Page 3 of 3 FirstFirst 1 2 3
Results 21 to 29 of 29
  1. #21
    Player
    Idolon's Avatar
    Join Date
    Sep 2015
    Posts
    59
    Character
    Rinh Maimhov
    World
    Faerie
    Main Class
    Dancer Lv 100
    The reason Wildfire was so significant in 3.x wasn't just that it lasted for 15 seconds, but also because you stacked up to 66% damage buffs for the same duration. In 4.x, we can only achieve 21% with Hypercharge and Overheat.
    (1)

  2. #22
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Idolon View Post
    The reason Wildfire was so significant in 3.x wasn't just that it lasted for 15 seconds, but also because you stacked up to 66% damage buffs for the same duration. In 4.x, we can only achieve 21% with Hypercharge and Overheat.
    Oh no I'm fully aware of that. This I guess is more in line with talking about the feel of overheat. If they really wanted to give it it's 3.x buff snowball they would have simply buffed it's interaction with overheating. It's not meant to be that strong.
    (0)

  3. #23
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Wildfire and Flamethrower should have been heat consumption buttons.
    Wildfire needs to be charge based rather than timed. Example being, activating Wildfire puts a stack of 5~ on the target, Hitting that target with shots would cause the Wildfires to explode, dealing (Insert number here)Potency damage per detonation.
    Flamethrower should consume Heat to deal its current effect, draining heat rather than generating it, with no cooldown, As it would be dependent on your Heat level to keep using it.
    Cooldown as a skill is fine as is, basically a single target Flamethrower.
    Heated Shots should have flat out replaced the regular shots as long as GB was equipped and should be a ramp up in power or Skill Speed based on Heat level. 1% bonus damage per point of Heat, as an example.

    Overheating would be left as is, As i believe its current effects only exist due to the 10 level gap between getting GB and Cooldown. If its made any stronger, It would destroy the concept of managing heat at a high level to get the most out of our shots.

    As it stands, The 'optimal' way to play MCH, to get the most damage out of it is to sync Reload, Rapid Fire, Disassemble and Wildfire. Every. Single. Time.
    Failure to do so results in a Wildifre as much as 50% weaker than a Wildfire used with all all CDs active.

    I enjoy MCH's general rotation, Though i am rather unhappy about the reduction in Heat per shot, since i found Cooldown to break up the monotony of bad luck streaks on Split Shot. I just dislike that i have to use 3 cooldowns all at once to do reasonable DPS, and if i screw anything up and those CDs go out of sync, my DPS falls to laughable levels.
    Whats the point of having multiple damage bonus type CDs that do different things when you literally use all at once always and doing otherwise is plain stupid.
    (0)

  4. #24
    Player
    Miridori's Avatar
    Join Date
    Sep 2013
    Posts
    40
    Character
    Vann Leon
    World
    Tonberry
    Main Class
    Arcanist Lv 70
    I think we can use one more oGCD, the reason Bard feel more fluid than MCH is because of how often then can spam their oGCDs.

    Without the cast time, we do need a little more to do during 1 - 2 - 3. May be make Cool Down an oGCD with a 5s CD, then buff the heat regeneration. We can't spam it outside of Overheat because of the heat reduction anyway, and the 5s is to prevent some overheat shenanigan.

    I am still a supporter of making Overheat stronger thou. The animation is good. The counting down in the gauge is vert racy, fitting well with Wild Fire. It gives the feel of "Gotta go Fast!!!"

    BS should remove the lockout afterward too.

    If all thing fail, they can give us 5% piercing debuff
    (0)

  5. #25
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    The animation is good. The counting down in the gauge is vert racy, fitting well with Wild Fire. It gives the feel of "Gotta go Fast!!!"
    I wonder if at any point that gauge wasn't used to be a wildfire gauge. Trigger overheat with wildfire or something and have your explosion tick down to 0 or whatever.
    (0)

  6. #26
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    If you look at the top mch Vs the top brd numbers for all 4 savage fights, there is a 500+ difference. 500. Bards are rivalling top ninja damage. As much as I want them to buff mch, they may also need to
    nerf Bard
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  7. #27
    Player
    Petori's Avatar
    Join Date
    Mar 2011
    Posts
    409
    Character
    Livi Fi
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by RLofOBFL View Post
    If you look at the top mch Vs the top brd numbers for all 4 savage fights, there is a 500+ difference. 500. Bards are rivalling top ninja damage. As much as I want them to buff mch, they may also need to
    nerf Bard
    Keep in mind that there are so much more people raiding as BRD, which means there are more bards getting savage gear than MCH, which in turn means those geared up BRDs do a lot more damage than usual.
    (1)

  8. #28
    Player
    Eir_Z's Avatar
    Join Date
    Oct 2016
    Location
    Limsa
    Posts
    63
    Character
    Eir Zurivost
    World
    Lamia
    Main Class
    Machinist Lv 70
    I did some math and testing about Wildfire. I\\'ll post my work this evening when I\\'m at my home computer, but for now here\\'s the short of it.

    Overheat WF:
    WF - 3 - QR - 2 - Reasem + RF - 3 - CD - Rico - CD - GR

    Non overheat:
    WF - CD - Reas + RF - 3 - 2 + QR - 3 + Rico - CD - GR

    Assuming 4 GCDs after an overheat are procs, so you (Split, Slug, Clean, Split) and you can double weave GB + BS the difference between the two amounts to about 50 potency. That\\'s it. Less than the damage range of your attacks which means a single crit can make one better than the other.

    The big issue that SE is facing for machinists is the only way to make overheating a worthwhile buff is to raise it above 15% and by "worthwhile" I mean more than the potency of a weapon skill. Really, SE should make it more plain and just make overheating a debuff and increase the potencies of heated shots (and include turret damage in WF just to make overdrive useful).
    (0)

  9. #29
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    I think I posted the math for wildfires in the OP but yeah, it's pretty low. And if you mess up by clipping or weaving or delaying an OGCD i.;e Quickreload/GaussRound or anything when it comes time to put GB back on you suffer a loss greater than the lackluster gain. People mention static buffs for overheat but I'd rather it just last longer. When you consider what it (might be) supposed to have replaced in our B4B, HE, and RS, it lasts way too short to compete with any of those buffs while also being woefully ineffective besides.

    Like I want to think that overheat was made exclusively to be capitalized on by wildfire but it might just exist as a mess up prevention mechanic, which is why it gives a marginal DPS gain like if you accidentally overheated during a wildfire or something.
    (0)
    Last edited by Elnidfse; 07-29-2017 at 03:36 AM.

Page 3 of 3 FirstFirst 1 2 3