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What is the point of Crits?Follow

#1 Sep 30 2010 at 2:20 AM Rating: Decent
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265 posts
I don't get it.. they reduce your overall damage output.. 3x longer attack animation for an extra 5% damage or so.. doesnt seem worth it.
#2 Sep 30 2010 at 2:28 AM Rating: Good
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263 posts
Are you referring to lancer? No way that is 3x longer, might even be able to just cancel the animation before it ends too.
#3 Sep 30 2010 at 2:40 AM Rating: Decent
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73 posts
More damage is always yummy, and it doesn't seem like only 5% to me, though sure it's not like double damage either.

Also...an attack animation only takes as long as you let it. Using other skills than your basic animation for example...you can wait until its animation finishes, or you can initiate the next attack right after, so sometimes the animation wouldn't even show. It's like...only you control how fast you attack, and how long your animations take.

Always depends on the situation, too. Sometimes it would be wiser to save up some stamina, sometimes ya can just poke like crazy. Speed surge helps, too. I kinda like it how 'haste' isn't required as such, you can mostly control your 'haste' yourself. Of course there's ways to simulate the effect of 'haste', but it's still you deciding on the pace of a battle.
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#4 Sep 30 2010 at 2:40 AM Rating: Default
36 posts
They make you clench your bum cheeks.

Phwoooar.
#5 Sep 30 2010 at 2:41 AM Rating: Decent
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3,226 posts
Much like FFXI, the action onscreen do not always accurately represent the battle mechanics. Longer animations will be overwritten by subsequent command inputs, but the game will still register them as normal. The critical animation, or a TP move animation, will cut short to accommodate the next attack in sequence. No DPS is lost unless you actually wait for the animations to finish.

If you would like to see an example of this safely out of combat, try spamming emotes. Do this in the most crowded place you can find to maximize results. You will find that the animation of the emote will overlap itself with each command, even though the chat log records every input for you and your many unsuspecting associates.


Edited, Sep 30th 2010 4:41am by Almalexia
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#6 Sep 30 2010 at 2:49 AM Rating: Good
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1,500 posts
Almalexia wrote:
Much like FFXI, the action onscreen do not always accurately represent the battle mechanics. Longer animations will be overwritten by subsequent command inputs, but the game will still register them as normal. The critical animation, or a TP move animation, will cut short to accommodate the next attack in sequence. No DPS is lost unless you actually wait for the animations to finish.
This plus critics also return more TP, I haven't check if it's exactly double but it's more than a normal hit.

Ken
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#7 Sep 30 2010 at 3:04 AM Rating: Decent
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265 posts
kenage wrote:
Almalexia wrote:
Much like FFXI, the action onscreen do not always accurately represent the battle mechanics. Longer animations will be overwritten by subsequent command inputs, but the game will still register them as normal. The critical animation, or a TP move animation, will cut short to accommodate the next attack in sequence. No DPS is lost unless you actually wait for the animations to finish.
This plus critics also return more TP, I haven't check if it's exactly double but it's more than a normal hit.

Ken

ahh... thanks. I rarely use my TP moves since its better job xp to spam light attacks, that'd be why I didn't notice the tp generation
#8 Sep 30 2010 at 3:17 AM Rating: Decent
20 posts
Even is the animation takes longer it wont reduce dps unless your stamina caps out.
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