Top of the top? Not exactly. It means the dps will never be sub par, and it means its utility will never be in question. It will forever be a class that never falls out of favor, and becomes the first or second favored class for almost every encounter, where other classes can be situational. I will say SE has done a better job minimizing this well known issue (it mainly dominates Korean mmos). Until proven otherwise my hopes are not high that melee dps classes will get the real balance they deserve in this range must be king genre of game. The amount of effort a melee needs to put forth is seriously out of balance with its ranged competition.
Last edited by Koroem; 11-14-2013 at 09:56 AM.
-Speed up jump animations/lower CD's on jumps.
-Give us back access to the archer skill tree (you can take back either PGL or MRD take your pick)
-Give us 1 or 2 more off GCD DD skills so were not stuck looking stupid after all of our jumps are on cd. Mercy stroke is nice but it has a 90 sec cd/ while only being able to do when the enemy health is 20%.
Then i'll be happy.
Edit:
Also i hate when folks point out the fact that "oh my FT hits 1k!! were doing just fine in DPS!". Its not like we're hitting 1K hits on the regular without any buffs. Yea you barely hit that 1K mark after having to go though all that trouble getting every dmg buff and debuff up. If B4B actually lasted longer and a lower cd (for goons) . This wouldn't be a problem.
Last edited by Ericyu; 11-14-2013 at 10:41 AM.
Once upon a time Rangers were as gods in FFXI. Then they were balanced and many tears were shed.
Even Black Mages, who for a long time were the most sought out class for endgame and experience parties, started being outclassed by melee characters in many HNMs after the melees finally started getting buffed (and HNMs started gimping BLMs).
Those monks have to work harder then, I played with a DRG just now who had similar equip as you. We were testing who would manage to get hate off the (slightly undergeared, compared to us) tank and I was the one winning most of the time (10 vs 1).
So yeah.
(oh and before you scream "bad dps!", the tank knew we were trying to do it :P)
This, to me, completely undermines everything else you've said. It's totally incorrect. Mathematically, logically, it's just wrong in every way.
DRG DoTs:
Chaos Thrust = 160 potency for hit + 200 DoT potency (over 30 seconds)
Phlebotomize = 170 potency for hit + 120 DoT potency (over 18 seconds)
Fracture (actually a WAR skill) = 100 potency for hit + 120 DoT potency (over 18 seconds)
That's a total potency of 870 (if the DoTs run their full duration and are done in combos). But that's not really accurate, since 430 of that potency is done as soon as you hit the mob. 440 potency comes from DoTs.
DRG True Thrust combo:
True Thrust = 150 potency
Vorpal Thrust = 200 potency
Full Thrust = 300 potency
DRG Heavy Thrust combo:
Heavy Thrust = 170
Ring of Thorns = 150 potency
DRG Impulse Drive combo:
Impulse Drive = 180 potency
Disembowel = 220 potency
That's 1270 potency right there. None of those are DoTs.
And that doesn't include Dragonfire Dive (250 potency), Jump (200 potency), Spineshatter Dive (170 potency), Doom Spike (160 potency), Leg Sweep (130 potency), or Feint (120 potency).
If you're getting most of your damage from DoTs, then you're not playing your class very well. In fact, I can't even figure out how you could possibly be getting most of your DPS from DoTs. It's just not possible unless you're playing DRG incredibly poorly.
DRG was designed(stated by yoshi-P) to be easier to play than other classes. It's intended to be weaker because it's a class for lesser skilled players. What's weird, though is how much damage BLM does. They need to reduce BLM's damage if that is truely the reason for DRG doing less damage, because BLM is much easier than DRG. SMN as well, SMN is probably one of the least interesting DPS I've ever played in a video game.
But monk is super horrible aswell. The sound effects just horribly lack of punch and most of the animations are just terrible, so for those who like to play melee dps ? ...
Anyway Drag is fine. Just stack that crit rating.
BLM's Fire has potency of 150.
Under Astral Fire 3, the damage is multiplied by about 1.5...
So a Fire 1 that does 300 damage now does about 550-600 non crit, no buffs.
An unbuffed full thrust does about 550. Vorpal does about 400, and True does about 300. (Gear depending of course).
So after that initial Fire cast, BLM is doing on average 300-400 more damage per 3x casts then a DRG. (This is also based on a BLM with worse gear then the DRG)
In addition to this, you have a 40% chance that you will proc a Firestarter which has a potency of 220 + the damage bonus from Astral Fire. (Which does about 800 non-crit, about 250-300 more damage then an unbuffed FT).
I didn't compare raw potency simply because I have NFI what the equation is for Astral Fire, I am simply eyeballing numbers. However please keep in mind these numbers are based off a near-full i90 DRG with 476 STR, vs a gimpy relic/AK BLM with only 402 INT.
If FT crits, unbuffed you will get around 750.... If Fire crits, you will get around 1k. If Fire 3 crits, you will be hitting for 1300. This is true Spike damage. Therfore as I said earlier - DRG's spike is low in comparison.
Chaos Thrust isn't really "spike" as the damage is over 30 seconds. As an example - trashy mobs in a dungeon generally don't last the full duration of CT.
Thorns is only worth it if used in combo, and there are more then 2 mobs. After using it once, you might as well be spamming doomspike anyway. While their AoE isn't terrible (and I never said it was), it certainly isn't the best either. Especially when resources are being considered. Turn 4 coil is a great example of this.
DoT's are actually DRG's highest potency combos. While you may not be able to spam them due to their nature - they have the highest potency for the amount of steps. You said it is wrong to be doing most of DRG's damage in DoT's, while I agree with that, I only agree with that due to their nature (being unable to spam them), however they are still the strongest skills you can do in the same amount of steps/GCD's.
Example:
180 + 220 + 360 = 760 (Chaos combo, 3-step)
vs.
150 + 200 + 300 = 650 (FT Combo, 3 step)
So simply comparing the 2, the highest potency you can achieve in 3-steps is due to a DoT.
In addition to this, Phleb has a potency of 290 and is not combo'd. The only comparison to this is a power surge > Jump, and you can do that even less then Phleb.
While the damage is immediate, the CD on a PS>Jump is 90 secs.
So sorry to say, but DoT's are actually DRG's strongest skills. While they may not be spammable like FT, and on a parser it is not their "primary source of damage" due to the nature of a DoT, and the sheer number of immediate damage skills, the potency is much higher per combo/step then a raw damage skill. Therefore DRG's true strength does indeed come from DoT. I am not saying "the majority of my damage comes from DoT". I am simply saying that "the strongest potency per step comes from a DoT, therefore they have better sustained damage then they have spike damage". Even when their sustained damage isn't that crash hot.
I don't think DRG is "easier" then any DPS really.. I am not saying it's "the hardest" either though.
I just think that it is more penalizing if you do stuff up, as your DPS simply plummets.
MNK is actually a lot more simple then people make it out to be.. While people can argue with me on this one - simply using a flank only rotation pushes you ahead of practically any other DPS in the party. I barely ever play MNK, yet can get close to matching my DRG in DPS even though my DRG's gear is substantially better.
I don't agree that BLM should be nerfed, nor should SMN though. DRG just needs to be comparable.
Last edited by Altena; 11-15-2013 at 09:03 AM.
I'm wondering what the point of all this is...
SE is buffing DRG.
DRG has never been a utility Job.
Preaching to chior when it comes to saying a job that's slated for a buff needs buffing.
What sort of utility are you requesting they add?
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