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  1. #1
    Player
    Shiroe's Avatar
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    Apr 2014
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    870
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    FFlogs should show all dps (optional?) like Ifrit radiant shield.

    Like the extra crit damage from Drg Battle Litany from each party member should be added to the Drg personal dps on FFlogs (and not to the other players personal dps).

    Same for Ast balances too, the extra damage from balaces should be shown as Ast's personal damage.

    Same for all buffs. Maybe even calculate it for debuffs, if not too complicated.

    .. or atleast let there be an "option" too see such damags, ... in that case Drg would probably turn up "top dps" (especially if it could calculate the "debuff" too, and not just buffs. Even if the damage from the buffs & debuffs would be dependent on how the others play (like their uptime when getting buff from BL..)

    sure, some issues might occure (do speed buffs also get the same treatment, if calculatable at all? And buffs being added over buffs might be tricky to calculate too, lime BL + Balance + Embolden at the same time)

    ...

    if fflogs dps where show like that, pfs would not be fixated on increasing their personal dps with help from other "buff classes"

    or maybe classes like Drg would get more attention, since they are OP and maybe get a slight nerf or Sam a buff...

    (but imo Drg has become one imo the hardest melee if not dps to optimise at 70, might just be fair to let it be desired if its hard to mastr??.. imo Drg was once the easiest and mnk the hardest melee, they fully switched positions in SB)
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    Last edited by Shiroe; 05-07-2018 at 08:50 PM.

  2. #2
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Shiroe View Post
    FFlogs should show all dps (optional?) like Ifrit radiant shield
    Well we have another site for that.

    https://xivrdps.herokuapp.com/
    (0)

  3. #3
    Player
    Rokakerman's Avatar
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    Jul 2017
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    13
    Character
    Zeith Efrot
    World
    Phoenix
    Main Class
    Summoner Lv 70
    I am going to copy what someone else said regarding drg difficulty

    1.NIN combos are all 1-2-(345) while MNK is completely free flowing and SAM also has overlapped combos of 1-2-(34) and 1-5. All melee have a dot to maintain and debuffs as well, but DRG is the only one of them that has two unique three-step combos (5-step) to get to their damage actions. rather than making one decision for the current gcd every now and then, you\\\\'re making decisions for five gcds in the future every time you start a combo. That requires more forethought than any other melee dps just on gcds.
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  4. #4
    Player
    Rokakerman's Avatar
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    Jul 2017
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    13
    Character
    Zeith Efrot
    World
    Phoenix
    Main Class
    Summoner Lv 70
    2. off gcds. drg has a metric fuckton of them. our opener has 22 button presses in about 30 seconds (including 3+ double weaves). other openers are similarly complex, yes, but the big issue with drg difficulty compared to the others is that delaying any of your core ogcds can cause catastrophic rotation failure that ends up resulting in dropping 330 potency or more per mistake. the timer is easy to maintain, but managing it properly to enter life with gsk on cooldown is difficult for newcomers to the class. we don't have trick or what have you, but keeping b4b and ds on cooldown to have them align every 4m is tough, in addition to keeping all jumps on cooldown to keep eyes flowing and make sure every ds covers all 3 jumps plus both mirage dives.
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  5. #5
    Player
    HyoMinPark's Avatar
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    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Shiroe View Post
    FFlogs should show all dps (optional?) like Ifrit radiant shield.
    As Sunako said, we have a website that calculates rDPS gains from buffs like Radiant Shield, and adds them into personal DPS as a raid DPS contribution. It's a very handy little site, and I use it frequently. That being said, it would be nice for FFLogs to have rankings based on rDPS contribution, as well as a ranking for personal damage.

    Same for Ast balances too, the extra damage from balaces should be shown as Ast's personal damage.
    Back when Balance was +20% for single target, and +10% for AOE spreads, FFLogs used to have a "DPS with Balance" and "DPS without Balance" columns. Honestly, I think they should bring that back, because so many people are quick to point out how awesome a particular amount of pDPS is, and while they aren't wrong in saying that this SMN with nearly 8,000 DPS is great, they also don't take into consideration things like "That SMN also received 10 single-target Balances".

    Same for all buffs. Maybe even calculate it for debuffs, if not too complicated.
    The site Sunako linked also takes into consideration debuffs such as Disembowel (Piercing Resistance Down debuff), Foe's Requiem (because it's technically a boss debuff, since it increases a target's damage taken by 3%), and Trick Attack/Hypercharge (Vulnerability Up debuffs on a target).

    sure, some issues might occure (do speed buffs also get the same treatment, if calculatable at all? And buffs being added over buffs might be tricky to calculate too, lime BL + Balance + Embolden at the same time)
    The rDPS Calculator app considers all raid buffs, including Arrow (since you mentioned speed buffs; it will not count things that reduce a player's personal GCD that they apply, like MNK Greased Lightning or a BRD's Repertoire during Army's Paeon since that is a personally applied thing, and it does not help the raid). For the "buffs being added over buffs", the calculator shows the values the player contributed with their rBuff (excluding values they gained from it personally) and it also shows the amount they gained from other rBuffs. For example, a NIN's rBuff contribution shows Trick Attack for the other 7 party members (not including the NIN), and the calculator with show a "buffs received" that shows what the NIN gained from Embolden, Litany, BV, Hypercharge, Balance, Spear, Chain, Arrow, Foe's, etc..

    if fflogs dps where show like that, pfs would not be fixated on increasing their personal dps with help from other "buff classes"
    This would probably not go away. The entire concept of a META comp ("META" itself means the most effective tactical advantage, if I remember correctly) is to find the most advantageous team comp to provide the best optimization for parties that want to optimize. The most that would happen is that players would see things like: "Well, a DRG joined, but I see that he only uses Battle Litany once during openers; and his Disembowel uptime is pretty low, so we would rather have another DRG that has better buff management".

    or maybe classes like Drg would get more attention, since they are OP and maybe get a slight nerf or Sam a buff...
    What makes DRG OP is the contribution it gives to the raid if there is a physical ranged present. It's contribution is even more if both physical ranged are present, because Disembowel is such a skewed rBuff: ~300 rDPS contribution for one physical ranged, ~600 for both. Meanwhile, Trick Attack, while good, at ~800 total contribution seems large, it's divided between 7 players for slightly over 100 contribution to each player; Disembowel is nearly 3 times that for just one player.

    (but imo Drg has become one imo the hardest melee if not dps to optimise at 70, might just be fair to let it be desired if its hard to mastr??.. imo Drg was once the easiest and mnk the hardest melee, they fully switched positions in SB)
    I'd say DRG is equal in terms of optimization with MNK and NIN. All three of those melee are about even with regards to the difficulty they have in learning to Min-max. The hardest DPS jobs to optimize are actually BRD and BLM: BRD because you have to learn the best way to optimize your DoTs with regards to snapshotting, and there are so many different scenarios in which you clip early, you don't, you double snapshot during a buff's uptime, learning when to play Foe's because it should line up with important rBuffs and burst phases for the raid, learning how to use Refresh to extend Foe's offensively, learning how to not cast Foe's too much so that you personally lose damage, etc.; BLM because you need an intimate knowledge of fight to know where you can stand, when you have to make use of Aetherial Manipulation or Triplecast for movement, when you can eat damage with or without Manawall to lessen movement and not die from eating things, etc..
    (1)
    Last edited by HyoMinPark; 05-08-2018 at 01:09 AM. Reason: Typos and formatting
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  6. #6
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    Quote Originally Posted by HyoMinPark View Post
    "META" itself means the most effective tactical advantage, if I remember correctly
    There are different words but most mean the same:
    • Most Effective Tactic Available
    • Most Effective Tactical Advantage
    • Most Effecient Tactic Available
    • and more
    All center around the simple fact of using a composition with the highest gain for a fight, for FFXIV it's mostly the highest gain of rDPS, even if only a small percentile of the players could effeciently use the advantages of this specific composition.
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  7. #7
    Player
    HyoMinPark's Avatar
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    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Legion88 View Post
    There are different words but most mean the same:
    • Most Effective Tactic Available
    • Most Effective Tactical Advantage
    • Most Effecient Tactic Available
    • and more
    All center around the simple fact of using a composition with the highest gain for a fight, for FFXIV it's mostly the highest gain of rDPS, even if only a small percentile of the players could effeciently use the advantages of this specific composition.
    Thank you! I knew it had a couple different meanings, but I could only recall Most Effective Tactical Advatage.

    And I agree. A lot of people but a lot of stock behind "meta", but unless you know how to actually optimize as a team, it doesn't matter if you are running a meta comp. The truth is, is that a lot of people will run meta and think their numbers will magically get better; they don't realize all the stars (buffs) need to align to do so, as well as them be able to personally optimize their own jobs individually.
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  8. #8
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by HyoMinPark View Post
    Thank you! I knew it had a couple different meanings, but I could only recall Most Effective Tactical Advatage.

    And I agree. A lot of people but a lot of stock behind "meta".
    It's not just RDPS.

    Recovery options, defensive options, and so forth all play a part as well.

    This is my primary problem with the tool distribution at the moment. The damage disparity between a Cannon class like Samurai and Blamurai is too small to justify the suite of tools they lose out on for it. All of which seem to get stocked into the Ranged DPS role.

    Universal damage downs, interrupts, party damage boosts, partywide MP/TP restore, and not only sufficient but excellent damage contribution. Combine this with the fact that they are least hindered by movement, they are always capable of hitting the boss, and every penalty they had before was removed in Stormblood, and the 5% nerf on Disembowel felt like a token effort to offset this. Honestly, you could have kept it at 10% and frankly nothing changes.
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  9. #9
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    I personally think that the reason why we have ranged swiss army knives is because the numbers on paper mean a very different thing to the development team to what we experience. Tbf, we have no information on how they rate/rank these extra tools, but its also fair to say that its clear they under-appreciate most of them.
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    If you say so.

  10. #10
    Player
    HyoMinPark's Avatar
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    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Kabooa View Post
    It's not just RDPS.

    Recovery options, defensive options, and so forth all play a part as well.
    I addressed those:

    Quote Originally Posted by HyoMinPark View Post
    The truth is, is that a lot of people will run meta and think their numbers will magically get better; they don't realize all the stars (buffs) need to align to do so, as well as them be able to personally optimize their own jobs individually.
    The “individually” means “recovery options, defensive options, and so forth”. I apologize if that was unclear.

    Quote Originally Posted by Kabooa View Post
    every penalty they had before was removed in Stormblood
    If you’re referring to the damage penalty BRD/MCH had from singing/turret promotion, I agreed with those changes, because it’s silly to sacrifice 10% of your damage (more for MCH since the Autoturret functioned much like auto-attacks, so their loss was ~15% if I remember correctly) in order to assist your party. It was also a huge reason why you ran into BRDs that never sang, or MCHs that never used Promotion. Not to mention a BRD’s MP in ARR and HW could have been better spent on buffing casters/DPSing healers, since Foe’s was magic damage only back then.

    the 5% nerf on Disembowel felt like a token effort to offset this. Honestly, you could have kept it at 10% and frankly nothing changes.
    I have addressed this in many posts about Disembowel myself. If the developers want to break the meta, it starts with piercing.
    (0)
    Last edited by HyoMinPark; 05-08-2018 at 03:20 AM.
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