Page 121 of 175 FirstFirst ... 21 71 111 119 120 121 122 123 131 171 ... LastLast
Results 1,201 to 1,210 of 1741
  1. #1201
    Player
    aabe's Avatar
    Join Date
    Jul 2014
    Posts
    145
    Character
    Aika Kayoi
    World
    Balmung
    Main Class
    Archer Lv 70
    Quote Originally Posted by AkashiXI View Post
    .
    I don't know many openers, but if you look up Krietor's "600 skillspeed opener" I parse 1300 using that opener with disembowel. With my own opener I get much much less.
    (0)

  2. #1202
    Player

    Join Date
    Nov 2014
    Posts
    389
    Quote Originally Posted by aabe View Post
    wm straight shot+blood letter is stronger than auto+wm off straight shot/bloodletter

    you don't factor in iad2; which either doesn't affect autos, or it does, but their base potency is lower. anyway, its easy to see that minuet off raw sidewinder/2x blunt arrow (100 potency) is about 20% stronger than 1 auto
    (0)

  3. #1203
    Player
    aabe's Avatar
    Join Date
    Jul 2014
    Posts
    145
    Character
    Aika Kayoi
    World
    Balmung
    Main Class
    Archer Lv 70
    Quote Originally Posted by Aiurily View Post
    .
    NO WM: Swing 1: AA445+BL813+SS719=1977, Swing 2: 451+762+738=1951, Swing 3: 448+813+763=2024, Swing 4: 423+821+726=1961

    WM: Swing 1: 1069+954=2023, Swing 2: 1019+946=1965 Swing 3: 1027+933=1960 Swing 4: 1060+976=2036

    Looks like they're the same at best, with WM being favored for a higher curve on damage range, though I don't really have much of a control group lol
    Thanks though, somehow I didn't consider that at all and buff/crit scaling widen the gap.
    (0)
    Last edited by aabe; 08-19-2015 at 07:22 PM.

  4. #1204
    Player
    Farendol's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    18
    Character
    Farendol Zindol
    World
    Moogle
    Main Class
    Conjurer Lv 51
    I really think they let the Bard (and machinist) classes down by adding movement restrictions. There must have been a better way to buff the class without adding an entirely new play style.

    On Moogle server, at least, its created a bit of a gap in bard numbers. I regularly see posts on PF advirtising to fill the support role that now, seemingly no one but the dedicated few, are playing.
    (7)

  5. #1205
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Farendol View Post
    I really think they let the Bard (and machinist) classes down by adding movement restrictions. There must have been a better way to buff the class without adding an entirely new play style.

    On Moogle server, at least, its created a bit of a gap in bard numbers. I regularly see posts on PF advirtising to fill the support role that now, seemingly no one but the dedicated few, are playing.
    /raises hand :P
    (0)

  6. #1206
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Farendol View Post
    I really think they let the Bard (and machinist) classes down by adding movement restrictions. There must have been a better way to buff the class without adding an entirely new play style.

    On Moogle server, at least, its created a bit of a gap in bard numbers. I regularly see posts on PF advirtising to fill the support role that now, seemingly no one but the dedicated few, are playing.
    I'm sure I've said it before, but given that other than T11 and maybe one other instance where I HAD to stay on the move throughout the fight, there's never been reason I needed to move around that much. The freedom is nice, yes, but necessary? No. When you add to that the fact that you can still move within the last .30 sec of a cast freely without interrupting your attack, movement is still possible, albeit not constant. This is something I'd done as both a WHM and BLM who have longer cast times too.

    By now, someone somewhere is thinking "yes yes, that's been said, whatever", fact is, having level MCH to 60 and casually getting BRD to 54 (just got Empyrial Arrow and fell in love all over again) I've tested each and every new skill, and my ability to use it smoothly, and I've done exactly that. I'm not saying Minuet doesn't have its clunky moments, but it's not so unusable or game-changing for someone that didn't waste movement before. If anything, it's a reward for being adaptable, and I'm grateful for it.
    (3)

  7. #1207
    Player

    Join Date
    Nov 2014
    Posts
    389
    Quote Originally Posted by aabe View Post
    NO WM: Swing 1: AA445+BL813+SS719=1977, Swing 2: 451+762+738=1951, Swing 3: 448+813+763=2024, Swing 4: 423+821+726=1961

    WM: Swing 1: 1069+954=2023, Swing 2: 1019+946=1965 Swing 3: 1027+933=1960 Swing 4: 1060+976=2036

    Looks like they're the same at best, with WM being favored for a higher curve on damage range, though I don't really have much of a control group lol
    Thanks though, somehow I didn't consider that at all and buff/crit scaling widen the gap.
    the potency difference is really minor. but again, with how buff scaling is multiplicative, with bfb/he (and rs if you use that opener) at the start, it amplifies the effectiveness of WM a bit more. anyway assuming autos are 100 potency after/not affected by IAD2 these are what the numbers in potency roughly look like

    no wm

    100 auto+180 bloodletter+168 straight=448

    wm


    234 bloodletter+218 straight=452.4


    no wm with bfb (+10%) and he (+15%~ estimate)


    126.5 auto+227.7 bloodletter+212.52 straight=566.72

    wm with bfb and he

    296.01 bloodletter+276.276 straight=572.286
    (1)
    Last edited by Aiurily; 08-20-2015 at 03:25 AM.

  8. #1208
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ThirdChild_ZKI View Post
    I'm sure I've said it before, but given that other than T11 and maybe one other instance where I HAD to stay on the move throughout the fight, there's never been reason I needed to move around that much. The freedom is nice, yes, but necessary? No.
    As I've said, mobility is nice when wanting to set up Straight Shot's buff and your DoTs while getting into position (I don't stack near casters and heals, specially in fights with targeted telegraphs). Not to mention WM means bye bye multi-dotting (too much time spent casting that over attacking the focus target), which BRDs are more dependent on for BL procs (which aren't efficiently weaved in because those cast bars won't let you use off-GCD skills). The mob moving and you having to reposition and being able to refresh buffs/DoTs on the move while getting into position again (like you've been able to for 51 levels) is also gone. It sounds like minor stuff, but it does affect the flow of the job's gameplay.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #1209
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by FateAudax View Post
    What if they changed your precious melee class to a class who's skill have cast time?
    I liked the concept of Rage Of Halone in 1.18 where the damage increased the more damage you took during casting time.

    Now, with tankbusters, it could be devastating
    (0)

  10. #1210
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Reynhart View Post
    I liked the concept of Rage Of Halone in 1.18 where the damage increased the more damage you took during casting time.

    Now, with tankbusters, it could be devastating
    hahaha , it was called rage of halone for something

    i would love to the get back decoy or quickstride (speed buff back then , now could be changed to letting the bard cast while moving ) and remove wardens paean for it
    (0)

Page 121 of 175 FirstFirst ... 21 71 111 119 120 121 122 123 131 171 ... LastLast