Source: https://www.fflogs.com/statistics/17#boss=46
Another source with more data with more figures: https://www.reddit.com/r/ffxiv/comme...notes/dlbeths/
SMN complaints have never been about DMG, but more about its lack of fluidity and how playing it feels clunky. Similar to DRG complaints.
Last edited by Coatl; 08-08-2017 at 06:35 PM.
Excuse me, but what is the point of looking for that one specific instance where Summoner is better than normally?! Fights have different mechanics to them. Fights heavy in short-range AoE will lower melee DPS without affecting ranged DPS, for example. Similarly donut-shaped AoE's will do the reverse. Then there is the amount of dodging that affects cast times etc. That's why looking for specific fights at specific percentiles is just pointless.
What matters is the top and bottom, as in, the "I can't suck any more than this, so this is the minimum you'll get from me" and "I'm nigh perfect and this is the peak of my abilities" results, across the varied bosses that are relevant.
And that's this and this.
I'm pretty sure that the summoner complaints were about all sorts of things. It lacking fluidity and feeling clunky is a problem in how enjoyable it is as a class, but that have zero to do with raiding. Even the least enjoyable class with the worst possible fluidity would still be heavily used if it was simply a powerhouse. Damage is on the other end of the spectrum. That and utility is all that matters in raiding. A class that excels at these things will be heavily used, but that won't mean it will be popular outside of raids if it is not enjoyable.
So yes, people DID complain about damage AND the fact that the class is no enjoyable to play both. That's because it is a "DPS" with minimal utility. It should show greater numbers than utility-DPS like Ninja or Red Mage, because it doesn't offer much beyond in normal run (and no, Resurrection itself is something useful, but ideally it should never be needed).
Thanks for this. Some people don't understand the increase SMN has been given. Instead they say is a joke.At the moment, SMN is doing same DPs as BRD and MCH, with DoTs buff they should be doing same as NIN and RDM.
SMN average dps on 90th percentiles is 4,038.
NIN and RDM average dps on 90th percentiles is 4,147 and 4,167.
Image referance.
The difference is small, but only end game players care about it enough to call SMN shit and everyone else is following them blindly without understanding why.
Now if people are not happy with SMN playstyle that is a different story. But damage wise, it should be balanced now.
Cheers.
Why is everyone ripping on the SMN buffs. Obviously this was a quick fix and SMN does still have many issues. But what everyone is overlooking is that it's 10 potency PER TIC. That's 400 additional potency per minute. Not only does this help ST, it helps make Bane suck less too. You basically get an additional Deathflare worth of damage per minute.
http://na.finalfantasyxiv.com/lodestone/character/12116351/
Your picture shows there is 54 summoners and 777 red mages. It is not very accurate if there is 14x more red mages than summoners.
Source: https://www.fflogs.com/statistics/17#boss=46
Another source with more data with more figures: https://www.reddit.com/r/ffxiv/comme...notes/dlbeths/
SMN complaints have never been about DMG, but more about its lack of fluidity and how playing it feels clunky. Similar to DRG complaints.
Well. I think with these changes, I may finally step away from MCH. Don't get me wrong, these changes seem to be an overall DPS increase, but I'm one of the few who enjoyed 4.0 MCH a lot, who felt that it may need just some numbers tuning and less punishment, as the system seemed to punish itself. Instead now we have...this. If I wanted to have another build-up-to-super-mode DPS, I'll finish leveling up an RDM. I'll play around with it later, but...yeah, I think I'm gonna go back to my old main of bard.
Bit late to the party here, but that is not what the 'eyes' are about. For starters the gauge only has a single eye on it, which gradually opens. Each time you use Mirage Dive you attract the gaze of the first brood. The first brood was made up of 7 dragons, 3 of which are dead (Bahamut, Ratatoskr and Nidhogg), and 4 are alive (Hraesvelgr, Tiamat, Vrtra and Azdaja). When you have attracted the gaze of all 4 remaining dragons your own inner dragon power can be unleashed.
main changes i would like. reduce the need for life of the dragon to two eyes. (no dragon in this game has 4 eyes, lol kinda uhh, kinda pointless to mention but its a funny thought) So that you can perform your burst right away and then every minute afterwards, instead of having to wait an entire minute and a half to begin using nastrond, or at the very least, also factor in dragonfire to give an eye. i would accept that even at the cost of potency nerfs if they had to.
30sec DoTs only tick 10x. So its not 400 extra. <_< Its only 100 extra. 200 if you combine both DoTs.Why is everyone ripping on the SMN buffs. Obviously this was a quick fix and SMN does still have many issues. But what everyone is overlooking is that it's 10 potency PER TIC. That's 400 additional potency per minute. Not only does this help ST, it helps make Bane suck less too. You basically get an additional Deathflare worth of damage per minute.
In other words:
Old- 40 × 10(30secs) = 400
New- 50 × 10(30secs) = 500
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