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Macro Test dummies.
Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4612
By Cerberus.Kylos 2025-02-12 12:36:24
They want players to optimize doing actual content, not by standing in front of a macro test dummy. It's not a silly rebuttal at all, you're just upset that they didn't give us the perfect tool to test everything to know if gear A works better in situation B, C and D.
It's up to us to figure that out. It has always been part of the game. Making this some glorified damage calculator means we don't have to go out and see if set A worked better on Ongo than set B. We just test it and get the best set right away.
It does absolutely make the game easier when you can make the perfect sets for any given situation. We reach out in forums and in linkshells to learn from each other. If a macro test dummy allows us to optimize everything, we no longer need to ask friends what sets they are using, or check out gear guides.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-02-12 12:50:53
It's not a silly rebuttal at all, you're just upset that they didn't give us the perfect tool to test everything to know if gear A works better in situation B, C and D.
No I'm not upset. I stated in my initial comment my dream idea would be to expand this. I said your rebuttal was silly because you said having an expanded feature would make things easier, when they already get easier over time regardless. Giving players tools to test things out isn't going to magically allow average players to clear Oathsworn battle, lol.
It does absolutely make the game easier when you can make the perfect sets for any given situation. We reach out in forums and in linkshells to learn from each other. If a macro test dummy just allows us to optimize everything, we no longer need to ask friends what sets they are using, or check out gear guides.
It's already being done outside of the game by many players. And it is constantly being discussed on the forums for gear options because the game doesn't allow you to perform good tests on live content. Adding the feature to the game doesn't make anything easier, it just makes it accessible to all, or those who don't use the external tools. But also, to your last point: adding expanded functionality on these dummies wouldn't suddenly cause people to stop asking friends what sets they use? Why would this make people stop checking gear guides. Also, WHY DO GEAR GUIDES EXIST? WHY DO PEOPLE ASK FRIENDS WHAT GEAR THEY ARE USING? Lol. For the exact reasons I outlined, game doesn't make it easy to determine that on your own xD
Making this some glorified damage calculator means we don't have to go out and see if set A worked better on Ongo than set B.
Let me ask you right now: do you think it is a good idea to tell your Ongo V25 group that you want to see which set performs better mid-battle? Or should you just pull together 5 other people to burn a few Moglophone IIs so we can test our gear options? Should we test during Aminon if set A is better than set B?
You can't perform live tests on most content, because it is gated or costs the player something, so players have to resort to external communication. We collaborate on sets outside of the game, which is fine, but most of the work is done with tools outside of the game. Having similar in-game tools won't make anything any easier than it already is, won't allow you to make "perfect" sets lol, there's still a decision on the player that has to be taken into account (variables, buffs/debuffs, content level). It wouldn't be a one-sized-fits-all.
Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4612
By Cerberus.Kylos 2025-02-12 12:58:34
So, you had a dream that SE would introduce a more advanced dummy that can let us better test things, but then go on to say we are already making great sets outside the game. What's the point then? We don't need it. My point stands that this macro test dummy is purely for testing out basic macros, and fantasizing about anything better is a waste of time. SE would never do it because it goes against the point of working together, but also because we already know how to test stuff to a reasonable degree. I'm out, because arguing about this crap is pointless. It's a test dummy, there's really no need to go this far into it.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-02-12 13:08:59
but then go on to say we are already making great sets outside the game. What's the point then? We don't need it.
We don't need this either then apparently, because the option already exists.
this macro test dummy is purely for testing out basic macros
SE would never do it because it goes against the point of working together, but also because we already know how to test stuff to a reasonable degree. I'm out, because arguing about this crap is pointless. It's a test dummy, there's really no need to go this far into it.
I asked you to explain how we test things earlier. You just said to a "reasonable degree", how? Nobody is arguing here, really. It's a discussion, you can answer my queries or just move on, I'm not upset at all.
I said the test dummy is whatever, you said the test dummy is for new players (not veterans) to test a basic feature, one that can already be done. I said the same dummy could be tailored to veteran players as well, but your response was that would make things easier (?). I don't get why your logic behind why this is necessary for new players is reasonable, but unreasonable for veteran players. In either case, nothing that was implemented or could be implemented later is different than what already exists, so
What's the point then? We don't need it.
[+]
Added in the February 12th, 2025 Update.
A few infos, I'll edit as I poke.
multiple nameless targets (cardians) just outside of the three Jeuno zones, inside the walls (beside the Fields of Valor books)
no HP bar
/check as Impossible to gauge.
take zero damage from everything
do not award skillups
HP stays at 100% at all times no matter what (checked with addons after casting Dia III)
caveat to the above: critical hits still do 0 damage, but appear to lower their HP to 90%. HP stays at 90% until the next action is taken on them, then it immediately jumps back to 100% no matter what (even if it's another crit). Tried with Mighty Strikes, couldn't get it to under 90%
immune to all resistable debuffs ("Completely resists!" message)
unresistable debuffs (Dia, Helices, and other guaranteed landings) do take effect and give back an expiration message, but do no damage
only stay claimed for about ~6 seconds after the last action is performed on them. Name goes back to yellow shortly after disengaging, or after a spell is done casting.
Jump and High Jump (WAR/DRG) both gave me 0 TP with the normal engaged set, but 85 TP with Crusher Gauntlets and Ostro Greaves, and 32 Store TP in gear (Chango mainhand). Jumping with Ukon instead of Chango (22 STP total) gave me 79 TP each jump. This is basically just Jump TP from gear times Store TP.
Tomahawk did not let me damage the dummy (/cry)
Trusts can be called while the dummy has a red name, but the timing is tricky, see below
they appear to accrue regular enmity, but to shed it immediately after the action that caused it. If you try to call a trust too soon after an action you'll get the "can't call trusts, you have enmity" message, but a second later it goes away, until immediately after the next action
outside of the 0 dmg and resist everything things, they appear to have floored stats. I can't get accuracy to uncap even with a Blinding Potion (tho I didn't test under level 99), and I am landing way more criticals than ever, which would point to them having really low DEX
It appears that, as the name suggests, they designed these mostly so that players could have available target for ingame <stnpc> macros to work properly.
The thing about "macro timing" does not make a lot of sense to me, because there's no way to discern if, for example, a midcast set effectively swapped in time, since there's no feedback of any sort from the action, it's all zero and resists.
Personal conclusion: so far these appear to be decent-ish targets for complicated gearswap profiles that do a lot of stuff, to make sure the right gear is going up as desired. The problem is that I can also just warp to Xarcabard [S] and have a bunch of mobs at 5 yalms from the HP to test on, while these take an extra zoning and some walk after HP to reach. I guess these don't die, but generally I spend enough time in notepad++ that when I alt+tab to the game the mobs are already respawned, so ultimately the entire thing is a bit meh. The best use appears to be Scholar Immanence skillchains, since you can technically do an infinitely long SC here that way.
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