This should be interesting kupo <3 i might do this now just go in tanking in my birthday suit and a giant zweihandler kupo <3 rofl
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Day 1 groups will be stupid not to do one expert before going in on savage release so they can have one 630 accessory, one 630 small piece, five 620 small pieces and a 630 weapon for last fight. On top of everyone else having 615 weapons.
This is an absolutely insane level of additional power. Easily in the realm of about 500-800 more group dps.
If they do account for the fact that everyone will have access to more gear for the savage release and the fights are scaled accordingly, then the savage tier will be 'relatively harder' for players that typically depend on extra gear to help them as we now can start with some of that gear.
If they don't account for that, this will be an easy raid tier.
Or they'll just release tomes with savage, as they do with new expansions.
Considering that farming 10 totems took at tops, 3 ish hours both times my group did it for our week 1 clears on the Eden tiers, the choice is extremely obvious for 99.9% of groups. Save yourself potential <1% wipe headaches for a 3hr investment. The only groups this choice is a big consideration for is when they're going for World 1st, where every hour counts.
and to be technical, you always have the choice. Just convince your static not to farm them 'for the challenge'.
That, and I think you're once again severely underestimating how much health those pieces are giving you. 9 vit is 219 HP (for ranged), or an increase of 0.04% Health. When most raidwides week 1 on the last fight are designed to just straight up 1-shot without mit or shields by doing 120%+ of the average max HP, that 219 HP is effectively invisible. Damage variance alone is +/- 5% and would have 10x more impact if someone survived or not than the HP ever could. The extra HP that weapon adds is basically invisible outside of extreme niche cases, it's not making things 'easier to survive' in any discernible way, shape or form. Early weeks of savage is all about the mitigation & shields.
Because now its a valid option week 1 by making the dps check easier in the event we have a Shiva 2.0, and is the only actual thing that is even a point of discussion about making Savage easier when it comes to this, since the extra defense/HP is basically invisible.
Welcome to Final Fantasy 14 boss design, enjoy your stay. It's never been about reactionary skills or RNG, it's been always about learning the song and dance of mechanics, mitigation & OGCD heals, then executing the same song and dance consistently. Every Savage & Ultimate since Creator has been designed this way, with the occasional 'hey, lets spam tons of damage at the end of the fight to keep healers occupied'
How will 540 tomes get you five 620 small pieces as you call them.
Assuming we funnel all gear to a single player, assuming the fights are cleared week 1 and with no duplicate drops, that is 3 630 accessories, head, gloves, and legs, with a tome accessory augment and weapon tomestone, still need to spend 500 to actually get the weapon mind you, legs and weapon augment from the third fight, and the last off piece you didn’t get last fight, and an armor augment.
Again this is a lot of rng to not have duplicate drops at any point, at best you can guarantee assuming just clearing the first 3 fights are 1 accessory, 1 of head/gloves/feet, an accessory augment and weapon tomestone, legs and weapon/armor upgrade.
tome weapon costs 500
Accessories are 375 each
Head/gloves/feet are 495 each
Chest and legs are 825
If you cap tomes prior to going into savage that’s 900 tomes, enough for a weapon and either an accessory or head/glove/feet or just chest/legs.
1 week is not going to “break savage” or make it easier for “casuals”. The world first groups are still gonna clear regardless of these advantages as you put it.