I explained in the text, but suppose I should be more explicit about it. I will try to improve that.
Yes. I could multiply out by 100, but I thought that was pretty self-explanatory. Yes, some do go over 1, meaning you actively return health to the player faster than it can be delivered. PLD generally can't do this (unless you're a extremely low damage rates), but WAR sometimes can. Flat healing does that.
Armor values are not included because they are identical. They do reduce damage, but there is no difference between the two jobs. Same with evasion. Most bonuses are actually multiplicative -- for example, Shield Oath, Sentinel, and Rampart combine to reduce damage by 61.6%. If it were additive, the three would add up to 80% -- this does not appear to be the case. I could include that detail, but it's a horribly long post without going into extreme detail about mechanics.
You are conflating the group's overall goal (defeat opponents) with an individual role. A healer heals. It may often be efficient for the group for the healer to also deal damage, but if the healer cannot fill the role of healing, then the group is doomed to failure. This is the same with tank. If the tank did no damage at all, that would still fill the tanking role. It's a bit like VIT: if you don't have enough, you lose by default; if you do have enough, then it's you're free put efforts elsewhere in hopes of winning. The problem is that WAR is either incapable of filling the role or requires far more resources to do so.
Er... parses?
//EDIT:
Not getting into that at all. You can often create situations for it by stacking mobs together if you really want. I'm just expressing the outcomes as a function of enemy damage output.
I'm not going to argue about your vision of how WAR should play. From a balance standpoint, WAR will always suck as long as this design is used. It may interest you, but it's not a viable path.
I'm not sure how I failed to communicate this. Inner Beast is WAR's burst mitigation ability, and it is a reactive ability. In order to make use of it, you must have taken damage. PLD does not have this weakness: its burst mitigation applies up front. PLD is therefore able to take a bigger punch than WAR in every case. WAR cannot out-think this; Inner Beast cannot be applied beforehand and WAR will always just die. This is a design flaw.
I believe I addressed the end of the Wrath coupling mechanic already. If you are sitting on Wrath for a 15% healing bonus, you've already acknowledged that you are hopelessly gimped.
//EDIT 2:
I will try to improve this.



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