FFXIV Mythbusters! Testing More Common Claims about Mechanics in FFXIV!



A lot of weird little details in FFXIV can be entirely misunderstood if you simply assume the game works in one way without ever testing it. This is actually a rather common problem. Here I demonstrate five more common to uncommon assumptions and claims, to see whether they are true or not, while also demonstrating how you can do the same for other mechanics.

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Music Used:
FFXIV Endwalker – Cradle of Hope

#ffxiv #endwalker

Chapters:
00:00 Introduction
00:34 (1) Tenacity increases Healing Done to Yourself (False)
02:01 (2.1) Placed AoEs use Pet Potencies (False)
03:29 (2.2) Placed AoEs scale Real Time with Raid Buffs (Half True)
06:03 (3) Spamming Holy Leads to Less Total Stun Duration (Mostly False)
09:53 (4) Walking Dead does not count Overhealing (False)
11:23 (5) Black Mage Auto Attacks Always do 1 Damage (False)
14:09 Fun Fact

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13 thoughts on “FFXIV Mythbusters! Testing More Common Claims about Mechanics in FFXIV!”

  1. The holy spam weirdness with PoM/Swift is because the stun and damage do not happen on cast*, but rather in line with the animation. PoM is pushing your cast time within the animation window, so the second Holy is hitting the target *after the stun from the first, naturally, but snapshotted the target's stun resistance (0) as the first Holy had NOT HIT YET when the second one completed the cast.

    Its a weird quirk of the spell that stems from the effect being correctly synchronized with the visuals

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  2. My guess with the holy refreshing stun issue is that Holy "decides" how much stun it will apply when the swiftcast window starts (i.e. when the spell is finished casting) but since it has a really long delay before it applies that stun and the damage, that can happen before the previous cast applied it's debuff. So when the second PoM'd Holy snapshots, the enemy doesn't have any stun, so it will apply a 4 second stun. But, almost immediately after that snapshot is when the first Holy actually hits, applying its 4 second stun.

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  3. I remember there was a patch that fixed Dark Knight's Living dead. There was a situation where the DK died with scholar's Protraction, the protraction wore off (max hp goes down by 10%) and then couldn't revive if the dk didn't take another 10% damage. Not sure though.

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  4. Holy Spam not having a sanity check on applying the diminishing returns defitenitely used to be a thing. In ARR it was somewhat common wisdom to Regen the tank in between the first two holys of a pull, and then in HW we had Aero III breaking it up further. If I had to guess when the sanity check got added I would say ShB where Aero III got deleted and the revised lily system greatly changed how White Mage played, but I have no proof or memory to back that up.

    Side note: I miss Aero III.

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  5. a fun quirk of living dead is that you can still die to it while being at full hp. levelling up doesnt heal you, but it does reset your hp and mp to 100%. if you find yourself in palace of the dead, die to something to trigger living dead, then kill it with the next attack to gain a level, you wont have generated enough healing to gain undead rebirth, and youll be full health.

    bonus, youll probably be too far away from anything else to attack to heal up and this run for necromancer ends early at only floor 37 >.>

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  6. Caetsu, I can highly recommend InfernoPlus's video on the strength black mage just as a fun viewing experience to show the viewers that, yes, black mage can do more than 1 dmg per auto.

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  7. For the ending, there probably isn't a blm weapon with strength, but there are one-handed thaumaturge weapons that can also equip a shield. I bet there is a shield with STR on it, but I'm not going to go digging for it lol.

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