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Thread: Dear DPS.

  1. #41
    Player
    MoonMarshall's Avatar
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    Moon Marshall
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    Marauder Lv 50
    Quote Originally Posted by Zigkid3 View Post
    Dear Tank,

    Nonsense.
    1) Blah
    2) Blah
    3) Blah

    Sincerely,
    DPS who is awesome.
    We already need to keep the healers from pulling hate... Having an uber-awesome monk around that can't just focus is like having a black mage that only spams aoes...

    You pull it and it doesn't say "1", you're tanking it, buddy.
    (0)
    Last edited by MoonMarshall; 10-24-2013 at 08:20 AM.

  2. #42
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    kasuke06's Avatar
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    Kasoka Croixe
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    I kind of only started this to vent because i was really annoyed by one specific instance of something.

    but just have to chime in on the monk thing. No, you are not making it easier, you are making it harder by forcing the tank to either spam AoE threat(which is weaker, generation speed wise), or to constantly switch targets(which is slower, focus fire DPS wise). the reason you pull off of tanks is because you go balls out full throttle from the tomahawk/shield lob. any sensible DPS knows to wait a moment for threat to be established. Or you've gotten terrible tanks, or your dots have pulled something(my main DPS classes are SMN and MNK, DoTs pull way more hate than you think, they just do it slowly.)
    (0)

  3. #43
    Player
    Zigkid3's Avatar
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    Miona Ayashi
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    Balmung
    Main Class
    Pugilist Lv 80
    I wait a few seconds for the tank to establish threat. If I wail on just the marked target I'll start pulling aggro off of the tank (a lot of people don't seem to realize there's an aggro meter to the left of the screen). In order to allow the tank to keep their threat, if i spread DoTs I can ensure that instead of putting hard aggro on one thing i can instead have small aggro spread out so I won't get aggro and the tank can keep their aggro on everything. plus the overall dps will be greater for faster dungeon runs.
    -----------
    However just to note, I don't completely ignore the kill target. i'll put dots on that one first and will use my first two combo abilities on it to get demolish (dot) ready for another target. and if a target is literally almost dead I'll go ahead and just finish it off. If it's an add that's a healer or something of course ill take it down first, but for normal trash with nothing really special, I'll do the above statement.
    (0)
    Last edited by Zigkid3; 10-24-2013 at 08:44 AM.

  4. #44
    Player
    kasuke06's Avatar
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    Kasoka Croixe
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    again, that's a terrible tank. a real tank with a level appropriate weapon using their stance(defiance, shield oath) will not lose single target to anything else, short of another tank. they have high potency and enmity modifiers(5x on second hit, and 10x on third hit in stance) on their combos.

    lets say that 1 damage equals 1 enmity.
    you get 3 hits at 140, 150, and 170.
    they get 3 hits at 150, 250, and 300.
    so, you've generated ~460 enmity(140+150+170 give or take auto attacks and dot ticks.)
    they've generated ~4400(150+(250x5) + (300x10)).

    if they keep hitting that target with that combo, you will literally never pull threat unless they're dead/incapacitated/went AFK for 30 full seconds, you hit something you weren't supposed to, or random boss threat shift(which I'm not even sure is a thing right now).
    (0)

  5. #45
    Player
    Viridiana's Avatar
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    Aria Placida
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    Lamia
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    Ninja Lv 88
    Quote Originally Posted by kasuke06 View Post
    again, that's a terrible tank. a real tank with a level appropriate weapon using their stance(defiance, shield oath) will not lose single target to anything else, short of another tank.
    Or, y'know, I blow all my cooldowns except for Quelling as he pulls. Not too much he could do about that.
    (2)

  6. #46
    Player
    Zigkid3's Avatar
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    Miona Ayashi
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    Balmung
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    Pugilist Lv 80
    1 dmg = 1 enmity
    if an attack misses you get .5 enmity, if an attack crits you get 1.1 enmity (monks like crit btw)

    Don't know why your example shows a tank pulling higher DPS than an actual DPS, that's funny.
    the multipliers are based off if a tank uses specific abilities (savage blade, rage of halone, shield lob, shield oath, overpower, defiance, skullsunder, butchers block, tomohawk) and those abilities get the multiplier between 2x-5x don't see where you got 10x from.

    Yes it is very possible for a DPS to pull aggro away from a tank, i see all the time.
    Heck, I've even seen healers pull aggro from tanks and they only generate .5 enmity per heal.
    (1)

  7. #47
    Player
    kasuke06's Avatar
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    Kasoka Croixe
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    Marauder Lv 50
    tanks have significantly higher potency. I was stating as though both start at 100. therefore their potency is their damage.

    Stances(shield oath and defiance) generate no threat on their own, they double the current multiplier of the attack.

    I'll be a little more realistic this time and include the damage reduction from stances.
    112.5(heavy swing no multiplier)
    187.5(skull sunder x2 standard)
    225(butcher's block x5 standard)
    leading to 3112.5 threat generated(112.5 + 187.5x4 225x10)
    the last combo I linked(this without the stances weakening effect and multipliers from stances) would come out to 2150 without stances, or buffs.

    tanks have extremely high potency attacks, but few if any ways to employ them quickly like DPS(BRD can use off gcd attacks to fill black spots where a tank has to wait for a gcd to go through, before using anything other than a buff. MNK get a speed bonus from GL stacks, dragoons... they kind of play like tanks without the enmity bonuses.)

    EDIT: Derped on the combo from the first example bit.
    (0)
    Last edited by kasuke06; 10-24-2013 at 09:40 AM.

  8. #48
    Player
    Yukagama's Avatar
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    Yuka Gama
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    This is getting intresting...
    (0)
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  9. #49
    Player
    Pinworms's Avatar
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    Wiggly Pinworms
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    Quote Originally Posted by HiirNoivl View Post
    People routinely ignore my marks. I just put them up so I can justifiably ignore them when they pull hate.
    So does that mean your not gonna save a little ole blm doing AOE also or am I good if we play? Because if your not holding Aggro on them all them and only the one then we got problems. yeah yeah wait for tank to get Aggro etc...then AOE. Make sure your generating your Aggro to the other mobs.

    Don't be the warrior that request sleep on sleep resistant mobs because he does not want to tank more than 1 target at a time lol.
    (0)
    Last edited by Pinworms; 10-24-2013 at 10:25 AM.

  10. #50
    Player
    Zigkid3's Avatar
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    Miona Ayashi
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    Balmung
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    Pugilist Lv 80
    Quote Originally Posted by kasuke06 View Post
    tanks have significantly higher potency. I was stating as though both start at 100. therefore their potency is their damage.

    Stances(shield oath and defiance) generate no threat on their own, they double the current multiplier of the attack.

    I'll be a little more realistic this time and include the damage reduction from stances.
    112.5(heavy swing no multiplier)
    187.5(skull sunder x2 standard)
    225(butcher's block x5 standard)
    leading to 3112.5 threat generated(112.5 + 187.5x4 225x10)
    the last combo I linked(this without the stances weakening effect and multipliers from stances) would come out to 2150 without stances, or buffs.

    tanks have extremely high potency attacks, but few if any ways to employ them quickly like DPS(BRD can use off gcd attacks to fill black spots where a tank has to wait for a gcd to go through, before using anything other than a buff. MNK get a speed bonus from GL stacks, dragoons... they kind of play like tanks without the enmity bonuses.)

    EDIT: Derped on the combo from the first example bit.
    I know that Tanks are obviously supposed to generate the most threat because that's part of their role, I'm not hear to debate whether or not they do, they obviously do.

    The point I was trying to make is that despite this, there are still times a DPS can generate enough aggro to pull off from a tank. Unlike most dps I pay attention to my threat meters to make sure I don't cause too much threat which can happen from time to time. I was just explaining there are two good reasons why a dps might attack multiple things instead of one. spreading aggro is one obviously, the other is that you can do more dps and make the dungeon go faster, pretty sure people like faster dungeon runs. If however a dps isn't attacking multiple things and is only attacking one thing AND that one enemy isn't the marked target then that definitely is a problem because they aren't doing anything positive.

    I just do this for trash mobs, obviously adds in a boss mechanic is whole 'nother story.
    (0)

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