Combat Assist – DRG

Forum Forums Discussion Combat Assist – DRG

This topic contains 7 replies, has 6 voices, and was last updated by  Scalyblue 2 years ago.

Viewing 8 posts - 1 through 8 (of 8 total)
  • Author
    Posts
  • #38748
    Betty Boo
    Betty Boo
    Participant
    0

    Combat Assist for DRG loves using piercing talon when in melee range, any ideas as to why?

    #38756
    Lyfox
    Lyfox
    Participant
    0

    Maybe youre a little under max melee range and Miqo thinks youre too far.

    #38757
    Betty Boo
    Betty Boo
    Participant
    0

    Aye, it is a bit weird. Its on a ignore hotbar now.

    #38866
    Arc
    Arc
    Moderator
    0

    If you’re unsure about melee range, there’s a Dalamud plugin called Resonant (an unofficial 3rd party plugin) that displays both the max melee range, as well as the max melee skill range (yes, that’s higher than max melee autoattack range).

    https://github.com/aulus-asina/resonant

    Maybe that helps you make better use of Miqo’s combat assist as a Dragoon 🙂

    #38943
    jimjankins
    jimjankins
    Participant
    1+

    Miqo definitely seems to use ranged abilities on melee more often than before, even when within max melee range. Not a huge issue, but worth noting.

    #38959
    Miqobot
    Miqobot
    Keymaster
    6+

    This behavior was always present in Miqobot.
    The only difference is that previously she did not use ranged abilities during combos and now she does. This is why it feels more prevalent.

    The reason why it happens at all is because the true range of melee abilities is not 3.0 units as the game says but a little larger than that. Miqobot follows the defined game rules and does not try to account for perfect precision.
    Unfortunately, we haven’t managed to find a good solution for this issue. There are several options, but each of them creates additional problems.

    1. Increase allowed range for melee abilities up to about 3.5.
      However, due to floating-point precision there will be cases when the calculations are incorrect anyway. Sometimes Miqobot will try to use a melee ability when you are out of range and sometimes she will use a ranged ability when it’s unnecessary.
      This will get even worse due to network latency when the target is moving. Your character will be in range on your screen but incapable of hitting the target on server. You will see an endless cycle of interrupted animations which looks extremely irritating.
    2. Prevent using ranged fillers until the range is at least 5.0.
      This will create cases when your character could be doing damage but is standing still instead. It will be even more obvious if you are playing a tank job, because Miqobot will be losing enmity a lot more often.
    3. Revert changes made to range abilities in this update and don’t allow them to be used during combos.
      This will also reduce damage and cause similar problems as described above.
    4. Ignore the issue and instruct users to put ranged abilities on an ignored hotbar if necessary.
      This will of course create multiple usability issues.

    As you can see, neither of these solutions is capable of fully addressing this issue.
    If you have a better idea, we are open to suggestions.

    #39075
    Betty Boo
    Betty Boo
    Participant
    0

    Great explanation, thank you.

    Option 4 is the answer fo me and what I have been doing since discovery.

    #39528

    Scalyblue
    Participant
    0

    Wouldn’t you be able to make ranged conditional on a melee attack’s status? like only attempt ranged if the next weapon skill/ability returns ‘enemy out of range’ when attempted below a certain threshold.

Viewing 8 posts - 1 through 8 (of 8 total)

You must be logged in to reply to this topic.