Endus
Community Developer
- Joined
- Jul 9, 2012
- Messages
- 458
No, it does what you said, but that's not really what I meant. Animation lock makes it so if you do something like a cooldown like blood for blood 50ms before your GCD is ready, you'll have to wait something like 950ms with a gcd ready before it can actually do it. You can do
Actionmanager.CurrentActions.TryGetValue("LowLevelGCD", out SomeSpellData);
and then check SomeSpellData.Cooldown.TotalMilliseconds >= 1000 before doing off-gcd actions so the animation lock of an off-gcd action doesn't delay a gcd.
Also, you should probably add !MovementManager.IsMoving || Core.Me.HasAura("Swiftcast") to spells that have a cast time so it doesn't just spam the heck out of them while you're moving around.
Alright so the new logic for off-GCD spells is in. It made a definite improvement (especially with Monk) so thanks for the advice. New version in the OP. Will try to get the movement logic dealt with before I leave for the holiday.
Another thing for dragoon, can we have an option on what to use power surge with? It's just i was under the impression that power surge should only be used with jump as it benefits the most from it. (based on guides and the rotation reborn thread)
Although Jump is still first priority, it's now (barely) more DPS to just use Jump and Power Surge on cooldown rather than holding either 20 seconds due to the patch 2.4 Dragoon buffs. So {Power Surge > Jump > Spineshatter} > {Jump} > {Power Surge > Spineshatter} > {Power Surge > Jump > Spineshatter}).
So now with the cooldown reduction to Spineshatter dive, is it worth it to save Power Surge for Jump, or just use it when either Spineshatter and Jump are available? : ffxiv
Supposedly it's a 10 potency difference over 4 minutes and doing it the way Ultima currently does it feels a lot smoother. Let me know if you find any conflicting information (I do want Ultima doing MAX DPS as it says in the OP
![Cool :cool: :cool:](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png)
I've been using Ultima all morning as a Bard and haven't run into any problems yet. I do have a question about what the default rest HP and rest energy are though. I don't see an option to change those values in the settings, so I was wondering what it was.
Right now it's hard-coded for all classes/jobs. For Bard specifically it's set to stop and rest until the player has 70% HP and 50% TP. Once it reaches those numbers it will start moving again. For now if you really want to change it it's located in Ultima > Rotations > Behaviors > Rest > Class/Job.cs.