Getting back on topic...
Procs in general have never been the issue. It's the requirement of procs that nobody likes. They should be a little more like TH in the sense it's no extra effort to get it on, and a lot less like "get the proc or else no realistic chance at drop" Abyssea had it right except for them being tied to game time which just turned it into a cookie cutter fest. Had it been truly random, with a bit higher drop rates on certain things, atmas and KI drops being drastically increased, and not such a drastic increase in drops when procs landed(0-1 seal vs 4), there would have been an awful lot less complaining going around because it would have been status quo with the occasional "woot we got some procs tonight for more drops" joy on the side.
Don't be so quick to dismiss the system in general. It is getting us more drops that otherwise we wouldn't be getting. But the use of them needs a serious overhaul from what they've become in VW and so far with Dynamis currency being nerfed and the proc requirement as the trade off for a once per day, open for all content.
So, to sum things up, refine procs to better serve the players. Weaknesses are a nice addition. They just need to be better implemented so we aren't spending more time than not standing around watching someone else play the game. As a matter of fact we need to be never standing around waiting for procs to land. So either untie them to drop rates and become more strategic for victory or make them super rare so no one has an excuse to ever waste one second disengaged with their backs turned. Either way enough with the narrow minded view on both the player and developer side that the only possible use for procs is to increase drop rates 100% of the time. Players don't want to be doomed to standing around waiting for procs to land and devs don't want to give away loot like it's candy. Find a middle ground so exploiting a monster's weakness for strategic purposes can remain part of the game because I'm so sorry but I didn't sign up for ZergXI.
TLDR: I said some stuff. Some more stuff. And some more stuff. And I wasn't talking to you. Go back to doing whatever it is you do in between not reading things and don't worry about it.
Regular "John" Doe - Not on the Community Team
Without running the numbers, I would have to guess that while pup can be very competitive, The required skill becomes a much larger factor in a job as complex as pup. DD jobs like monk/war/sam are comparatively dummy-proof, making pup an unnecessary risk to bring to events, regardless of actual output. Basically, pup has a higher suck / kick-ass ratio due to the gearing / play style complexity, and the general oddball nature of the job.
EDIT: again though, I ran no numbers. This is just an educated guess.
Last edited by FrankReynolds; 12-01-2011 at 06:23 AM.
Well I somewhat agree with your comments about keeping things simple; from a game play standpoint (and this is what makes PUP more enjoyable than a lot of jobs for me), PUP has a much higher skill ceiling (as you said). BST also, to a lesser degree (but I quit BST early on after trying it years ago because using charmed pets and not having the leave command made it frustrating)
I would (personally) rather play with the smart person who knows what he's doing than the guy who isn't so bright, but is playing an easy job so you wouldn't notice his suckage as easily. That's a good thing about PUP, not a weakness- it's doesn't take long to see if you're playing with someone who's mastered the job or if you're playing with someone with uh... not-so-much mastery.
That's not math. Don't respond if you can't make a meaningful comment. And why are we talking about Qilin, out of all the monsters in the game, just out of curiosity?Who cares, though? That's a hypothetical, not where the game is now. Where the game is now, PUP sucks. There's some math. Go show me your puppet doing 160 damage/second to Qilin.
It's not "the opposite." this has zero effect on the hypothetical scenarios because PUP needs to do those things regardless of how much or little haste it or its pet has. In fact, in the case of the pet having maximum haste, the impact of JA delay would be reduced because it only slows down you, not the master- and on top of that, if you didn't need a wind attachment to achieve that maximum haste (let's just say you don't), you woudn't need to use as many maneuvers, dropping the impact further.It's actually the opposite. Having to use multiple maneuvers and other JAs means a mandatory 120 delay where you're not doing anything every 20 seconds
The point of these situations is to find where things can/need to be adjusted to bring these where they should be. offering no constructive discussion, saying "You suck/Pup sucks", and offering challenges doesn't in any way contribute to this admittedly off topic discussion.
Last edited by Alhanelem; 12-01-2011 at 06:41 AM.
Yes. I don't feel like using half a page to outline basic damage formulas for you. Is there something wrong with using Kinematic's spreadsheets for average DPS now? It's not like anything in there is a big mystery. They're just a big calculator.
This was about leaving PUP out of a Voidwatch alliance after all, because it just can't keep up with the big 3 in a group setting. Qilin's a mob we have fairly close approximate stats for, so I threw those in. Do you want all the nitty gritty details? I sure as hell don't mind.
Edit:
This is patently incorrect. It has quite a large effect on the scenario. Take it apart:
Maneuvers take a set amount of time (120 delay) on a set interval.
As damage per unit time increases, the damage lost in each set amount of time grows. Wherein doing 100 DPS and losing 2 S means a loss of 200 damage, doing 500 DPS and losing 2 S means a loss of 1000 damage.
The relative detrimental effect of using maneuvers/JAs increases as your haste value increases. This is why every good Monk knows not to use Boost if they're 2hr'ing or have Marches.
Last edited by Greatguardian; 12-01-2011 at 06:54 AM.
I will have my revenge!
if you already know the person's capabilities, then he can be just as reliable on whatever job.Sort of, but if they are both geared the same, I'm probably still gonna want the skilled guy to come on a more "reliable" job for things that matter.
You weren't way off. GG is the one way off here. JA delay addition is always there adding the same amount of delay at the same intervals regardless of how much or little haste there is. It has no effect on the scenario.HAH! Guess I was way off. Glad I stopped that job at level 8.
Like GG said if you use a Maneuver every 20 seconds, you take out 2 seconds of DPS from the ability delay. It has a huge effect on the scenario, since without Maneuvers your automaton sucks, and with them your DPS drops.
This is relevant on all jobs, particularly why I try to use Retaliation and Hasso at the same time if I'm forced to use them mid battle (3 seconds instead of 2), or why I use Meditate immediately after Ukko's (3 seconds instead of 2), or why THFs should be using SA and then WS 1 second afterwards (3 seconds instead of 2). Same with Boost, and the stacking of Focus/Impetus/Berserk/Aggressor (if you choose to do it that way).
Edit: Point is, you lose much more DPS from a 20s cd JA than from a 5~4:10 minute cd JA, and it just adds to PUP's awfulness.
Well, off on a tangent, you wouldn't have to worry about leaving any PUPs out of a voidwatch alliance, only because there is almost nothing of interest to the job in the event. In fact, the only job specific item I'm aware of off the top of my hand, the new animator, is inferior to the existing ones. There are a few other things, but must players of the job were pretty disappointed when they found this out.This was about leaving PUP out of a Voidwatch alliance after all
//again, not important to the discussion, just an observation.
This doesn't really help me calculate the automaton's capability because we don't know all of the fTP, modifiers and characteristics of the automaton's weapon skills. This is aside from punching numbers into a spreadsheet is not a thoroughly accurate predictor of exactly how well you will perform in the actual game.Yes. I don't feel like using half a page to outline basic damage formulas for you. Is there something wrong with using Kinematic's spreadsheets for average DPS now? It's not like anything in there is a big mystery.
Last edited by Alhanelem; 12-01-2011 at 07:03 AM.
Sums up pretty much all of your past half dozen posts in this thread, even in the context of the PUP discussion.
Player Skill? Irrelevant. The issue is job potential, not whether or not one player can be a great PUP and then a crapass WAR.
Non-Voidwatch/Lowman/Unbuffed scenarios? Irrelevant. No one made any claims about these.
Hypotheticals where puppets can cap Haste? Irrelevant. It's not real.
PUP in Alliance-scale events where players are getting buffs? Shit. No one's claiming anything more or anything less than that. And it's damn true.
I will have my revenge!
Player skill is not irrelevant. You just massively discredited yourself. And where did I say anything about being a crapass WAR? I only said that player skill is more visible with some jobs (e.g. PUP) than others.Player Skill? Irrelevant. The issue is job potential, not whether or not one player can be a great PUP and then a crapass WAR.
No. It has zero effect, because that 2 seconds of DPS you take out occurs at all levels of haste from zero to maximum- Using abilities adds the same amount of delay and thus the same amount of time doing no damage no matter how fast your attack speed is. its effect on your DPS is constant. it doesn't vary with level of haste.Like GG said if you use a Maneuver every 20 seconds, you take out 2 seconds of DPS from the ability delay. It has a huge effect on the scenario, since without Maneuvers your automaton sucks, and with them your DPS drops.
PUP is not "awful," especially in everyday situations with non-elitists. It needs improvement, I don't disagree at all. but you have no purpose to use extreme adjectives except in an effort to infuriate me for your own entertainment.Edit: Point is, you lose much more DPS from a 20s cd JA than from a 5~4:10 minute cd JA, and it just adds to PUP's awfulness.
Last edited by Alhanelem; 12-01-2011 at 07:10 AM.
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |