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  1. #1
    Player
    Sinaloa's Avatar
    Join Date
    Sep 2013
    Posts
    248
    Character
    Sinaloa Dorn
    World
    Phoenix
    Main Class
    Scholar Lv 61
    tldr al posts

    There are tons of posibilities to make a tank class dps viable. Thought 10 secs about it and the neatest system I would like to see is the dps doing damage equal to his %+10 on the aggrometer capped at 100. He got aggro he does 100% damage. He´s at 85% of the tank he does 95% damage. That way he had to work for his aggro with tankskills to do highdamage with his classskills.

    Would be a strong singletarget DD but able to smash through trash by moves like taunting the third add and focusing on the second to stay up in aggroranges ....

    Actually I want that class - Now!
    (0)

  2. #2
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sinaloa View Post
    Thought 10 secs about it and the neatest system I would like to see is the dps doing damage equal to his %+10 on the aggrometer capped at 100. He got aggro he does 100% damage. He´s at 85% of the tank he does 95% damage. That way he had to work for his aggro with tankskills to do highdamage with his classskills.
    Problems with this idea abound.

    First off, it would be the only class where the DPS *would not* want the tank to actually maintain a strong threat cushion while simultaneously making it *harder* for the tank to keep aggro when the tank is struggling. Running with a *good* tank would end up completely and utterly destroying their DPS; running with a bad tank would end up having the tank itself never tanking a single thing.

    Secondly, if the class ever died and had to be raised, they would have utterly abysmal DPS for the remainder of the fight. Enmity doesn't degrade over time so, the longer a fight goes on, the less a single attack matters as it relates to the percentage of total enmity. The only mechanical way for them to get a decent enmity cushion back would be for them to have Provoke, which would exacerbate the first problem, and, if they ever decided to join a FATE, unless they were amongst the very first to hit a target, they wouldn't be able to generate *any* real amount of enmity because Provoke doesn't work when someone outside of your party currently has enmity.

    Third, it would require a lot more processing for each attack for the potency on every single target to go through another calculation of total enmity on every single target, which means more lag. On top of that, there wouldn't be a reliable way to determine your own comparative performance if someone outside of your group is tanking since the threat meters only provide information for your own party. Just as a backend consideration, it's more of a hassle than it's worth.

    Enmity affecting anything other than who is currently being attacked is just a bad idea.

    Of course, I doubt it will ever come up since Yoshi-P has already stated that, if they ever wanted to turn a tank class into a DPS job, they could just have that job remove all of the "additional enmity" benefits from the attacks and replace them with other stuff. The problem, as I see it, with turning a tank class into a DPS class is less about solving the damage/enmity problem and more about creating a compelling DPS rotation/priority since both WAR and PLD have really simple rotations (PLD is just "Halone combo spam!" and WAR is "BB>BB>SE").
    (1)

  3. #3
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Quote Originally Posted by Kitru View Post
    Problems with this idea abound.
    1) A bad tank is just going to suck no matter what, and running with a good tank would mean that the Healer and traditional DPS would be @ 40% of enmity, while the enmity based DPS would be around 80, and they would need to manage their own enmity. Have you ever done an 8-man with another tank and noticed that their enmity was significantly higher than the other characters? It would apply much the same way. Interesting that, inn'it?

    2) They would just get a skill that is similar to Provoke, but puts them at, say, 75% of the highest enmity and works in FATEs? Seems pretty simple to me. OR, you could realized that they would build enmity VERY VERY quickly since they are basically multiplying their enmity generation every time they increase their damage through an enmity boosted attack, which would allow them to grab a bunch of enmity quickly, then need to back off or us utility or enmity decreasing skills to stay below the top spot.

    3) Don't know about the processing, but you also have the Green/Yellow/Red idicators, and if the class gets a de-aggro ability you could shift off the top spot once you take aggro and cool your dps for a second.

    This is actually a super fun idea because the class's dps would be capped by your skill on how well you can manage your enmity, and not by potency and spamming.

    However, this would be iffy because it would be single most overpowered solo class EVER, lol. It might be viable with some tweaking - its a super fun idea though : D
    (0)
    Last edited by Ehayte; 10-29-2013 at 05:07 AM.