This helps our damage in the long run as it lets us benefit from our Set Effect longer.
This helps our damage in the long run as it lets us benefit from our Set Effect longer.
Based on player feedback, we increased the damage nullified by Steady Wing from 20% of the wyvern's max HP to 30%.
By shortening Steady Wing’s recast time, wyverns certainly will not be KO’d easily, but if players feel that wyverns are invincible if they continue to use Steady Wing, they might be a bit careless.
By having wyverns fight alongside them, dragoons are a much more useful job. To maintain the effectiveness of dragoons, it is important to pay attention to the wyvern’s HP. (The added bonuses based on the HP reduction of the wyvern is intended to help raise awareness of wyvern HP.)
Matt "Bayohne" Hilton - Community Team
Not sure why this was enhanced. Did players really give feedback saying the effect was too weak? After you account for the HP+% boost wyverns get from Experience Points(+25% HP) and Wyvern HP gear, Steady Wing already gave something like an 1600-1700 HP Stoneskin effect. Now it's gonna be like about 2k. It was already very potent, who complained? O_o
The challenge with dragoon is you can't control where your wyvern stands (except direction). If there are AoEs and you are engaged, the wyvern is going to take them, no matter what.
Wyverns dying doesn't have much to do with carelessness, because there isn't a whole lot you can do to get the wyvern to avoid attacks.
I approve. Wyverns get destroyed on anything that actually matters so anything we can do to keep them alive is great.
The wyvern makes a noticeable difference in a drg's dd output particularly with the added effects to higher level jumps.
I wonder if they are planning to add more status healing breaths ^^;
Trio'd the KS99 Behemoth for fun with DRG, BLU and MNK @ 95... we all died... but the wyvern survived.
"How do I lock threads?"
Consume the contents of a bottle of Extra Strength Tylonel and then drink a beer. Soon, all threads will be locked.
From a numbers perspective, consider a NM that would previously one-shot your wyvern. At minimum, their damage is 100% of your wyvern's HP. With DT trait, that same TP move will do damage that takes 60% of your wyvern's HP. Lets then be generous to the existing JA (Meaning I'll show that this argument stands if you use assumptions that favor the JA) and say that the NM puts your wyvern at 99% HP instead of one-hitting them. This is ideal for Steady Wing's purpose. From here, you can then do Steady wind for 20% of your wyvern's HP + 99% of the wyvern's HP for a total of 119% HP buffer. You can then Spirit Link to recover roughly 50-80% (Lets go with 70%) of your wyvern's HP.
Chronologically:
- NM's TP Move: 99% HP
- Steady Wing: 119% HP
- Spirit Link: 70%
Total: 288% of the wyvern's HP can be taken within a 3min duration
With the recent update, that becomes 298%, which is closer to the ideal 300%; hence, it makes sense for JPs to want that update.
That said, this over exaggerates the benefit of steady wing. Realistically, the DT trait is going to make one-hit moves put your wyvern at 40% HP. Any stronger, and the percent becomes worse. This ultimately means that you're likely to activate steady wing at a higher HP%, which reduces the total damage the wyvern can take by 39% (99-60=39). Hence, we're likely to see 259% of your wyvern's HP become the average damage your wyvern can handle within a 3min duration.
Overall (Percentage in terms of Wyvern's total HP):
Ideal prior: 288%
Ideal after: 298%
Realistically: 259%
so how much is reduced when wyv is full HP? maybe thats why the complaint.
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