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  1. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raven2014 View Post
    Not true. When I'm raiding, I'm very good at mechanic in raid. Because every time a mistake is made in raid, I got punished for it, either I gonna die myself or I gonna wipe the party, both equivalently undesirable outcome. If I don't know my rotation, I will hit enrage, so I have to become good at what I do, there is no choice. In dungeon though, like I said the "if it doesn't kill me I don't have to move" prevail. Why should I move out of that AOE, or get way from that proximity marker if I gonna hit for 33% of my health anyway even if I'm in it or near? Why do I have to try and stack with the group for stack marker, when I know as long as two people in there, it only gonna hit them for 50% HP?

    I do believe people learn best via re-enforcement. You can't teach people to avoid AOE by just putting a bunch AOE in the fight for them to 'practice'. In fact, it's actually counter productive to the goal. Because if every time someone got hit with an AOE and it doesn't do anything serious to them, the behavior you're reinforcing is "I don't have to dodge this, does nothing to me anyway", you're not training people to avoid AOE, you're actually training people to stand in it. Now, all you need to have is 1 AOE in the fight, but if they get hit, they die. You'll be surprise how fast people will make a conscious afford on their own even without the pushing of others to NOT stand in that AOE next time.
    Right. It wasn't optimal there. But when it doesn't kill you, and you can complete a task or end a fight more quickly -- lost healer DPS included -- by just taking that damage in order to keep dealing damage of your own, then that is the "good play". And this will continue into Savage raiding, even, such as when using Veil and Feint not to flee from Doomtrain's proximity damage knockback, propping yourself up with one of the ghost squares.

    It's not just a matter of what you can survive; it's a matter of what you can get away with in terms of throughput and what's worth more. And more damaging effects, by themselves, don't teach that. It's a start, but it needs more.
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    Last edited by Shurrikhan; 03-07-2018 at 03:53 PM.