Got to love the people who think they know better than the people that have been making the game for 6(?) years. Trust me if you thought of it so did they and it ether didn't work or wasn't what they wanted for the job


Got to love the people who think they know better than the people that have been making the game for 6(?) years. Trust me if you thought of it so did they and it ether didn't work or wasn't what they wanted for the job




While I don't agree with the thread at all, there are plenty of things already that the devs have done wrong and then had to fix later (i.e. Removing MP cost from Foul), some after players requested it.



They are noT perfect, a reasoN for that is the CONSTANT job balance every patch. And I play video games my whole life, I'm more than capable to know whats fun or not. Or what, now we need to study Harvard to be able to suggest something? Get real.

I will answer yes Shougun, make it have that parallel feeling just like the single target rotation.I imagine it is this way, in part, for visual clarity. Big flower looking better blooming out from your destructive thunder and wind, vs it blooming and being visually clogged with an element instantly afterwards.
Aside from that it also allows them to give the larger mana gain (7) in the first step, which could lead to some changes in how things fold out.
Is the main reason on why you want to change it so it has that parallel feeling to the rest of the kit? (Jolt -> Elements, Impact -> Elements, rather than what it is now which is a bit flipped compared to single target).

I love the SCATTER-SCATTER spam...lol...Scatter->VerThunder/Aero would have worked too.I'll have to actually play it to be sure of how it feels, my main issue right now is in the spells themselves:
Right now we have Verfire and Verstone for our short-cast elemental spells and Verthunder and Veraero for long-cast single target. Now Verthunder (II) and Veraero (II, I guess) are our short-cast AoEs...so where the heck and Verblizzard and Verwater?? RDM still has a large hole where those elements are concerned.
As an aside, I wanted RDM AoE to be more interesting than Scatter spam, specifically using a similar Scatter -> VerAoE mechanic... shows the devs DO listen lol
I also agree with you about the lack of the other elements
VerBlizzard & VerWater could have been the AOEs.

I know, same here. I'm on ps4, so i kind of practicing in my head the aoe rotation with controller

No one was applying that we know better then the DEV Team. I was just given my opinion & my feeling. Agree or disagree this what the forums are for, to create topics for people to discuss & express themselves on certain aspects of the game.
Last edited by Nighthawky2010; 06-03-2019 at 06:53 PM.

Totally agree with you Leo!!





This comment intrigued me so I did some maths. Each of the following scenarios assume you will use a Verfastspell if you have one Ready.
Verslowspells are 310 potency and 11 mana, with a 50% chance to proc Verfastspell Ready. The difference between a Verfastspell and Jolt is 90 potency and 3 mana, so let's attribute half of this to the Verslowspell. This means that when alternating with Jolt, a Verslowspell has an expected potency of 355 and an expected mana generation of 12.5.
Jolt(180, 6) >> Verslowspell(355, 12.5) => 535, 18.5
or 267.5 potency and 9.25 mana per GCD
The difference between a Verfastspell and a Verareaspell vs two targets is 30 potency and 2 mana. Again, let's attribute half of this to a Verslowspelll. This means that when alternating with a Verareaspell vs two targets, a Verslowspell has an expected potency of 325 and an expected mana generation of 12.
Verareaspell(240, 7) >> Verslowspell(325, 12) => 565, 19
or 282.5 potency and 9.5 mana per GCD
Pretend for a moment that Scatter/Impact are the fast AoE spells instead. The difference between a Verfastspell and Scatter vs two targets is 30 potency and 3 mana. This means that when alternating with Scatter vs two targets, a Verslowspell has an expected potency of 325 and expected mana generation of 12.5.
Scatter(240, 6) >> Verslowspell(325, 12.5) => 565, 18.5
or 282.5 potency and 9.25 mana per GCD
So for what it's worth
- up through Lv61 (as long as Jolt is Jolt 1)
- and against exactly two targets
- and ignoring Acceleration and Embolden
- and ignoring other jobs' actions that might make one mob take more damage than another
the optimal spell rotation is alternating Verareaspell>Verslowspell, replacing Verareaspell with Verfastspells that proc. If Scatter/Impact were the fast spell and the Verareaspells were slow spells, the spell potency per GCD would be the same but the expected mana generation would be 1 less every 4 GCDs.
NOTE: I'm not making any judgments here as to quality of development decisions. I'm just saying what the maths say given the data we've been given.
Last edited by Rongway; 06-01-2019 at 05:00 PM.
Error 3102 Club, Order of the 52nd Hour
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