
It's a 1.2% damage increase for physical DPS and the RDM over the course of a fight. Next non issue please.A class that has a lot of utility, especially when it's utility that increases dps significantly(coughemboldencough), should be able to even dream about sharing the same damage tier as those with no or little utility to think of(coughblmcough). Sorry, RDM needs a very significant Nerf.

Trick applies to all damage types, doesn't decay, and has a shorter recast. Also, it's not affected by range, which albeit being a simple issue to solve just by C-a-C'ing into the boss, doesn't always get accomplished.
Last edited by PrismaticDaybreak; 07-04-2017 at 03:39 AM.



A 15 yalm range is a non-issue in itself. It has the same reach as healer AoE, which pretty much always hits everyone regardless. The crux though is that Embolden is nearly as strong as TA despite decaying: that strength makes it essentially mandatory, especially as most crews will be running two melee and a ranged as well as a caster. Embolden existing means RDM needs to trade off some damage for it.

NIN is nearly equivalent in DPS to RDM (~40 dps less). Do you want them to give up their utility to be more useful? You're arguing for nerfs to one class when you should be arguing for buffs to the other two casters.



NIN is overtuned and needs to get nerfed. RDM is in a similar level of OP due to how immense his damage is in relation to the utility. And no, they can keep their utility, but they need to give up some numbers to balance it out, objectively speaking.
Both TA and Embolden are superior in nearly every way to AoE balance due to being predictable. In content, an AST would be lucky to get two AoE balance in a ten minute fight, compared to Ninja's 11 TA and RDM's 6 Embolden.
Last edited by Thunda_Cat_SMASH; 07-04-2017 at 06:29 AM.
Given DPS numbers around 3000-3500 using your number that would add about 36-42 dps per member affected, and roughly a 24 dps increase for the tanks. Since it's already factored into the rdm dps numbers we'll just account for the 5 other members affected. That would rough out to around 160 dps increase on the low end. That would put a rdm just behind a sam in average dps, and around 250-300 dps ahead of the blm, and nearly 600 dps ahead of the smn.
The thing is embolden being a percentage the more people are able to push their dps the stronger it gets.

Where are you getting those DPS numbers from?
https://www.fflogs.com/statistics/15/#boss=1036
The problem is as already pointed out, this isn't always practical. If you buff everyone else, the game gets easier, boss balance is thrown off, now all the bosses need to be rebalanced too. If they're changed though tanks and healers may not be able to sustain through the fight, necessitating more changes. People don't ask for nerfs out of spite, they do so because usually it's one class that's above the curve. They ask for buffs when it's one class below the curve.

I'd agree, but as far as survivability I'm mostly noticing tanks dying and healers struggling in the following instances: Someone dun goofed, or the tank isn't using the tank stance, or the obvious "they're bad". I honestly think they could give BLM about 100-200 more dps without destroying the games difficulty. I'd rather the devs take more time to tune encounters and classes so that each person is satisfied rather than making a hasty adjustment to one class and making everyone who mains it less satisfied to appease the cries of people playing other classes.
I get that people still want the challenging content to remain challenging, but the current end tier content is mostly still in development, it's not as if it's just going to be easy right off the bat with what we have currently.
Last edited by PrismaticDaybreak; 07-04-2017 at 04:26 AM.
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