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  1. #1
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    TP doesn't seem important to exist. Just a bar that drains slowly then gets restored by yourself or a party member. I don't really see why sprint need to cost it all either. They gave sprint no TP cost in pvp but not in pve.

    At least MP has more impact on gameplay rotations such as controlling how often BLM needs to switch from astral fire to umbral ice and causing DRK to use attacks to maintain their MP.
    (6)

  2. #2
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Rufalus View Post
    TP doesn't seem important to exist. Just a bar that drains slowly then gets restored by yourself or a party member. I don't really see why sprint need to cost it all either. They gave sprint no TP cost in pvp but not in pve.

    At least MP has more impact on gameplay rotations such as controlling how often BLM needs to switch from astral fire to umbral ice and causing DRK to use attacks to maintain their MP.
    I think, gameplay which involve MP are more interesting because it's not really static as gameplay TP and there are more various rotations. Furthermore, it's maybe me, but the rotation for each job related to mana are different from others in the way of thinking.

    If SE can do changes in the overall gameplay, it should be the rework of TP.
    For me, like Piety --> MP, TP need to be dependent of a secondary stat : Bravery --> TP.
    It mean, we could have more than 1000 TP.
    In fact, Tank have Parry, Healer have Piety, so Dps will have Bravery.
    In that case, their gameplay should change drastically.

    For me, Sprint should cost 500 TP and Healer should have skills which cost TP.
    Tank would keep the same system (just need to rework Parry).
    DPS would have a new type of rotation or new skills which would cost a huge amount of TP.

    And in the end, bye bye Accuracy.
    (0)

  3. #3
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Ceasaria View Post
    And in the end, bye bye Accuracy.
    We need more stats, not less. You might not like dealing with acc, but removing it at this point would be bad. And nobody would want bravery as a stat as you describe it. Would be the same reason tanks never cared about vit accessories before the change; a higher max doesn't do much when most of what you use in a long fight comes from recovery, not your starting reserves. Except in this case it'd be worse, nothing is going to one-shot your tp, unless they also nerfed invigorate badly you wouldn't need a higher tp base.
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ceasaria View Post
    And in the end, bye bye Accuracy.
    Quote Originally Posted by Alistaire View Post
    We need more stats, not less. You might not like dealing with acc, but removing it at this point would be bad. And nobody would want bravery as a stat as you describe it. Would be the same reason tanks never cared about vit accessories before the change; a higher max doesn't do much when most of what you use in a long fight comes from recovery, not your starting reserves. Except in this case it'd be worse, nothing is going to one-shot your tp, unless they also nerfed invigorate badly you wouldn't need a higher tp base.
    Just my own two cents on accuracy:
    *My apologies if I use melee and physical interchangeably here. I always mean physical, including ranged dps, as are all bound to higher accuracy requirements than casters and healers.
    As long as a stat brings in a gearing decision that allows you (and/or your raid) to play in a new way, it can be interesting. Accuracy is definitionally one of those stats... for physical* DPS. The idea that you can stack with the MT or defend yourself against a locked-on add without a punishing chance to drop your combos, short your key skills, etc., is individually pretty neat. What isn't interesting in my opinion is that of the some 380 bonus accuracy you'd need for a raid fight to stack there or defend yourself at full hit chance, only some 20 of that stat actually made that difference. The rest was obligatory. At that point, it does nothing more than curtail output growth when the numbers themselves could have done that anyways. Final result: where possible you have two sets for the same ilvl, one casual (low-acc) and one raider (raid-acc). The closest things to advantages to come out of all this is that people may have to spend time (to many an annoyance) trying to keep their accuracy as close as possible to the raid requirements while making space for potential drops and a very, very weak form of horizontal progression. (And that's not even going into the issue wherein casters only needing back-capping (rather than flank-capping) gives them a small, but in those situations noticeable enough increase to their secondary stat pool. Whereas melee would always be at a large DPS loss going from flank-capped to back-cap, and a noticeable loss going from front-capped to flank-capped when mechanics call for a frontal cap, they also take no advantage from sticking with only a back-cap and taking other secondary stats instead relative to a caster.)

    My personal preferences would be to scrap those latter two. Accuracy requirements should only increase in so far as the damage they save, in terms of the damage produceable by other secondary stats. Roughly. That means that, for starters, as long as we stick with the idea that melee dps should never be tanking anyways and therefore have no regular use for frontal-capping, that the transition from back cap to flank cap should be larger than for flank to front. Tanks can get that bonus amount for free with their tank stances as before, and spend into that extra Accuracy to ensure accuracy in OT stances as well.

    But the real issue is everything leading up to back-cap. As it stands, the gameplay-producing range of Accuracy quickly falls under 10% of the total Accuracy expenditure. In my opinion, at least 40% of Accuracy expenditure should be its effective range, regardless of depth into an expansion. As the Accuracy floor increases, so too should the flank and frontal steps, in direct proportion. I imagine that this would be done by first reducing the total amount you have to spend on accuracy by about 50%. Next, of the remaining amount, only ~60% is needed to reach back-cap. ~86% reaches flank cap. 100% reaches frontal cap. In this way, Accuracy should be a real decision, potentially, against other stats within the confines of a given encounter. Casters now use the flank-cap instead of the back-cap, removing their tiny but universal bonus
    As for TP starvation and the Bravery (TP pool-enlarging stat) idea:
    There's simply very little reason to TP starve in recent raid design unless using a high Skill Speed build. Ideally, I'd like to remove that uneven disadvantage, even. And with the recent Bard buffs such that they only lose about 10% DPS depending on CD lineup (MCHs about 13%, iirc) to keep a raid going infinitely (unless, again, high Skill Speed), there's no real thought involved in the solutions. That said, extending the TP pool via a stat like Bravery, or even a stat granting greater TP restoration directly (assuming the TP tick might increase as the pool size increases, at the same 6% of max TP per 3 seconds instead of just a flat 60 TP per 3s, though this would give some really funky TP values), all this would really do is create a new stat similar to accuracy, but without the mathematical advantage to compel its use. A fight lasting X minutes of uptime would demand X Bravery. Any shorter, and that Bravery is wasted. And at a mere 10% of the Bard's dps for a mere part of the fight, you could have avoided that stat entirely (much like using Rain of Death to avoid 10% of the accuracy requirement). Worse yet, this becomes a stat that, atop Accuracy, only physical dps have to deal with, while BLMs and SMNs have no absolute need for Piety. It either becomes a gearing cluster**** for all physical dps, or just a dead stat.
    Please don't feel like I'm trying to put down anyone's ideas. I very much appreciate them. I'm just trying to extend the ideas to a envisioned result, as best I can, as to provide useful feedback for your further consideration.
    (0)