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  1. #1
    Player
    Reynhart's Avatar
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    Jul 2011
    Location
    Ul'Dah
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    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    (Yes, I'm aware that that largely defeats the point of using standard potencies if we have to not only compare them against buffs, but also base traits and roles, but... that's the direction they decided to go with as of SB. *Shrug*)
    "Maim and Mend" has been a thing since A Realm Reborn.
    (0)
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  2. #2
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,993
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Reynhart View Post
    "Maim and Mend" has been a thing since A Realm Reborn.
    Taking melee and tanks off of Increased Action Damage I/II/III has only been a thing since ARR. Same with capping Ranged at IAD2.

    It used to be everyone gets a flat +30%, thus potencies were even across the board (NIN via 20% on DB and 10% on poisons by the same level the rest hit 30% base).

    Now, Casters and healers get +30%, Ranged get +20%, and tanks and melee get +0%.

    ...Why? Why not just change the potencies themselves and save us the hassle of 3 currencies?
    (0)

  3. #3
    Player
    Reynhart's Avatar
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    Ul'Dah
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    4,605
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    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Taking melee and tanks off of Increased Action Damage I/II/III has only been a thing since ARR.
    Technically, Tanks never had "Increased Action Damage I/II/III". They had increase Vitality, which gave increased damage only for 2/3rd of Heavensward.
    And even then if was +Flat stats for melee, not %
    (0)
    Last edited by Reynhart; 10-17-2019 at 05:09 PM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,993
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Reynhart View Post
    Technically, Tanks never had "Increased Action Damage I/II/III". They had increase Vitality, which gave increased damage only for 2/3rd of Heavensward.
    And even then if was +Flat stats for melee, not %
    Every job had +stats, each over 3 increments. The flat buffs and percentile buffs have never been mutually exclusive; we each had both.

    Consider: Despite Aeolian Edge having higher potency than Full Thrust, it did less damage. Note that Ninja's Wasp Venom gave +5% damage originally, then Viper's Venom gave 10%, then both did, atop a Dripping Blades I/II modifier of 10/20% (yes, atop +Dexterity stat traits). This you can still find online, as neither entry has been used since and therefore have not been updated. Add to this the Slashing effect from Dancing Edge. Disembowel and Heavy Thrust, at +20/21% vs. that +40/43%, could not make up for Ninja's modifier. Yet, Full Thrust did more damage despite its slightly lower potency (350 vs 360 at the time). That means Lancer had to have its own base damage traits.

    And I don't think there's any way Monk could have competed against either of those at the 130 Bootshine, 150 Dragon Kick, 150 True Strike, 140 Twin Snakes, 180 Snap Punch potencies it had at the time if not for a similar Increased Action Damage trait. I'm looking for old databases for it, but as it shares a name with what the Ranged jobs still use, it's hard to find anything that hasn't been updated to check.

    And, again... Why? Why put a scalar on only half the roster?
    (0)

  5. #5
    Player
    Reynhart's Avatar
    Join Date
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    Ul'Dah
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    4,605
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    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Every job had +stats, each over 3 increments. The flat buffs and percentile buffs have never been mutually exclusive; we each had both.
    It wasn't a general rule. NIN had a trait to increase its Venom effect on top of Stat buff, but DRG did not, as it took the form of Piercing debuff, something you had to maintain. For example, without a NIN or WAR, 2.x PLD didn't have any passive damage buff at all, since Vitality didn't increase damage back then. Also, the slashing debuff did increase tank's damage, but had absolutely no effect on Equilibrium or Clemency.

    So, in the end, "100 potency" was never the same for all jobs, from the very beginning.
    Quote Originally Posted by Shurrikhan View Post
    And I don't think there's any way Monk could have competed against either of those at the 130 Bootshine, 150 Dragon Kick, 150 True Strike, 140 Twin Snakes, 180 Snap Punch potencies it had at the time if not for a similar Increased Action Damage trait.
    Monk has Grease Lightning to increase damage and speed to compensate for its low potencies. Even right now, they're way lower than NIN's or DRG's potencies.
    (0)
    Last edited by Reynhart; 10-17-2019 at 06:22 PM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.