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  1. #1
    Player
    Maeka's Avatar
    Join Date
    Apr 2014
    Posts
    1,281
    Character
    Maeka Blazewing
    World
    Cactuar
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by althenawhm View Post
    Having more DoTs is just plain more damage, I dont care how you feel about it.
    Scenario one:

    Cast 1 DoT that does 500 damage over 10 seconds, and cast 3 Stones that do 500 damage each = 2000 damage over 10 seconds.

    Scenario two:

    Cast 0 DoTs, and cast 3 Stones that do 667 damage each = 2001 damage over 10 seconds.

    Imaginary Numbers obviously used for theory purposes, but surely you see what I mean? Getting rid of the DoTs and buffing your direct damage results in about the same damage output while getting rid of buttons that feel meaningless.

    A lot of times, Aero III felt so useless because mobs were oftentimes dying before even half of the debuff cycled which means that it only did half of its potential damage and it was a spell with a cast time, to boot.

    EDIT: As for the potencies of Cure and Assize, maybe it's because of how damage is taken or something, it just felt more powerful. That, or we had gotten used to doing nothing but Cure2 spam that I'd forgotten how good Cure 1 actually was? Either way, tossing out more Cures seems better now. That, or there's a passive bonus to incoming healing for tanks or something, maybe? Not sure. I don't remember Cure crits doing almost half of a tank's health at Lv68 before.
    (1)
    Last edited by Maeka; 06-29-2019 at 02:49 AM.

  2. #2
    Player
    Knoahl's Avatar
    Join Date
    May 2013
    Location
    Limsa Lominsa
    Posts
    210
    Character
    Teah Bloodwrath
    World
    Ragnarok
    Main Class
    Arcanist Lv 71
    Quote Originally Posted by Maeka View Post
    Scenario one:

    Cast 1 DoT that does 500 damage over 10 seconds, and cast 3 Stones that do 500 damage each = 2000 damage over 10 seconds.

    Scenario two:

    Cast 0 DoTs, and cast 3 Stones that do 667 damage each = 2001 damage over 10 seconds.

    Imaginary Numbers obviously used for theory purposes, but surely you see what I mean? Getting rid of the DoTs and buffing your direct damage results in about the same damage output while getting rid of buttons that feel meaningless.

    A lot of times, Aero III felt so useless because mobs were oftentimes dying before even half of the debuff cycled which means that it only did half of its potential damage and it was a spell with a cast time, to boot.

    EDIT: As for the potencies of Cure and Assize, maybe it's because of how damage is taken or something, it just felt more powerful. That, or we had gotten used to doing nothing but Cure2 spam that I'd forgotten how good Cure 1 actually was? Either way, tossing out more Cures seems better now. That, or there's a passive bonus to incoming healing for tanks or something, maybe? Not sure. I don't remember Cure crits doing almost half of a tank's health at Lv68 before.
    Emphasis on the felt, that's the point it was more enjoyable it flowed well, and Aero 3 was very potent in dungeon pulls. Fluid Aura being just a bind now is tragic as well just make it what it was in ARR.
    (7)