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  1. #10
    Player
    MaraD_'s Avatar
    Join Date
    May 2019
    Posts
    290
    Character
    Hede Devaul
    World
    Mateus
    Main Class
    Fisher Lv 80
    Quote Originally Posted by Taranok View Post
    You know, if you made it dualcast and cost as much mana, or slightly less mana, as you'd get from dualcasting E.G. verthunder, it would start to be usable since it's still expensive (you're not really gaining resources) but usable (you're not really losing resources). It keeps your damage rolling but will still cost you.



    Just to correct you here, Scathe absolutely is a massive DPS loss. Your average fire 4 is 540 potency, Scathe is 100 with a 20% chance for 200 (so assume 120 for the sake of normalizing it). You lose 420 potency to use scathe once because you're directly competing with getting more fire 4s downrange. Even if you use it during UI, it's still delaying when you can get more fire 4s out.

    In a technical sense, it's costing you 1 GCD worth of average class potency to salvage at best 200 potency (usually 100), but costing you an extra fire 4 at worst, which would be a massive DPS loss because of how singularly strong Fire 4 actually is. Even if you factor in the loss of black/white mana from using Enchanted Reprise, it would still only be in the 300-500 potency range while still salvaging 220 potency. I don't know how much potency 10 black and 10 white mana constitutes towards the RDM burst combo, but it should be incredibly and directly comparable to Scathe in terms of overall potency loss.
    Im not comparing potency lost.
    Im comparing "cost".
    a BLM unable to land that extra fire4, due to movement, already lost the damage, regardless if they fill in the difference with scathe or not.
    The secondary cost of Scathe is the MP.

    If a RDM absolutely cant cast another spell, they too will lose potency for no spells cast (much less potency than a Fire4, obviously losing fire4 is drastic)
    BUT if they use reprise, they lose 20 mana.
    Which, in SB 1 mana is 4.5 DPS, and can go upwards of 9DPS per mana (if im remembering correctly, but i might not be)
    so thats anywhere between 90-180, depending on whats the correct number.
    BUT the actual value of mana has gone up, with another spell tacked onto the end of RDMs combo, since the spell also adds mana, and does more dmg than ver holy/flare in potency.
    (plus some other issues)
    So depending on when it lines up, it might be possible that it does 0 dps. (i forget how much dps reprise does off hand too.)
    (Someone suggested it was possible to do actual negative DPS, but i couldnt get info from that person, to know if they are correct or not)

    So in theory, whats the point of a skill, that doesnt do any dps at all? (IF, and a big IF, it does 0 DPS. I ve tried to do the math, but keep getting off numbers, because im not sure the best way to calculate it. someone elses number were much closer to the actual results, and so i was relying on their info for SB)

    Quote Originally Posted by LunarEmerald View Post
    Red Mage improvements I'd like to see:

    - Buff the potency of enchanted reprise so that it becomes your go-to whenever you're moving and you have no ogcd or dual cast available.

    - Give corps-a-corps an additional charge so Red Mage can have a gap closer that isn't just used for their combo. The cooldown is too long to be used for anything but.

    - Buff engagement to 200 potency so jumping back isn't always preferred. Let displacement be an option to quickly jump away, not something we're forced to use for maximum dps. Let it be a choice.

    - Reduce all MP costs by 20% to go back to the same MP cost ratio we had in StormBlood. Except verraise, leave that as is.

    Do those changes and the job would be nearly perfect imo.
    I mostly hit like for the reprise.
    I actually disagree with the disengage, not because i dont want it, but because RDM was designed to have a "different" skill set. Its easier to play, but does have the unique factor of being the only DPS that has to try and fit in a jump back, to maximize its DPS. Its part of its uniqueness, and its easy playstyle easily makes up for it. (plus i personally find it extremely easy to work with, but maybe im just used to it. I can tell if i have enough room or not, w/o having to test it 1st. my raid group was always saying it was so daring in tight spots, but im like, nope, imma do et!)
    (1)
    Last edited by MaraD_; 07-27-2019 at 10:25 AM.