Simply activating Tank stance generates Enmity! 10 Janky Mechanics of Final Fantasy 14 Dawntrail



Even more weird mechanics of FFXIV that add to the craziness of the game!

FFXIV is Really Janky: https://youtu.be/PV-sHUbLWFY

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Music Used:
FFXIV Dawntrail – Starless Skyline

#ffxiv #dawntrail

Chapters:
00:00 Intro
00:35 (1) Buff Enmity
02:45 (2) Area of Effect actions land in a Cascading Fashion!
04:48 (3) Weaving Causes the Numbers to Skip the Animation Delay
06:51 (4) Sprint Spellqueueing? Nope!
07:52 (5) Different Actions Share Cooldown Across Jobs
10:05 (6) Telegraph Snapshots
10:57 (7) No Such Thing as Teleporting over Gaps
12:10 Knockback-canceling
12:57 (8) Buff and Debuff Snapshotting
14:40 (9) PvP Snapshotting
17:26 (10) Healing MAGIC Potency Bonuses and other Bonuses
19:18 Outro
19:51 Fun Fact

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28 thoughts on “Simply activating Tank stance generates Enmity! 10 Janky Mechanics of Final Fantasy 14 Dawntrail”

  1. Last time I checked if you're at the very edge of your range and attack with a something that's cone targeted (like MCH auto crossbow) the attack will go off, but miss and deal no damage.

    Edit: Huh, looks like it's fixed.

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  2. It's been several years so I might be misremembering, but … wasn't there a NIN job quest in Camp Bronze Lake where you have to use Shukuchi to cross a gap between rooftops? I vaguely remember the game telling me in that moment that Shukuchi is a teleport, and it confused me for a while afterwards.

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  3. Buff Enmity: This existing made me question what the HoT enmity change was for since applying the buff as the tank engaged still generates aggro the same way. Took me a few dungeon runs to realize I could now give the tank a regen before the next pack which massively changed the dynamics of wall-to-wall pulls.
    Cascading AoEs: I've noticed some AoEs that some overworld bosses (Hunts/FATEs) have don't hit everyone if there are enough people there. I highly suspect this is due to the ability maxing out on targets and thus only hits the 64 people closest to the epicenter, but I have no way to check. Next video material?!
    Shared Cooldowns: This is also relevant when switching to/from Blue Mage, since something could end up on cooldown and prevent you from swapping between presets. Somewhat related, if you really need to reset your cooldowns, enter any instance as an unrestricted party and leave (also removes Brush with Death!).
    Not Teleporting: As shown at 11:20, even though dashes/teleports won't help you jump up a ledge, they will negate falling! This is especially relevant in Frontline where you can avoid taking damage and being effectively stunlocked during a fall.
    KB negation: Rescue works the same way! Even better, it works on knockbacks that disable input because you use it before the actual hit. Hilarious in P10S, nearly impossible in Emanation, but I've done it in both.

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  4. Some minor knockback jank that most players have already intuited at this point: Whether or not you get hit with kb at all is dependent on where you were when the castbar ends, but where you are knocked to is dependent on where you are when the effect is applied.

    You can test this by finding an enemy/boss that knocks you away from it, and walking through their hitbox during their animation after the snapshot. You'll be knocked away from your new position, potentially sending you in a different direction. I've been bunny farming in Eureka Pagos lately, and this happens pretty frequently with the enemies in the northern bunny FATE.

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  5. Here’s a pretty useless one: Barriers tend to get consumed on attack *snapshot*, and not when damage actually goes out. This means that you can put barriers up for a raidwide and then see your barriers disappear seconds before you actually see the party take damage.
    It’s even more jank if you kill an enemy after the damage is snapshot, but before the damage is properly applied to the party, since your barriers get consumed but the party… doesn’t actually take the damage. Which I’ve seen happen twice now in FRU, killing Fatebreaker after the enrage cast finishes due to holding damage for a bit too long, which erases any prepped barriers on tanks despite us carrying on to p2 just fine.

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  6. Cascading was how I got my first P5S kill back in the day. The 10 min hit and like half the team died to enrage by the victory screen.
    Also interesting about the pvp snapshot! All I knew was how janky knockbacks can get when stacked on each other. This explains why my Chain Strat broke my friend's guard even though he activated it after my move went off.

    Thanks for another great vid!

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  7. The job switching is very useful in soloing FATE farm. For example DRG’s Geirskogul cd is not shared with Resquiecat, and both abilities opens up a burst for their respective jobs. I can burn down a pack of mob and switch to a different job to burn them faster. You just need to learn which ability cd is shared and what is not. I also notice some jank with this too: for example if you use SMN demi summon, then swap to drg then pld, you can use their one minute CDs no problem. However if you do the reverse: PLD-DRG-SMN, you will find that the one minute abilities has been on cds.

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  8. Interesting thing for the weaves and cascading effects jank you mentioned:
    If you are playing White Mage and weave tetra/aquaveil/benison (any weave basically) between holy casts, the stun debuff from holy seems to happen as soon as the weaved skill applies. I've never been sure whether this actually affects the speed of the stun being applied or if it is purely visual like the damage numbers appearing since I've never thought to test it

    Another healer experience, this time for spellqueueing jank, is that Asylum/Sacred Soil also seems to not queue due to being ground targeted I assume (I don't remember if you mentioned that during the last video about this), which made it very annoying to weave back when Glare was a 2.5 second cast time, and even now it can lead to some situations on high ping where you expect a ground ability to go off and it just… doesn't

    tbh as a healer main i have embraced the jank, whenever it happens I'm not even surprised anymore and just try to change up my rotation for the next pull to avoid it lol

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  9. A BIG example of #7 is in deep dungeon content. You can use this jankness to detonate landmines without taking damage (not all gap closers do it though which is even MORE jank).

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  10. The enmity thing is almost certainly based on how threat works/worked in WoW, with healers often getting aggro as a result of healing too hard to healing between pulls. It kind of makes sense that casting anything would gain you the attention of nearby enemies.

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  11. Stuff that moves you ignores fall damage so it's very good to move down large areas with enemies about

    Like the cenote in the peaks with the qiqirin on it, just elusive jump/en avant or similar from the top and move on without being on 1 hp

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  12. Ohhhhh I've noticed the cool down issue and I never thought about it lol. I run into it usually when doing fates and allied society quests. Say Ill be doing quests on one job, see a fate and not feel like doing it on that job so I swap to something else only for random things to be on cooldown.

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  13. My favourite jank is skipping falls by using gap closers (like pictos paint surfing, dancers dash etc.) love that instead of falling you just teleport to the floor below, especially useful for particularly long falls

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  14. The most noticable "jank" to me is how it always takes like 0.3 seconds to do anything, open/close menus, clicking dialogue boxes, interacting with NPC's, confirmation boxes etc. No other MMO is like this. This made managing retainer ventures so annoying that i resorted to just using a plugin to automate it, and even with the plugin doing it as fast as possible it takes over 25 seconds to re-send 4 retainers on ventures when it should be one "resend all retainers" button.

    I know it sounds like a hate the game but i really dont, despite all its flaws its still the best MMO i have played out of the 40+ i have tried.

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  15. While I know that gap closers can't skip over gaps, I could have sworn there was one part of the Ninja questline that specifically required you to Shukuchi from somewhere onto the roof of a nearby building… But I did that aaaages ago so I might be misremembering

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  16. I have actually been studying a piece of jank that was brought up in BLU discussion earlier this week. So you know how you have an accuracy/damage penalty for attacking things higher level than you? Well it turns out you get an accuracy bonus when attacking things under your level. This is basically irrelevant for every job except for BLU. I have yet to finish/conduct testing for Tail Screw and Doom, but Missile shows a very clear massive accuracy gain when attacking an enemy even 10 levels below you (normal estimated accuracy on a same level target is 66%, a 10 level gap makes it 95~%). On targets with an even wider level gap, missile will simply not miss.

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  17. Maybe it’s ping but sometimes Holy moves with you even after the cast is complete and on higher ping sometimes Standard Step doesn’t instantly turn your skills into the step skills (you obviously can’t press them though xD). Generally the game seems to get really, really wonky with higher ping or playing in a different region.

    More of a bug but I‘ve had Red Mage‘s PvP hotbar kind of crash multiple times where all attack skills just throw errors except Corps a corps, displacement and the shared defensive skills. Happened like 2-3 times already, no idea why. Maybe the game just has trouble completely loading the skills into the hotbar or something.

    Reply

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