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Some 20-line cast times are "wrong" #299
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https://raw.githubusercontent.com/xivapi/ffxiv-datamining/master/csv/Action.csv:
Specifically:
9300ms cast time, with something (maybe animation-related?) starting after the first 5000ms. I think you'd need to verify this across a bunch of other stuff as well to be sure that it's correct, though. |
That seems reasonable. Seems to match up with my 3 examples. Onto implementation:
So I think the cleanest way it could be implemented is:
If it's in the plugin, it might make more sense as an extra field of some sort (either indicating you need to add it to the normal cast time, or just add it on the plugin side and have a field for "visual cast time"), since the "cast time" that we have right now is still potentially useful in some ways. Of course, it could also just be left up to downstream consumers. |
It's one thing to point out that the cast bar in the game UI does not match what is in the packet (like what is being reported with the TOP enrage cast), but it's a entirely different thing to mention "snapshots". I am not sure how that fits into this discussion, especially considering there is no consistent way to determine any of the types of snapshots you just brought up. It's not always related to the end of the cast bar or action exd, it's just the best rough estimate that players can use since the encounters/mechanics are usually consistent with that. Understanding snapshots gets messy especially for things with multiple hidden actors where the "real" cast is coming from OR for things like A12 where the snapshot for sacrament is nearly a second after the cast bar in the UI.
This is only an estimate, and is variable for every cast from the player due to ping.
This isn't always true I am assuming that what you are basically suggesting/wanting, is for the cast times of actions to show the time listed in the Action EXD rather than what's in the packet. Snapshots have nothing to do with that and are technically "independent". |
Bringing up snapshots is partially to provide background information, but also to clarify that the actual cast bar time seems to be the packet cast time plus the extra from the unknown column in the EXD. You want to ignore the actual "CastTime" column in favor of the server-provided time, because that would also cause it to not match the visual castbar. The CastTime column typically corresponds to the difference between the S>C cast packet and S>C snapshot packet (but not 100% of the time, e.g. player abilities).
Sort of. As I mentioned above, it would be something like "packet cast time plus extra time from the unknown exd column". Kind of OT now:
I believe the discrepancy is accounted for if you consider only the S>C packets. The local client will visually start playing the cast before the server sends back the "Okay, you're casting this now" packet, which would cause it to be less than 0.5 seconds effectively.
It depends. Many of these look something like this:
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Short version: Sometimes, the cast bar as seen in-game does not match up with ACT's reported cast time in 20-lines, even if the ACT value is technically correct in the sense that the server tells the client that the ability has snapshotted after the shorter time. However, on the in-game UI, the cast bar is not done yet, indicating that there's something else driving or modifying the car bar.
This has been an issue with certain fights. Here's examples I can think of off the top of my head:
Taking High Concept as an example:
Initial cast, lists 4.7 seconds as the duration. Game files list it as 5.0 seconds which is typical (damage snapshot is usually 0.3 seconds after the castbar ends):
That cast snapshots 5 seconds later, as expected from the 20-line. But this snapshot doesn't do anything - no statuses nor damage:
But the cast bar in-game is only about halfway done at that point. The actual castbar end + damage + buffs comes about 9.5 seconds after the start of the cast, approximately when the in-game castbar finishes. The buffs come from the environment, while the damage comes from an entirely different action ID with no castbar:
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