So during the live letter there was mentioned that Machinist will be getting a Damage buff to the Job itself but details won't be released until 3.2 patch note.
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So during the live letter there was mentioned that Machinist will be getting a Damage buff to the Job itself but details won't be released until 3.2 patch note.
You are correct.
mrhappy mentioned in his newsletter overview that they were going to improve the machinists sustained dps. To my knowledge a proper played MCH can burst really, really hard. but tends to drop afterwards due to RNG, so maybe their going to even that out a bit?
Ill be looking forward to the patch notes regarding this. MCH is one of those jobs I want to git gud at but dont have the patience (and courage) to learn. So this may push me over the edge.
Yeah I have noticed certain times I do a lot of damage..and then I follow the same rotation again and it just looks not as good.
Would admit the random of the procs for the 1-2-3 combo could use a boost (least 60-70%) but I also havn't leveled it past 4X. Granted it is kinda weird to play a roulette when it comes to a DPS class, least AST can make the random work in their favor to a degree.
I have always felt like the proc on my shots is actually much lower than 50%. Sometimes I just end up hitting the first shot in my combo over and over but I never really get a good run of procs. It could be observational bias but it seems real to me. I just don;t want to take the time shooting 1000 shots at a dummy to test it out. :x
The problem I feel with mch dps is that their sustained is relatively low and dependent on wildfire to keep up. Because of wildfire though, they suffer the most when situations do not allow for a proper wildfire usage. They also don't have a lot of on demand burst damage for things like adds, which is also needed to make the most out of wildfire. Compared to BRD, they don't have an answer for how instant barrage is, gauss round and heartbreaker are both weaker and longer cooldown than empyreal and misery's end. It becomes very evident when it comes to a3s adds and grabbing snap aggro on the a4s dolls.
playing a Machnist is like playing a game of XCOM. RNG will rule over you and determine your soldier's....I mean character's fate but...
http://s2.quickmeme.com/img/d6/d6983...fabdd3e5fc.jpg
(Which reminds me XCOM 2 is arriving Friday so I better prepare my pain... I mean happy pills. :p)
http://vignette2.wikia.nocookie.net/...20130201075337
TBH, I'm just worried they are going to take the cheap route out, and buff Turret Damage or Speed for more "Consistent" damage. I would love to see an increase in proc rates or even CD Reduction / Damage Boost of OGCD abilities like Ricochet and Gauss Round to be more on par with BRD. That would be nice, but I honestly think it's just going to be a turret buff.
I would definitely like for the turrets to be more involved in gameplay, and I don't mean a flat damage increase. It adds just as much depth to the job as ninja poison does, and it really feels like its inconsequential or no presence when to only hitting for 350.... And not in a way you'd notice it unless it's bishop
^^ Yep it's basically the SMN "Egi" of MCH. It really means nothing and the only time it's beneficial is when you can hypercharge it and give weaknesses (which frankly DOESN'T come up enough, and really should be on a faster timer to b more useful). Personally I wish that they made a "Pawn" Turret that does what the current "Rook" Turret does, and then make the Rook dispense a regen effect and when Hypercharged boosts party wide defense/resistance. It would serve 0 Offensive purpose, but there are times where it would be nice if MCH could aid in some way to healing at the sacrifice of some DPS. I'm not talking a game braking regen or even one that rivals WHM/AST, I'm just saying something that would make MCH a bit more versatile rather then a peg in a DPS hole that it doesn't even fit very well to begin with.
I wouldn't blame someone for feeling that way.
I did some testing and it doesn't seem close to 50%. (Granted, the sample size could be larger than 545 shots)
http://i.imgur.com/nXjWll4.png
(33.58%)
EDIT: And here's some data from spamming Slug Shot
http://i.imgur.com/nA0LADq.png
(25.4%)
45 second reload. 45 second ricochet. A small potency increase on lead shot. Hypercharge 90s. Thank you very much. Please.
Could have just made Hotshot deal damage based on number of missed procs or the like if RNG was the only issue. Shit luck --> just one-shot an add with it.
They could just make Split > Slug > Clean a standard 1 > 2 > 3 combo and just adjust the potency to work with it. That would help sustained damage. Don't think it would affect other abilities either. Ammo can still work to increase potency. It just sucks when you hit the button a lot and doesn't proc after 4-5 shots.
http://cdn.makeagif.com/media/5-12-2015/rZBH_l.gif
I could live with hot shot increasing the proc rate +25% to 75%. At least it would be more probable to hit than miss and there would be something more than simple damage increase to it.
Or increase the split shot to 100%, so that we spam 1,2,1,2 instead of 1,1,1,1 when the RNG is bad.
They need to get rid of RNG from the rotation completely, perhaps with reduced potencies to balance it out.
I spend way too much time staring at my hotbar checking to see if the button is lit up.
People want to be able to predict their DPS within a reasonable margin. MCH is anything but.
If PLD had to rely on procs for their combos, no one would ever play it again.
To be honest I really like the timing and risk-reward involved in each of those being chances. I could live with the chance increasing with each missed proc, giving some sense of normative prediction, possibly even alike to counting cards in a way (my luck was horrible for 5 shots... this one's practically guaranteed, my next very likely, and the time after that still a slightly increased chance), but I'd rather have my prepping a Cleaner Shot before Slug Shot feel like something I do intentionally to set up burst, not just because I don't want to deal with class-inherent mechanics. Getting rid of the RNG completely runs far too close to 'getting rid of ammo' as I see it.
I doubt it. All Reload does is increase the potency of your weapon skills. If anything, you could better strategically plan on using your Reload if it was taken to a basic 1 > 2 > 3 rotation. Imagine using Quick Reload on Clean Shot every 15 seconds.
Again, if someone knows why a basic 1 > 2 > 3 combo wouldn't work, I would like to hear. Not challenging anyone or anything, I would just like to hear from different perspectives.
RNG does not effect MCH in a considerable way due to the reduced timer on QR.
For increasing MCH sustained damage they would need to do it without also greatly increasing WF burst.
The easiest way would indeed be to just increase turret damage by X amount.
Tightening up WF to keep it less aggrivating/punishing would definitely be a bonus.
There are a couple things that would cause that to be an issue.
MCH average potency/s is balanced around the average % of procs. Guaranteeing a proc would greatly alter the average potency/s, thus would require that the skills potency themselves be reduced. This in turn would completely alter Wild Fire burst.
I guess they could increase the % of WF damage to compensate, but I just wanted to emphasize that it would not just be as simple as, "Just do guaranteed procs"
IMO the greatest thing is that it would make the class extremely boring and predictable, and would give it an unfair mobility advantage over what it already has.
Budding turret potency would be the best way to objectively increase damage without agitating the gameplay, though I'd still wish there was a bit more turret interaction for that dps ( like flank bonus or something)
Well its a given that many potency's would have to be switched around to accommodate it. One thing you did point out that makes me rethink it is how Wildfire output works in the scheme of things.
What it looks like they are planning on doing if translations are correct is readjusting things to help keep our sustained damage, which is one of MCH's major set backs in DPS. Just doing that alone is already a DPS increase for us. Which makes me wonder if they are just going to give a straight forward DPS increase or toggle abilities so our DPS doesn't not drop down as fast as it does now. Guess we will find out soon.
It should be interesting to see what SE comes up with. Other than a damage increase to bring it up to BRD they still need to account for BRD superior progression utility of Foes + RoD.
All I want is ammo to not be on a timer (Or at least ammo doesn't start expiring until YOU START THE COMBAT and not have to keep quick reloading. We have it better than Ninjas and their huton but its still annoying) and having Reload CD go down to 45. These two at least.
The biggest DPS increase would be hiding Gauss Barrel Landmine at the tip of our gun.