I’ll always partner with a fellow DNC since they will deal much more aoe damage than a tank to mobs. Bosses can be tricky since burst is likely to drift during pulls, so I’ll just keep an eye on their burst window to make sure we don’t overwrite, DNC still usually does more damage than tank anyway so I never see the point in swapping unless they’re undergeared/terrible
One myth I tested at least partially myself is that Reapers Circle of Sacrifice + Immortal Sacrifice (the stacks they get with their group buff) seems to only work with OFFENSIVE weaponskills and spells. So needs to do damage to a target, or also if it only applies a debuff to a target (I think). Healing spells and e.g. Dancer steps do not trigger it, despite being classified as spells and weapon skills. Which can lead to the Reaper missing stacks depending on the mechanics happening and buff alignments. My static saw this when I used Medica II + Afflatus Rapture after an AoE at the start of the buff window to ensure I had the rest of the window to damage (and get my blood lily), which ate up the 5s window. In addition due to Technical Step taking 4 steps, if the Reaper uses Arcane Circle at the very start (same timing as typical Technical Step openers), it may run out before the finish of TS triggers CoS, which we also observed during fights. At the time, I couldn't find anything on the topic on ususal sources like the balance. Thank god it's also explained there now though :)
An interesting point! I will say though that the tooltip for Arcane Circle specifically chooses the wording "LANDS a Weaponskill or Spell" which isn't used often, but is usually only used in cases of "landing an attack", which led me to assume it was only attacks! An interesting little fun fact to that, is that quite early in Endwalker, Technical Finish and Standard Finish were both changed to be Weaponskills, instead of the weird "Ability, BUT activates the GCD", specifically so they interacted properly with Arcane Circle! ^^
@@CaetsuChaijiCh Fair enough with the tooltip. I guess when I first read it I interpreted it as "finish any GCD", which turns out is not how it works :)
@@CaetsuChaijiCh the insight you provided here was incredibly helpful even without a "perfect solution", certainly better than just the conjecture about the topic
On the spinning mobs, something of great note! Both the example of the bear and the amp are pure reskins of enemies and their ai of pre-3.4 enemies. The bear AI has been in the game since hunts were added and the amps were in the churning mists.
@@CaetsuChaijiCh Yes, they are - In fact, mobs whose skeletons have been updated - Like sprites - will behave in PotD as they do now, rather than how they did back then.
The Additive defense stacking rumor likely comes from players more familiar with stacking defensive buffs in games other than FFXIV. In other games, stacking multiple def buffs can grant pseudo-invulnerability due to additive stacking. The fact that FFXIV runs on multiplicative stacking is used as a reason that popping all mitigation at once is usually less effective than doing a cooldown rotation.
This can be true yeah, but ffxiv is certainly not the only mmo or rpg that runs on multiplicative stacking at least. But I see what you mean that if you came from games that used additive, it makes sense to assume it the default 😊
THANK YOU!!! I'm so, so, so happy you mentioned kiting as a tactic! It's obviously not ideal, but you can actually maintain decent AOE DPS while kiting in a tight enough circle to delay autos; but not so far that you cant hit most of them with AOE. It's great for dungeons with healers who are still new or slow; and some of those harder early pulls like Dzemael 2nd boss trash+boss much more managable.
For the Paladin defensive cooldowns with Cover thing, I have a couple follow-up questions: If you Cover someone, use Sentinel, _and_ give them Intervention, does the Intervention do anything to help? If so, is it more efficient to use Holy Sheltron for the added regen or Intervention for the extra damage reduction? (My gut tells me Holy Sheltron's regen would be better but I don't have the math to back that up.) Additional fun fact for your additional fun fact: The same thing is true of Antidote. It works on poison status effects that can be removed with esuna, but not _all_ poison effects that can be removed with esuna. In particular, stacking poison effects cannot be removed with Antidotes.
Excellent question! I just went and tested. I took the same damage whether my chocobo companion had intervention or not (in fact, due to damage variance I actually took less damage when intervention wasn't up on the chocobo! But that's just how random is at times!) In other words, cover redirects the attack wholesale to your face, and so any defensive cooldown stacking needed should be put on the paladin and not the person getting covered, as that at least SHOULD make no difference 😊
I think a lot of people say defensives are additive because they don't actually understand between additive and multiplicative, and not that they don't understand how mits stack in game. I imagine a lot of mathematically inept players assume that additive stacking is less than multiplicative because adding 2 things together is usually less than multiplying them, and since they understand that mits get weaker the more you stack them, they assume that the mits can't be multiplying your defense because the opposite appears to happen in practice.
That is certainly a possibility! I've seen a bit of both - as in people not realizing what the words mean, and some who genuinely thought they stacked additively, so your suggestion is very reasonable!
@@titaniumvulpesprimes is always the one that REALLY gets them. Though it took me several runs to figure out the mechanic, myself. I understood that it wanted me to do math, but it was at least six runs before I realized that I was supposed to be doing the math with my HP
This channel is just so genius xD all of your videos I've been getting in my recommended are so interesting and informative often in ways I havent seen before. Also, being a content creator is the perfect way to collect these misconceptions. I've gotten some really wild ideas on some of my informational content that just leaves me scratching my head as to how the commenter ever came up with such a thing xD I told people to hang out in max meleee range and so many people keep commenting stuff like "yeah if you want to get hit by the boss" and I'm just wondering if theyre standing in front of the boss or if they think raidwides are boss dmg (edit: as in like, autos or things only tanks should be eating... all dmg would be boss dmg xD). I do not know but this series is a very kind way of telling people theyre wrong without directly calling anyone out xDD
Thank you! 😁 And yeah that one about melee range I've also seen! It is quite funny because a boss clearly can hit you from anywhere if they wanted to so I do indeed wonder where they came up with it as well 😂
Just so I get this right: -If Guard is active before Meteordrive, it deals a total of 13200 damage (300*4 + 12000) -If Guard is not active before Meteordrive, it deals a total of 24000 damage (3000*4 + 12000) In essense, Guard mitigates the first 12k, while the second 12k is guaranteed. My follow-up question, however, is whether Meteordrive is interruptible or not (because I feel like it actually happened before) and if so, what portion of damage is interrupted?
It's even worse! If guard is active before, it removes guard and deals a total of 24000 (4000x3+12000) You can see this in the second demonstration in the video. Guard disappears instantly when meteodrive is performed, and the 4000 hits are small red numbers like a dot If guard is not active, it deals 24000 (4000x3+12000) As far as I know, LB in pvp are typically only *stoppable* by killing the user, however ignoring that, I am reasonably sure that the attack animation itself for meteodrive is only responsible for the extra 12K hit once all the other stuff has been done. I am guessing the 4K hits are dot ticks from the meteodrive debuff itself. So if a monk were to die or otherwise get stopped by something midcast, I would assume it would be the 12K hit at the end that is lost 😊
@@CaetsuChaijiCh Oop, well I completrly glossed over that demonstration didn't I XD Thanks for the clarity, obviously it's pretty crucial to understand how things work especially in a conpetitive setting like pvp.
With regard to the 8th claim that defensives stack additively. I’d heard claims that SCH’s sacred soil uniquely stacks additively, while other defensives stack multiplicatively. I think this is because sacred soil has slightly different wording in its tooltip. I did test this and found this claim to be false, but I thought it might be interesting to note.
I've always felt items are weird. The status removing ones can be a little hit and miss. One thing fun about doing deep dungeons on PLD or RDM (the main Jobs I can think of that do Spell and Weaponskill attacks) is that if you hit a Pacification trap that gives you two debuffs, Pacification to prevent use of Weaponskills and Silence to prevent use of Spells. I don't know of any way to remove Pacification...but you can use Echo Drops and be able to cast Holy Spirit/Circle on PLD so you can continue to fight (also Clemency to heal). I'm not certain but this should PROBABLY also work with DRK Unmend. Not that it does a LOT of damage, but if you are agroed and need to kill the enemy, it could work, especially since they will also be Pacified/Silenced if they were hit by the trap's area of effect (some have strong autoattacks, but it still may give you a chance, especially if they were low health). Fun stuff like that is always interesting to me. You find out a lot of interesting things in Deep Dungeons. UNfortunately...I've yet to find a Maiden's Kiss (cure Frog), as that would be extremely useful in Deep Dungeons, especially if it worked on the other transformations!
Indeed, there is no pacification removal potion. I am guessing the reason is that back in a realm reborn (where the echo drops originate from), warrior's berserk worked very differently: It gave a +50% damage boost to the warrior for 20 seconds. But once the 20 seconds ended, it pacified the warrior for 5 seconds. This pacification was removable with esuna and the like. You can probably imagine it would be a bit silly if pacification removal potions existed back then, since then all warriors would just lug around a giant bag of them so they could use their big cooldown with no drawback! 😅
The amount of times i've gotten into fights with mentors who dont know what theyre talking about is crazy. i hate how much bad information gets given out e.e
Pausing on 6:10 to take my guess as to what’s “optimal” for 2 dancers in one dungeon. My gut says Dancer A partners with Dancer B, but Dancer B partners with the Tank?
I’d say if your tank is a Gunbreaker or Dark Knight and geared equal or greater than the other dancer, it’s a good idea for the higher iLevel dancer to throw their Dance Partner to the tank. That way the tank with big burst damage gets a 5% buff, and the stronger of the two dancers gets 2 separate 5% buffs.
@raarasunai4896 this can help as well. The main concern there is that for the tank to make a lot of this, their burst has to overlap with devilment since tanks tend to concentrate their damage surprisingly heavily in their burst. If you can make that happen, and also make sure the dancers don't overlap their devilment uses, then I agree there are certainly compositions where the one dancer on the tank approach is optimal! 😊
tbh as a dancer main myself, i find it doesn't really matter (in dungeons at least) what the other dancer does, as long as they partner me. i adapt to their buff usage in order to ensure that we never overlap buffs. i personally find it pretty frustrating when a fellow dancer doesn't partner me, because by and large i massively out dps the tank and healer (i actually can't recall the last time a healer or tank has out dpsed me, except in instances where i was still leveling or very undergeared). people underestimate dancer dps output, especially in dungeons. in my experience, the best way to tell a casual dancer from a dancer main is whether or not they choose to partner their fellow dancer. two competent dancers, or even one incompetent dancer and one competent dancer, can still do more damage when partnered together rather than partnered separately. that knowledge in my experience is what separates casual dancer players from more experienced dancer players.
First thing I do when I see another dnc in content is just say in chat for them to go first on tech, then even if they don't respond there's a high chance they'll open with it anyway and then I can use my flourish cd to time mine, does it always work out well? No but it's normal content so as long as we're clearing decently fast it's fine.
Thing about the kiting you have to know as a tank is tho, if you go for the kite you will lineup all the mobs auto attacks so they will hit you at the same time, you will have to pop a mit or else you just die most likely. Running away should be your last choice in dungeons due to that reason.
Always find it interesting watching this, hearing the claims, then being able to have and 'Oh, I know where that misnomer originated', especially when it has to do with how the game used to work, but was then changed as time went on. This holds true for Parry/Block especially as there used to be stats for that and it would only trigger if facing the direction being attacked from. Now it is an inherent base across all jobs with some having abilities to enhance it, and will trigger even if not facing the direction being hit from....which for some reason caused some to believe running around the mob was more effective to avoid getting hit at all. While to some small degree was true, was only due to how breaking line of sight used to end spell casting like it did for player casting (and at times still does). So many things have changed in the combat landscape over the life of FFXIV that many things just stick around even though they just aren't true. The Dnc one always confused me as to why Standard step was thought of this way since it was always tied to partnering opposed to being a party wide buff. Think it was just people who figured it was a waste to have dnc partner each other over partnering a tank or healer. That or they assumed that because Technical step didn't, that standard didn't either even though it is so easy to prove otherwise =/
Many of the tests that are rarely checked tend to require you to bring a friend (or multiple friends), and not everyone has friends on speed dial to help them with a test like that, so they just don't bother 😅 The problems come up when they then just go "it probably works like this" and then repeat that for themselves until they go "I know it has worked like this! I know [assumed] it worked like this for years and it never changed [I never checked!]" 😂
@@CaetsuChaijiCh Maybe, but it is a shame people do that rather than try to really understand it now. Like I said, anyone who has been around long enough (at least an expansion or two) will know that the landscape of FFXIV combat can change fairly drastically with each expansion. Makes it all the worse when people assume and assert like that x.x
As a Dancer main, I do have to admit that it annoys me to watch another dancer running Technical Finish right after I do. I usually pre-prep mine before the pull so the party gets to benefit from the buff through their entire burst window. It's frustrating because they should know the buff doesn't stack, and had I known beforehand that they open with Technical Finish I wouldn't have bothered prepping for it.
About dancepartnering: I'm playing dancer quite a lot so i can say, it's rare that the other dancer(s) are aware of the buff stacking, so they tend to partner other dancers/me. I'll usually tell them and some consider swaping then. Usually, like in a dungeon it ends that i can beat the other dancer and the tank without beeing partnered while they are. Even tho dancer is an "easy" job, there is still a ton do better than the average dancer. A good tank is a lot better than a "bad" dancer. I'd still almost always partner the other dancer to start explaining that the buffs do stack as "the buff you give out is considered different from the one you receive" For normal trial/raids: melees aren't always the best partners, there are some really good machinist out there in my experience. If you reached the point to think about this optimization, you're prolly a dancer worth partnering 😊 also: swapping partner when the other is dead isn't cheating, it just optimizes damage.
And also: who could be a better danceparter than another dancer? :D That also means, if the healer targets you and uses /mogdance they have to be your partner. They clearly now how to dance and hence make a good partner
I used to play an MMO called Anarchy Online and the black mage equivalent of that game were _nanotechnicians_ . They too didn’t offer too much utility, however they were a valuable for their ability to power level teams via kiting powerful mobs with their AOE nukes. It was like a thing people tipped for and it kind of invalidated half the leveling in the game.
Why is there assumption that 2 receivers of stand step would not stack? I'd assume that only if it's overridden it would not stack as newer tech step overrides the old one, and so does devilment. Since each receiver still is a separate buff why would it show up but do nothing? I'd assume it'd get overridden if it did not stack. Only Espirit would not get overridden as it interacts with each partner (giver and receiver).
A good question! I might go and test this to be sure, but targeted buffs like this tend to be applied separately, but simply not work beyond the first application (hence why in the demonstration it was important to clarify that the receiver and giver buffs are two distinctly different buffs despite not looking so). This is a rare problem, and I can't recall if it still works like this, but back when dragon sight required you to be within a certain distance of the dragoon, it let multiple dragon sight buffs be active on one player, but only one of the actual damage gain would ever function at any one time. This is also the reason why I showed that we saw separate buffs for giver and receiver, and still found it necessary to demonstrate a damage difference, since a buff being visually present isn't always enough for it to actually work! I am reasonably confident in the assumption that two receiver buffs will not stack, but I might go test this to be sure 😊 thank you
@@CaetsuChaijiCh No, i'd like to thank you as getting multiple ppl to test things is often surprisingly difficult so you testing it and informing about the results is a huge help.
I went and tested now. If you have two dancers partnering the same person, then they will receive two esprit buffs as you said. But only one of the damage bonus buff. To be sure, I also tested if the damage was different, and Indeed, it only gave you one standard finish buff worth of damage. I hope that clears it up! 😊
Because it's not an assumption. The "multiple dancers partner one person" thing is the one "common knowledge" bit of information I know for a fact has actually been tested extensively. Day 1 of Shadowbringers early access, I was there for it. Every duty had several dancers in it, the very first roulette I got was a Void Ark with 4 dancers and 1 black mage in my alliance. So of course we tested to see if having all 4 of us partner the BLM had any difference from just one of us, trying to turn this little guy into an absolute nuke, and of course it didn't. This type of scenario happened dozens if not hundreds of times that first day and word quickly spread from there.
a lot of dancers automatically partner someone else in the group in the case of double dnc, and i've had some getting really mad that i partnered them because it's "useless". it's always kind of a weird situation 😅 also, the constant overriding of technical finish drives me MAD to the point where i automatically delay mine and don't even ask anymore
It took me a lot of hours to figure out all the items I don't need on my person! 😅 Thank you! 😁 One tip is that I have items that are only situationally important (like materia) in my chocobo saddle, and things that I rarely need on the fly at all on a retainer (and I wonder if you'll believe me when I say one of my retainers has no items on them at all! 😂)
I actually have a clip saved too my Facebook (probably hard to find but it's there) that shows someeone spinning Nael in T9 to straight up avoid mechanics. Skipped Golems, Mega Flare, and the entire dragon dive phase. Was in Heavensward when this was taken so I think it just has somthing to do with how the AI worked back then.
I suppose this isn't really a thing that you can Mythbust (because it works) but you can cancel the latter half of the Healer LB3 animation as the secondary healer by rescuing them out of it. Learned that tip from my cohealer that did it all the time while he was progging P10s a few months back.
This can be tested. I'll write it down, but if you want to play with it yourself, bring a friend into Explorer mode in a dungeon. Enter Combat with the striking dummy(both of you). Then use lb3 and have the friend rescue you and see what happens. I know this has also been done with dps lbs 😁
Yeah, I do this when anyone uses an LB. If I know when the LB is coming and don't need to be in a particular spot, I'll even stand right next to them so they don't get pulled out of position. Dat uptime!
oh i wish this video existed a few days ago when i got paired with another mentor dnc in sigma dreamscape who got snippy with me for dp'ing them instead of the healer. they were insisting it was less optimal because standard finish doesnt stack and i wasnt certain myself so i didnt say anything, but i do play enough dancer to know to be aware of when others use their burst and adjust mine appropriately, so its good to know ultimately i was fine
If you can somehow avoid being stunned by the three second unstoppable stun that meteodrive applies to you, then I suppose you could. I don't think there's any way to do so though. 😅
That is true, but as far as I know, from experiencing being meteodrived so many times, I couldn't do anything while being punched. No guard or anything else for that matter, so I think it is just a weird wording on the tooltip 😊
I still don’t know if mitigations like rampant makes healer barriers last longer (can soak more damage making it last longer) or mitigations just affect hp
It does make shields last longer (or rather, break slower), which is why my DRK co-tank yells at me every time I give him Intervention causing his TBN not to break 🥲
Mitigation reduces the damage that reaches you, and barriers are the same as "temporary hit points", they don't interact in unusual ways with damage. The only exception to that is that certain barriers take priority over others (for example, a dark knights TBN will always be spent before any other barrier). So reducing the damage you take will indeed extend the life of the barrier as well 😊
huh, good to know blocking is multiplicative like everything else, since the way the "(blocked 20%)" appears on the damage taken timeline i always assumed it was separate to other mits and worked additive instead ..although i suppose if it were then a sentinel bulwark paladin would be nigh unkillable
The Tooltip Doesn't make any Sense for the Meteodrive. It Removes Guard....then Punishes You for the Extra 12k for NOT using Guard? It would've been much Simpler if the Tooltip says "This Ability Ignores the Effects of Guard" then. I Swear this Thing is a Bug
as a lazy person and forgetful i am, i have a question to ask. my friend told me that defensive cd does not affect enemy attacks after the cast have been done, have this been debunked here before? as example, sage casting kerachole/melee using feint after Kokytos Ravening cast is finished (theres a long animation before the damage takes place) or the same thing with zeromus's laser beams. anyone that knows can help me with this? or point me out if its already been debunked and i forgot about it.
I believe I confronted this claim in a prior episode but the answer to the question is that you need your defensive cooldown to already be active before the "snapshot" of the enemy attack. Most of the time, this is right around when a cast finishes (even if the attack hits you seconds later), but sometimes this can vary. I believe Kokytos Ravening is a particularly common example of a weirdly slow attack in this regard! For multi hit attacks, each individual hit has its own separate snapshot, which can make it even harder to see exactly when the snapshot does occur for each hit! I hope this helps! 😊
@@CaetsuChaijiCh it does help alot thank you very much! I was learning savage with healers and when its ravening cast somewhere mid fight, my kera is not up until the cast is finished and when i do it my friend told me to not kera there, this clears up alot, thank you again!
I ain't no big city mathemagician, but I'm not sure I understand your reasoning for having to provide extra information regarding attack damage reduction if the buffs were additive. Why would you then need the raw number of damage rather than just a percentage? Again, not a math guy, so forgive my terrible formatting and everything, but in my simple head it goes something like: Damage from attack: 100% - (x% + y% + z%) = final damage taken, where x, y and z are cooldowns (and more if using more cooldowns of course) -- so, for example, 100% - (30% + 20% + 15%) = 35% damage taken. Is that not how it would theoretically work? I get that multiplicative stacking means you can just chuck it all together easier, but it doesn't really seem *that* much more complex to me? Or maybe spending too long in WoW's BfA era where there were like 95 billion dice rolls on every attack have damaged my brain more severely than I thought.
With multiplicative stacking, each instance of damage reduction can be evaluated separately. Meaning for the calculation, you could simply bring the current damage total past each effect and go "There's 100k damage coming your way. Oh you have sentinel? Then it's 70k. Oh you have rampart? Then it's 56k" and so on. Essentially, as long as the game attempts to check each buff (or debuff) you have, it'll get everything covered. With additive, you would have to either have a number storing how much damage reduction you have as a stat so that it can easily be brought forward later (for your example, having a number stored that says you currently only take 35% damage). Alternatively, you could do the same as the multiplicative process and simply add all the damage reduction together you have in a new number and then multiply with the incoming damage, but it would add this weird temporary number to store for a moment (the damage reduction itself). Ultimately it isn't that complicated, but what would make it complicated is when you have buffs and debuffs between characters which would ultimately result in a MIX of additive and multiplicative: if the boss has reprisal on them, the hit reaching you will be 10% smaller, and if we combine that with your example we would have: "the boss is swinging for 100k damage, but reprisal reduces it by 10% beforehand so it strikes you for 90k. You only take 35% damage due to your additive buffs so you only take 31.5k" And notably not 25k because reprisal isn't added to your damage reduction, but rather to the enemy's damage output. So where the confusion really would stem from is probably more about the possibility of both additive and multiplicative being present I guess? 😅
when playing DNC.. when there are other Dancers i tend to partner up with the healer. because unless you have a res mage i want to give the healer a bonus heal. but sure better dps is more important.
Interesting idea. I'm guessing you are referring to curing waltz? I guess with no coordination in the group, it would also be fine since then the other dancer is free to partner the tank 🤔😊
Don't tanks really benefit from devliment/Dp during burst more then some Dps. As a Pld for example I see myself doing so much more damage during burst then Dps but that goes down significantly during down time. Other tanks are very similar. You also got to consider tanks/Healers in AOE often just outright do more damage then some Dps, so it might actually be more optimally to switch partners throughout a dungeon (although that might be clunky and require extra effort)
This is a good point. If you can make sure things like devilment aligns with the tanks burst, then it can be immensely helpful to have one dancer partnering with them! 😊 Moving partners throughout the dungeon is an interesting suggestion and might be very effective with the right timing, and I think this is a suggestion that is often avoided on this subject! 😅
Can you test this claim if you haven't already "Rescuing a healer that is using LB3 shortens/cancels the animation lock" I've had several healers in my FC tell me this and I'm unsure if it works because the timing is supposedly really "tight" to get it to work
Someone else also brought this one up so it is on my list! It might be difficult to test but if you bring friends into Explorer mode, it is possible to test it! 😊(which is what I intend to do when I get to it!)
I do this all the time, and my friends do it to me as well. It absolutely works. Apparently you can actually cut the cast itself short, but I ain't brave enough to try that without video proof in case I annoy someone. However, you're animation locked for WAY longer than the cast time, so even if you just wait for the cast to finish, it's very effective! Would love to see it in this series, though, so that more people know about it, and testing just how far into the castbar you can push it! (Which I assume will be latency dependent.)
I got blamed at by my static for healing people after ressing them because I 'removed their invuln and got them killed' and ALSO later for rescuing a ressed person. I love them to to death but at least I know those two (out of probably hundreds) were not actually my fault!
Yeah over this series of videos, I can assure you that it has to be the raised player that does something wrong to lose the invuln 😊 so if it is worth anything, I can at least say that I know you did nothing wrong. Also... Wh.. What? You are supposed to have those five seconds as a chance to heal up the player. That's weird to be mad about 😅
I just partner the other dancer in dungeons because at the end of the day who really cares in that sort of content yes it may not be optimal 100% of the time if the dancer sucks but in an optimal setting you're not going to have two dancers anyways
Also, I don't suppose you're on Primal DC by chance? I love stuff like this and would be more than happy to help test things anytime. But I'd wager you're not since...for some reason, no one "famous" ever is, lol
The thing that is hard to understand I think is that meteodrive itself suggests guard does something in its tooltip, but clearly it doesn't. It's like just weird tooltip jank 😂
For me, and i'm not aware of all the mechanics, is i was under the impression that if you were dotted while guard is up, it reduces damage for the entire duration of the dot even after guard is dropped. So I assumed one recieved the full dmg if meteodrive was done with your guard down. And you were just guarenteed to do some dmg since it drops ones guard before applying the straight 12k.
Seriously, it's the whole gimmick of MCH, the most popular PotD class! Also hugely helpful in HoH/EO, and for far more than just MCH of course. When your life is hanging in the balance of potion ticks, you can feel the auto attack timer of those beasts in your soul!
6:35 I like that jumping on the spot is the universal language for "get over here or die"
About running away from bosses, I believe a user named Volkaru here on CZcams has a funny clip of fleeing away from a savage boss to delay their tankbuster until the boss hits 0.1%.
It won't die until the adds phase happens, which is hilarious to watch as he sprints for 2 minutes while everyone else kills it.
That is a very hilarious trick certainly! I wonder how delaying the boss mechanics for so long would've impacted the rest of the fight!
Ah yes, that was an experiment we ran for Delubrum Reginea (Savage). We wanted to see if we could skip adds by abusing the lost action “Lost Impetus” to give Volk a huge semi permanent speed boost. Sadly the boss locks it’s health at 0.01 so you can’t skip adds.
Really interesting discussion on the Dancer partnering situation. As someone who has DNC as basically my secondary job I play it rather often and was always wondered what the best use was if there was another DNC in the party. I'd heard both ways touted as "the best" way so it's nice to see this broken down in a little more detail.. even if the end result is essentially "it depends" lol
I guess it is still better to have "it depends" than sticking to a strategy that is claimed to be always optimal if it isn't! 😅
wanted to make a small comment on the standard finish buff in that while the standard finish buff itself stacks espirit does not@@CaetsuChaijiCh
@jake6056 the esprit buff is individual and I can assure you even if two dancers choose the same person as their partner, the partner gets one damage buff, and two esprit buffs 😊 yes I tested this 😁
This is irrelevant to the content of the video but I appreciate that you show the tooltips for the skills you're talking about so noobs like me who can't remember the skill names or haven't played the job enough to unlock the skill can still follow along and understand.
I try my best to clarify these things exactly because I understand not everyone knows or remembers all the terminology, whether its an acronym or the name of an action! I am glad it is appreciated! :D
I’ve had roulettes where I get multiple dancers who pick the same partner. I always suggest they pick different partners because the buffs don’t stack. Sometimes they listen, sometimes they argue, sometimes I’m just ignored outright. Real crap shoot
Yeah that sucks when they don't listen 🙁
Ya know bonus fact reminds me of certain player stuns in StB. They've got the "you can cleanse this" icon on them even though esuna doesn't work. I'm pretty sure it's because of the way Shake It Off originally worked.
That is quite interesting! It is rare to find stuns that have the blue bar indicating esuna is usable, but Indeed, a lot of the time it is completely redundant because you wouldn't be able to cast it in time anyway! 😅
Quite interesting as well that shake it off used to just remove debuffs, which also much better explains it's name originally 😊
Spinning mobs definitely works in Palace of the Dead content. I've used the cheat a time or two to get the Necro title. It's all about timing and speed.
Excellent example of where tech like this is handy! 😁
An interesting flip side of number 8 is that if you have some kind of vulnerability, the multiplicative stacking of devensives actually reduces the damage by MORE per debuff. For example, in p12s in the first mechanic it is a common strat to have both tanks take the lasers with invulns, which is technically the wrong way to do it as it gives you a magic up vulnerability causing you to take 300% damage from the next auto attack and killing you, but if you stack a bunch of mitigation you can easily bring that down to less than 50% extra damage because of the multiplicative stacking.
As a DNC main I’ve always been aware of what stacks and doesn’t, I’ll always partner with a fellow DNC since they will deal much more aoe damage than a tank to mobs. Bosses can be tricky since burst is likely to drift during pulls, so I’ll just keep an eye on their burst window to make sure we don’t overwrite, DNC still usually does more damage than tank anyway so I never see the point in swapping unless they’re undergeared/terrible
One myth I tested at least partially myself is that Reapers Circle of Sacrifice + Immortal Sacrifice (the stacks they get with their group buff) seems to only work with OFFENSIVE weaponskills and spells. So needs to do damage to a target, or also if it only applies a debuff to a target (I think).
Healing spells and e.g. Dancer steps do not trigger it, despite being classified as spells and weapon skills.
Which can lead to the Reaper missing stacks depending on the mechanics happening and buff alignments.
My static saw this when I used Medica II + Afflatus Rapture after an AoE at the start of the buff window to ensure I had the rest of the window to damage (and get my blood lily), which ate up the 5s window. In addition due to Technical Step taking 4 steps, if the Reaper uses Arcane Circle at the very start (same timing as typical Technical Step openers), it may run out before the finish of TS triggers CoS, which we also observed during fights.
At the time, I couldn't find anything on the topic on ususal sources like the balance. Thank god it's also explained there now though :)
An interesting point! I will say though that the tooltip for Arcane Circle specifically chooses the wording "LANDS a Weaponskill or Spell" which isn't used often, but is usually only used in cases of "landing an attack", which led me to assume it was only attacks! An interesting little fun fact to that, is that quite early in Endwalker, Technical Finish and Standard Finish were both changed to be Weaponskills, instead of the weird "Ability, BUT activates the GCD", specifically so they interacted properly with Arcane Circle! ^^
@@CaetsuChaijiCh Fair enough with the tooltip.
I guess when I first read it I interpreted it as "finish any GCD", which turns out is not how it works :)
I am glad you covered the dance partner topic, I've encountered the situation a few times so having actual testing done is very helpful!
I'm glad to hear it was helpful. It is complicated with the optimal partner thing though, so I am sorry I couldn't provide the "perfect solution" ^^'
@@CaetsuChaijiCh the insight you provided here was incredibly helpful even without a "perfect solution", certainly better than just the conjecture about the topic
On the spinning mobs, something of great note! Both the example of the bear and the amp are pure reskins of enemies and their ai of pre-3.4 enemies. The bear AI has been in the game since hunts were added and the amps were in the churning mists.
That's a fair point! I wonder if newer original mobs would be less prone to the spinning trick 🤔😊
@@CaetsuChaijiCh Yes, they are - In fact, mobs whose skeletons have been updated - Like sprites - will behave in PotD as they do now, rather than how they did back then.
The Additive defense stacking rumor likely comes from players more familiar with stacking defensive buffs in games other than FFXIV. In other games, stacking multiple def buffs can grant pseudo-invulnerability due to additive stacking.
The fact that FFXIV runs on multiplicative stacking is used as a reason that popping all mitigation at once is usually less effective than doing a cooldown rotation.
This can be true yeah, but ffxiv is certainly not the only mmo or rpg that runs on multiplicative stacking at least. But I see what you mean that if you came from games that used additive, it makes sense to assume it the default 😊
THANK YOU!!!
I'm so, so, so happy you mentioned kiting as a tactic!
It's obviously not ideal, but you can actually maintain decent AOE DPS while kiting in a tight enough circle to delay autos; but not so far that you cant hit most of them with AOE.
It's great for dungeons with healers who are still new or slow; and some of those harder early pulls like Dzemael 2nd boss trash+boss much more managable.
It's very potent! I sometimes use it in tight spots myself as well! 😁
For the Paladin defensive cooldowns with Cover thing, I have a couple follow-up questions: If you Cover someone, use Sentinel, _and_ give them Intervention, does the Intervention do anything to help? If so, is it more efficient to use Holy Sheltron for the added regen or Intervention for the extra damage reduction? (My gut tells me Holy Sheltron's regen would be better but I don't have the math to back that up.)
Additional fun fact for your additional fun fact: The same thing is true of Antidote. It works on poison status effects that can be removed with esuna, but not _all_ poison effects that can be removed with esuna. In particular, stacking poison effects cannot be removed with Antidotes.
Excellent question! I just went and tested. I took the same damage whether my chocobo companion had intervention or not (in fact, due to damage variance I actually took less damage when intervention wasn't up on the chocobo! But that's just how random is at times!)
In other words, cover redirects the attack wholesale to your face, and so any defensive cooldown stacking needed should be put on the paladin and not the person getting covered, as that at least SHOULD make no difference 😊
@@CaetsuChaijiCh Good to know! Sheltron it is!
I think a lot of people say defensives are additive because they don't actually understand between additive and multiplicative, and not that they don't understand how mits stack in game. I imagine a lot of mathematically inept players assume that additive stacking is less than multiplicative because adding 2 things together is usually less than multiplying them, and since they understand that mits get weaker the more you stack them, they assume that the mits can't be multiplying your defense because the opposite appears to happen in practice.
That is certainly a possibility! I've seen a bit of both - as in people not realizing what the words mean, and some who genuinely thought they stacked additively, so your suggestion is very reasonable!
Considering how most Ridorana runs go, "the playerbase can't understand gradeschool math" is definitely one of the most believable explanations 😂
@@titaniumvulpesprimes is always the one that REALLY gets them.
Though it took me several runs to figure out the mechanic, myself. I understood that it wanted me to do math, but it was at least six runs before I realized that I was supposed to be doing the math with my HP
This channel is just so genius xD all of your videos I've been getting in my recommended are so interesting and informative often in ways I havent seen before. Also, being a content creator is the perfect way to collect these misconceptions. I've gotten some really wild ideas on some of my informational content that just leaves me scratching my head as to how the commenter ever came up with such a thing xD I told people to hang out in max meleee range and so many people keep commenting stuff like "yeah if you want to get hit by the boss" and I'm just wondering if theyre standing in front of the boss or if they think raidwides are boss dmg (edit: as in like, autos or things only tanks should be eating... all dmg would be boss dmg xD). I do not know but this series is a very kind way of telling people theyre wrong without directly calling anyone out xDD
Thank you! 😁
And yeah that one about melee range I've also seen! It is quite funny because a boss clearly can hit you from anywhere if they wanted to so I do indeed wonder where they came up with it as well 😂
@@CaetsuChaijiCh nowhere is safe so just stay close enough to step into an ast bubble! XDD
Just so I get this right:
-If Guard is active before Meteordrive, it deals a total of 13200 damage (300*4 + 12000)
-If Guard is not active before Meteordrive, it deals a total of 24000 damage (3000*4 + 12000)
In essense, Guard mitigates the first 12k, while the second 12k is guaranteed.
My follow-up question, however, is whether Meteordrive is interruptible or not (because I feel like it actually happened before) and if so, what portion of damage is interrupted?
It's even worse!
If guard is active before, it removes guard and deals a total of 24000 (4000x3+12000)
You can see this in the second demonstration in the video. Guard disappears instantly when meteodrive is performed, and the 4000 hits are small red numbers like a dot
If guard is not active, it deals 24000 (4000x3+12000)
As far as I know, LB in pvp are typically only *stoppable* by killing the user, however ignoring that, I am reasonably sure that the attack animation itself for meteodrive is only responsible for the extra 12K hit once all the other stuff has been done. I am guessing the 4K hits are dot ticks from the meteodrive debuff itself. So if a monk were to die or otherwise get stopped by something midcast, I would assume it would be the 12K hit at the end that is lost 😊
@@CaetsuChaijiCh Oop, well I completrly glossed over that demonstration didn't I XD
Thanks for the clarity, obviously it's pretty crucial to understand how things work especially in a conpetitive setting like pvp.
With regard to the 8th claim that defensives stack additively. I’d heard claims that SCH’s sacred soil uniquely stacks additively, while other defensives stack multiplicatively.
I think this is because sacred soil has slightly different wording in its tooltip.
I did test this and found this claim to be false, but I thought it might be interesting to note.
Yes, people have indeed claimed this one, and I actually have tested this in this series as well! 😊
I've always felt items are weird. The status removing ones can be a little hit and miss. One thing fun about doing deep dungeons on PLD or RDM (the main Jobs I can think of that do Spell and Weaponskill attacks) is that if you hit a Pacification trap that gives you two debuffs, Pacification to prevent use of Weaponskills and Silence to prevent use of Spells. I don't know of any way to remove Pacification...but you can use Echo Drops and be able to cast Holy Spirit/Circle on PLD so you can continue to fight (also Clemency to heal). I'm not certain but this should PROBABLY also work with DRK Unmend. Not that it does a LOT of damage, but if you are agroed and need to kill the enemy, it could work, especially since they will also be Pacified/Silenced if they were hit by the trap's area of effect (some have strong autoattacks, but it still may give you a chance, especially if they were low health).
Fun stuff like that is always interesting to me. You find out a lot of interesting things in Deep Dungeons. UNfortunately...I've yet to find a Maiden's Kiss (cure Frog), as that would be extremely useful in Deep Dungeons, especially if it worked on the other transformations!
Indeed, there is no pacification removal potion. I am guessing the reason is that back in a realm reborn (where the echo drops originate from), warrior's berserk worked very differently:
It gave a +50% damage boost to the warrior for 20 seconds. But once the 20 seconds ended, it pacified the warrior for 5 seconds. This pacification was removable with esuna and the like.
You can probably imagine it would be a bit silly if pacification removal potions existed back then, since then all warriors would just lug around a giant bag of them so they could use their big cooldown with no drawback! 😅
The amount of times i've gotten into fights with mentors who dont know what theyre talking about is crazy. i hate how much bad information gets given out e.e
Pausing on 6:10 to take my guess as to what’s “optimal” for 2 dancers in one dungeon.
My gut says Dancer A partners with Dancer B, but Dancer B partners with the Tank?
Sweet! I was (partially) right.
I’d say if your tank is a Gunbreaker or Dark Knight and geared equal or greater than the other dancer, it’s a good idea for the higher iLevel dancer to throw their Dance Partner to the tank. That way the tank with big burst damage gets a 5% buff, and the stronger of the two dancers gets 2 separate 5% buffs.
@raarasunai4896 this can help as well. The main concern there is that for the tank to make a lot of this, their burst has to overlap with devilment since tanks tend to concentrate their damage surprisingly heavily in their burst. If you can make that happen, and also make sure the dancers don't overlap their devilment uses, then I agree there are certainly compositions where the one dancer on the tank approach is optimal! 😊
tbh as a dancer main myself, i find it doesn't really matter (in dungeons at least) what the other dancer does, as long as they partner me. i adapt to their buff usage in order to ensure that we never overlap buffs. i personally find it pretty frustrating when a fellow dancer doesn't partner me, because by and large i massively out dps the tank and healer (i actually can't recall the last time a healer or tank has out dpsed me, except in instances where i was still leveling or very undergeared). people underestimate dancer dps output, especially in dungeons. in my experience, the best way to tell a casual dancer from a dancer main is whether or not they choose to partner their fellow dancer. two competent dancers, or even one incompetent dancer and one competent dancer, can still do more damage when partnered together rather than partnered separately. that knowledge in my experience is what separates casual dancer players from more experienced dancer players.
First thing I do when I see another dnc in content is just say in chat for them to go first on tech, then even if they don't respond there's a high chance they'll open with it anyway and then I can use my flourish cd to time mine, does it always work out well? No but it's normal content so as long as we're clearing decently fast it's fine.
That is a good way to get around the problem! 😁
Thing about the kiting you have to know as a tank is tho, if you go for the kite you will lineup all the mobs auto attacks so they will hit you at the same time, you will have to pop a mit or else you just die most likely.
Running away should be your last choice in dungeons due to that reason.
Always find it interesting watching this, hearing the claims, then being able to have and 'Oh, I know where that misnomer originated', especially when it has to do with how the game used to work, but was then changed as time went on. This holds true for Parry/Block especially as there used to be stats for that and it would only trigger if facing the direction being attacked from. Now it is an inherent base across all jobs with some having abilities to enhance it, and will trigger even if not facing the direction being hit from....which for some reason caused some to believe running around the mob was more effective to avoid getting hit at all. While to some small degree was true, was only due to how breaking line of sight used to end spell casting like it did for player casting (and at times still does).
So many things have changed in the combat landscape over the life of FFXIV that many things just stick around even though they just aren't true. The Dnc one always confused me as to why Standard step was thought of this way since it was always tied to partnering opposed to being a party wide buff. Think it was just people who figured it was a waste to have dnc partner each other over partnering a tank or healer. That or they assumed that because Technical step didn't, that standard didn't either even though it is so easy to prove otherwise =/
Many of the tests that are rarely checked tend to require you to bring a friend (or multiple friends), and not everyone has friends on speed dial to help them with a test like that, so they just don't bother 😅
The problems come up when they then just go "it probably works like this" and then repeat that for themselves until they go "I know it has worked like this! I know [assumed] it worked like this for years and it never changed [I never checked!]" 😂
@@CaetsuChaijiCh Maybe, but it is a shame people do that rather than try to really understand it now.
Like I said, anyone who has been around long enough (at least an expansion or two) will know that the landscape of FFXIV combat can change fairly drastically with each expansion. Makes it all the worse when people assume and assert like that x.x
As a Dancer main, I do have to admit that it annoys me to watch another dancer running Technical Finish right after I do. I usually pre-prep mine before the pull so the party gets to benefit from the buff through their entire burst window. It's frustrating because they should know the buff doesn't stack, and had I known beforehand that they open with Technical Finish I wouldn't have bothered prepping for it.
About dancepartnering:
I'm playing dancer quite a lot so i can say, it's rare that the other dancer(s) are aware of the buff stacking, so they tend to partner other dancers/me. I'll usually tell them and some consider swaping then.
Usually, like in a dungeon it ends that i can beat the other dancer and the tank without beeing partnered while they are. Even tho dancer is an "easy" job, there is still a ton do better than the average dancer.
A good tank is a lot better than a "bad" dancer.
I'd still almost always partner the other dancer to start explaining that the buffs do stack as "the buff you give out is considered different from the one you receive"
For normal trial/raids: melees aren't always the best partners, there are some really good machinist out there in my experience.
If you reached the point to think about this optimization, you're prolly a dancer worth partnering 😊 also: swapping partner when the other is dead isn't cheating, it just optimizes damage.
And also: who could be a better danceparter than another dancer? :D
That also means, if the healer targets you and uses /mogdance they have to be your partner. They clearly now how to dance and hence make a good partner
In trials and raids, it can sometimes even be worth moving your partner to someone else if your initial choice turned out worse than expected! 😊
I used to play an MMO called Anarchy Online and the black mage equivalent of that game were _nanotechnicians_ . They too didn’t offer too much utility, however they were a valuable for their ability to power level teams via kiting powerful mobs with their AOE nukes. It was like a thing people tipped for and it kind of invalidated half the leveling in the game.
That is quite interesting as a utility in a way! 😁
Why is there assumption that 2 receivers of stand step would not stack? I'd assume that only if it's overridden it would not stack as newer tech step overrides the old one, and so does devilment. Since each receiver still is a separate buff why would it show up but do nothing? I'd assume it'd get overridden if it did not stack. Only Espirit would not get overridden as it interacts with each partner (giver and receiver).
A good question! I might go and test this to be sure, but targeted buffs like this tend to be applied separately, but simply not work beyond the first application (hence why in the demonstration it was important to clarify that the receiver and giver buffs are two distinctly different buffs despite not looking so).
This is a rare problem, and I can't recall if it still works like this, but back when dragon sight required you to be within a certain distance of the dragoon, it let multiple dragon sight buffs be active on one player, but only one of the actual damage gain would ever function at any one time. This is also the reason why I showed that we saw separate buffs for giver and receiver, and still found it necessary to demonstrate a damage difference, since a buff being visually present isn't always enough for it to actually work!
I am reasonably confident in the assumption that two receiver buffs will not stack, but I might go test this to be sure 😊 thank you
@@CaetsuChaijiCh No, i'd like to thank you as getting multiple ppl to test things is often surprisingly difficult so you testing it and informing about the results is a huge help.
I went and tested now. If you have two dancers partnering the same person, then they will receive two esprit buffs as you said. But only one of the damage bonus buff. To be sure, I also tested if the damage was different, and Indeed, it only gave you one standard finish buff worth of damage. I hope that clears it up! 😊
@@CaetsuChaijiChThanks!
Because it's not an assumption. The "multiple dancers partner one person" thing is the one "common knowledge" bit of information I know for a fact has actually been tested extensively. Day 1 of Shadowbringers early access, I was there for it. Every duty had several dancers in it, the very first roulette I got was a Void Ark with 4 dancers and 1 black mage in my alliance. So of course we tested to see if having all 4 of us partner the BLM had any difference from just one of us, trying to turn this little guy into an absolute nuke, and of course it didn't. This type of scenario happened dozens if not hundreds of times that first day and word quickly spread from there.
a lot of dancers automatically partner someone else in the group in the case of double dnc, and i've had some getting really mad that i partnered them because it's "useless". it's always kind of a weird situation 😅 also, the constant overriding of technical finish drives me MAD to the point where i automatically delay mine and don't even ask anymore
One of the reasons I don't queue much as dancer is specifically that technical finish thing myself too 😂
Can we take a moment to discuss your inventory? HOW IS IT THAT EMPTY?! Is it possible to learn this power?
It took me a lot of hours to figure out all the items I don't need on my person! 😅 Thank you! 😁
One tip is that I have items that are only situationally important (like materia) in my chocobo saddle, and things that I rarely need on the fly at all on a retainer (and I wonder if you'll believe me when I say one of my retainers has no items on them at all! 😂)
I actually have a clip saved too my Facebook (probably hard to find but it's there) that shows someeone spinning Nael in T9 to straight up avoid mechanics. Skipped Golems, Mega Flare, and the entire dragon dive phase. Was in Heavensward when this was taken so I think it just has somthing to do with how the AI worked back then.
Wow, that is insanely funny just to think about that that was even possible! XD
I suppose this isn't really a thing that you can Mythbust (because it works) but you can cancel the latter half of the Healer LB3 animation as the secondary healer by rescuing them out of it.
Learned that tip from my cohealer that did it all the time while he was progging P10s a few months back.
This can be tested.
I'll write it down, but if you want to play with it yourself, bring a friend into Explorer mode in a dungeon.
Enter Combat with the striking dummy(both of you). Then use lb3 and have the friend rescue you and see what happens. I know this has also been done with dps lbs 😁
Yeah, I do this when anyone uses an LB. If I know when the LB is coming and don't need to be in a particular spot, I'll even stand right next to them so they don't get pulled out of position. Dat uptime!
oh i wish this video existed a few days ago when i got paired with another mentor dnc in sigma dreamscape who got snippy with me for dp'ing them instead of the healer. they were insisting it was less optimal because standard finish doesnt stack and i wasnt certain myself so i didnt say anything, but i do play enough dancer to know to be aware of when others use their burst and adjust mine appropriately, so its good to know ultimately i was fine
Now you have a source to point to in the future! 😁 Thats at least something!
NGL I love running from Nero’s TB in Praetorium because if you position and time it just right he can’t finish the TB until he catches up.
Haha that's great!
"hey wait..! Get back here you!" 😂
Could you theoretically guard during the three second meteodrive window to remove the 12k bonus damage?
If you can somehow avoid being stunned by the three second unstoppable stun that meteodrive applies to you, then I suppose you could. I don't think there's any way to do so though. 😅
@@CaetsuChaijiChUnable to move implies bound rather than stunned. Though it's hard to notice the difference in the chaos of a match.
That is true, but as far as I know, from experiencing being meteodrived so many times, I couldn't do anything while being punched. No guard or anything else for that matter, so I think it is just a weird wording on the tooltip 😊
I still don’t know if mitigations like rampant makes healer barriers last longer (can soak more damage making it last longer) or mitigations just affect hp
It does make shields last longer (or rather, break slower), which is why my DRK co-tank yells at me every time I give him Intervention causing his TBN not to break 🥲
Mitigation reduces the damage that reaches you, and barriers are the same as "temporary hit points", they don't interact in unusual ways with damage. The only exception to that is that certain barriers take priority over others (for example, a dark knights TBN will always be spent before any other barrier).
So reducing the damage you take will indeed extend the life of the barrier as well 😊
huh, good to know blocking is multiplicative like everything else, since the way the "(blocked 20%)" appears on the damage taken timeline i always assumed it was separate to other mits and worked additive instead
..although i suppose if it were then a sentinel bulwark paladin would be nigh unkillable
The Tooltip Doesn't make any Sense for the Meteodrive. It Removes Guard....then Punishes You for the Extra 12k for NOT using Guard? It would've been much Simpler if the Tooltip says "This Ability Ignores the Effects of Guard" then. I Swear this Thing is a Bug
There's at least SOMETHING wrong with it, that is for certain! 😂
Unless it’s been changed if you hallow before throwing cover it works
Nope, order does not matter 😉
I tested and demonstrated this in episode 3 😊
czcams.com/video/mbTihP14NT4/video.htmlsi=GVLSdqVWcS15en02
Rescuing into an AOE, seems about right. (I say as a WHM main)
A very convenient "accident"! 😂
on the topic of same buff, do sage kardia stack? aka one tank receive from 2 sages?
Yes that does work! Each kardia will heal separately though, as the kardia effect is attached to each unique sage! 😊
as a lazy person and forgetful i am, i have a question to ask. my friend told me that defensive cd does not affect enemy attacks after the cast have been done, have this been debunked here before?
as example, sage casting kerachole/melee using feint after Kokytos Ravening cast is finished (theres a long animation before the damage takes place) or the same thing with zeromus's laser beams. anyone that knows can help me with this? or point me out if its already been debunked and i forgot about it.
I believe I confronted this claim in a prior episode but the answer to the question is that you need your defensive cooldown to already be active before the "snapshot" of the enemy attack. Most of the time, this is right around when a cast finishes (even if the attack hits you seconds later), but sometimes this can vary. I believe Kokytos Ravening is a particularly common example of a weirdly slow attack in this regard!
For multi hit attacks, each individual hit has its own separate snapshot, which can make it even harder to see exactly when the snapshot does occur for each hit!
I hope this helps! 😊
@@CaetsuChaijiCh it does help alot thank you very much! I was learning savage with healers and when its ravening cast somewhere mid fight, my kera is not up until the cast is finished and when i do it my friend told me to not kera there, this clears up alot, thank you again!
I ain't no big city mathemagician, but I'm not sure I understand your reasoning for having to provide extra information regarding attack damage reduction if the buffs were additive. Why would you then need the raw number of damage rather than just a percentage? Again, not a math guy, so forgive my terrible formatting and everything, but in my simple head it goes something like: Damage from attack: 100% - (x% + y% + z%) = final damage taken, where x, y and z are cooldowns (and more if using more cooldowns of course) -- so, for example, 100% - (30% + 20% + 15%) = 35% damage taken. Is that not how it would theoretically work?
I get that multiplicative stacking means you can just chuck it all together easier, but it doesn't really seem *that* much more complex to me?
Or maybe spending too long in WoW's BfA era where there were like 95 billion dice rolls on every attack have damaged my brain more severely than I thought.
With multiplicative stacking, each instance of damage reduction can be evaluated separately. Meaning for the calculation, you could simply bring the current damage total past each effect and go "There's 100k damage coming your way. Oh you have sentinel? Then it's 70k. Oh you have rampart? Then it's 56k" and so on. Essentially, as long as the game attempts to check each buff (or debuff) you have, it'll get everything covered.
With additive, you would have to either have a number storing how much damage reduction you have as a stat so that it can easily be brought forward later (for your example, having a number stored that says you currently only take 35% damage). Alternatively, you could do the same as the multiplicative process and simply add all the damage reduction together you have in a new number and then multiply with the incoming damage, but it would add this weird temporary number to store for a moment (the damage reduction itself).
Ultimately it isn't that complicated, but what would make it complicated is when you have buffs and debuffs between characters which would ultimately result in a MIX of additive and multiplicative: if the boss has reprisal on them, the hit reaching you will be 10% smaller, and if we combine that with your example we would have:
"the boss is swinging for 100k damage, but reprisal reduces it by 10% beforehand so it strikes you for 90k. You only take 35% damage due to your additive buffs so you only take 31.5k"
And notably not 25k because reprisal isn't added to your damage reduction, but rather to the enemy's damage output. So where the confusion really would stem from is probably more about the possibility of both additive and multiplicative being present I guess? 😅
when playing DNC.. when there are other Dancers i tend to partner up with the healer. because unless you have a res mage i want to give the healer a bonus heal.
but sure better dps is more important.
Interesting idea. I'm guessing you are referring to curing waltz? I guess with no coordination in the group, it would also be fine since then the other dancer is free to partner the tank 🤔😊
Don't tanks really benefit from devliment/Dp during burst more then some Dps.
As a Pld for example I see myself doing so much more damage during burst then Dps but that goes down significantly during down time. Other tanks are very similar.
You also got to consider tanks/Healers in AOE often just outright do more damage then some Dps, so it might actually be more optimally to switch partners throughout a dungeon (although that might be clunky and require extra effort)
This is a good point. If you can make sure things like devilment aligns with the tanks burst, then it can be immensely helpful to have one dancer partnering with them! 😊
Moving partners throughout the dungeon is an interesting suggestion and might be very effective with the right timing, and I think this is a suggestion that is often avoided on this subject! 😅
Can you test this claim if you haven't already
"Rescuing a healer that is using LB3 shortens/cancels the animation lock"
I've had several healers in my FC tell me this and I'm unsure if it works because the timing is supposedly really "tight" to get it to work
Someone else also brought this one up so it is on my list! It might be difficult to test but if you bring friends into Explorer mode, it is possible to test it! 😊(which is what I intend to do when I get to it!)
I do this all the time, and my friends do it to me as well. It absolutely works. Apparently you can actually cut the cast itself short, but I ain't brave enough to try that without video proof in case I annoy someone. However, you're animation locked for WAY longer than the cast time, so even if you just wait for the cast to finish, it's very effective!
Would love to see it in this series, though, so that more people know about it, and testing just how far into the castbar you can push it! (Which I assume will be latency dependent.)
I got blamed at by my static for healing people after ressing them because I 'removed their invuln and got them killed' and ALSO later for rescuing a ressed person. I love them to to death but at least I know those two (out of probably hundreds) were not actually my fault!
Yeah over this series of videos, I can assure you that it has to be the raised player that does something wrong to lose the invuln 😊 so if it is worth anything, I can at least say that I know you did nothing wrong.
Also... Wh.. What? You are supposed to have those five seconds as a chance to heal up the player. That's weird to be mad about 😅
Any time I'm in a party with no melee jobs the boss will be spinning
Just be careful if the boss has a frontal cleave without warning! 😁
But does Sacred Soil stack multiplicatively with tank cooldowns?
It does yes 😊
It's tooltip is really backwards, but it is just a 10% damage reduction effect like any other! 😊
I just partner the other dancer in dungeons because at the end of the day who really cares in that sort of content yes it may not be optimal 100% of the time if the dancer sucks but in an optimal setting you're not going to have two dancers anyways
A very good point indeed. If you were to be optimizing, you probably wouldn't have two dancers! 😅
Proof that spin to win is real, become beyblades my kings!
"you must become... The warrior of beyblades..!" 😂
👍👍👍
Also, I don't suppose you're on Primal DC by chance? I love stuff like this and would be more than happy to help test things anytime. But I'd wager you're not since...for some reason, no one "famous" ever is, lol
Being a redmage and the dancer puts the partner on the tank 😿
Shield blocking isn't that good? Sorry, I can't hear you over the satisfying *DONK*! Sincerely, a Paladin main. ❤
Fair point! You win this time! 😂
Lol, what part of meteodrive can people not understand
The disbelief of getting your shit rocked by a monk
The thing that is hard to understand I think is that meteodrive itself suggests guard does something in its tooltip, but clearly it doesn't. It's like just weird tooltip jank 😂
For me, and i'm not aware of all the mechanics, is i was under the impression that if you were dotted while guard is up, it reduces damage for the entire duration of the dot even after guard is dropped. So I assumed one recieved the full dmg if meteodrive was done with your guard down. And you were just guarenteed to do some dmg since it drops ones guard before applying the straight 12k.
@jaykay5838 Indeed, dot snapshotting does exactly that. But yeah, meteodrive is really weird!
Managing duplicate raid buffs is ass
"kiting does nothign" okay tell me you dont do POTD without telling me hahahaha
I know right? 😂
Seriously, it's the whole gimmick of MCH, the most popular PotD class! Also hugely helpful in HoH/EO, and for far more than just MCH of course. When your life is hanging in the balance of potion ticks, you can feel the auto attack timer of those beasts in your soul!
true af haha @@Xbob42