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  1. #11
    Player
    ForteNightshade's Avatar
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    Oct 2013
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    Limsa Lominsa
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    3,671
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Akiudo View Post
    the point wasn't if you had to adjust a strategy around one player, my point was that with very few exceptions it makes no difference if you do adjust it for 1 or for 2 players.

    the moment you got 1 player you will want to do it unless its a really really sucky thing to do. this one player you WILL want, you would even want him when at the absolute top end dps between physical ranged and melee was identical because again 1% buff+melee lb, so if you do the uptime strat for 1 player it will barring a few exceptions not put extra pressure on you for doing it for 2 players, which is completly besides the point there really isn't much reason to encourage double melee any more than it is to encourage double caster or double physical ranged so with "1 space taken, doesn't really matter how sucky they design the fight" there really doesn't need any sort of big gap for melees unless literally every fight sucks for melee. melees having a harder time to reach the same numbers on certain fights and alternatively falling behind while still pulling ahead on a more static fight is not an imbalance, it is proof that certain classes excel in certain situations.(and by the logic that uptime strats are so bad they would also need to be above the casters as they at least generally don't require much group adjustments)
    If you're adjusting for two players, it naturally will have higher results which encourages a different strategy. When it's only a single job, people will be far less likely to bother. Once again, look at any fight in previous tiers that were not melee friendly or involved taking higher damage for uptime. A lot of people wouldn't accommodate since it doesn't benefit them enough to matter.

    In fact, lets look at Ultimate. Bard is so strong in TEA at the moment, it's already better to bring three range and drop a melee. If the range were buffed to the point of dealing comparable damage to the melee, they'd be straight up better to the point the 1% may not be enough to keep even one of them, let alone two. This is where the issue lies. While they may not utilize mobility as often as some Range players would prefer, when they do, it's a distinct advantage the melee do not have. Even if it doesn't lead to you dealing more damage individually, you're allowing the melee to stay on the boss whereas they would otherwise be forced to disengage. For example sake, lets say Bard did 100~ less than Dragoon in the aforementioned Alex raid. It isn't now just excelling, it's rendered Dragoon completely worthless. The sheer downtime and lost positionals would make their damage gap huge.

    But lets move away from Ultimate because Final Omega is another example. You weren't bringing a Dragoon to that fight because it was powerful. You brought it because it made Bard into a monster. Were Piercing not a thing back in Stormblood, you wouldn't have brought one. And if Machinist were pulling Samurai numbers... you probably wouldn't bring a melee to O12S, period. The 1% would be made up through not having any downtime loses.

    This also doesn't cover Tactician, Samba and Troubadour are much better than Feint.

    Simply put, by moving the Range to equal the damage melee deal. They now have an advantage with zero drawbacks. No catered strategies, no positionals, nothing. They're now just better. As I've said numerous times, the current gap, is indeed, too wide. But there need to be one.
    (1)
    Last edited by ForteNightshade; 11-21-2019 at 09:47 PM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  2. #12
    Player
    Akiudo's Avatar
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    Sep 2015
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    514
    Character
    Narumi Akiudo
    World
    Alpha
    Main Class
    Bard Lv 90
    Quote Originally Posted by ForteNightshade View Post
    If you're adjusting for two players, it naturally will have higher results which encourages a different strategy. When it's only a single job, people will be far less likely to bother. Once again, look at any fight in previous tiers that were not melee friendly or involved taking higher damage for uptime. A lot of people wouldn't accommodate since it doesn't benefit them enough to matter.
    if its easy people will accomodate, if its hard they won't , you telling me you really think people wouldn't bother for a 1% buff+~1% percent for having the melee lb ? (yes, there are fights where you would probably use a ranged lb, but generally melee lb is the most universal by far) what is true is that if it costs the melee 200 dps if the group just doesn't bother with uptime strats than maybe that may happen, people would not bother with uptime strats (again, if they are hard) but what would that really do ? you would still take 1 melee and if uptime strats fall into the realm of "okay, not really complicated" like they do now you would do them for half a melee even, if they are more like "damn, thats hard" you would have to take a look at how hard it is, and what it offers you if you do it, both of these are true, however the solution to have the melees stronger on a level they will break even if you simply don't bother, to pre grab your own sentence, :they now have an advantage (higher potential if the group can be bothered) with zero drawbacks (even if the group doesnt give a f... they will break even)

    Quote Originally Posted by ForteNightshade View Post
    In fact, lets look at Ultimate. Bard is so strong in TEA at the moment, it's already better to bring three range and drop a melee.
    first things first, yes, bard is so powerfull that the world first group, and having checked only 5 other logs it at least seems like only the world first group did take 2 casters, bow down to the power of bard indeed, its a terrible world where 3 ranged (not 3 or even 2 physical ranged, 3 ranged in total) ever be a viable option over 2 melee). Also bard is only powerfull because it gets way more out of having a constant 2 targets than most other classes, one could easily buff bards single target capabilitys while keeping or even nerfing its 2 target aoe potential

    Quote Originally Posted by ForteNightshade View Post
    If the range were buffed to the point of dealing comparable damage to the melee, they'd be straight up better to the point the 1% may not be enough to keep even one of them, let alone two. This is where the issue lies. While they may not utilize mobility as often as some Range players would prefer, when they do, it's a distinct advantage the melee do not have. Even if it doesn't lead to you dealing more damage individually, you're allowing the melee to stay on the boss whereas they would otherwise be forced to disengage. For example sake, lets say Bard did 100~ less than Dragoon in the aforementioned Alex raid. It isn't now just excelling, it's rendered Dragoon completely worthless. The sheer downtime and lost positionals would make their damage gap huge.
    pray tell which mechanic forces more then 2 dps players to disengage in a way having a second phys ranged allows the 3rd (or 4th) player to keep uptime that wouldn't be handled just aswell with any phys ranged/caster combo ?

    Quote Originally Posted by ForteNightshade View Post
    But lets move away from Ultimate because Final Omega is another example. You weren't bringing a Dragoon to that fight because it was powerful. You brought it because it made Bard into a monster. Were Piercing not a thing back in Stormblood, you wouldn't have brought one. And if Machinist were pulling Samurai numbers... you probably wouldn't bring a melee to O12S, period. The 1% would be made up through not having any downtime loses.
    "you brought dragoon because it buffed bard" yea well so ? i'm not saying you are wrong in that, but that only means bard in stormblood was op (potentially i would rather say the crit synergy meta was op, but thats a different discussion), that may very well be true, i just don't see what it adds to the discussion, bard in stormblood had a lot more going for it than just damage. also in your own example funnily enough you would have brought a dragoon to buff the "samurai numbers" pulling mch but thats also the point, dragoon was balanced around buffing 1 physical ranged while physical ranged where worthwhile on their own, that let to people realizing if you take 2 physical ranged the group dps reaches unexpected heights (which currently fflogs would actually attribute to the dragoon, you are basically arguing that dragoon got to strong by buffing the physical ranged).

    also lets act like there where only 2 fights in the game, for simplicitys sake if nothing else. no one in their right mind expects any physical ranged to pull ahead of blackmage on voidwalker, but what you offer with "o12s was soooo melee unfriendly" is only the most extreme counter point, if samurai where equal in some "general movement level" fight to mch than that would end in samurai indeed falling behind in a melee unfriendly fight, it would however just as much mean a fight like voidwalker would still favor the melee. only saying "oh, but what if theres a melee unfriendly fight like o12s" is like the physical ranged complaining about the dps gap on voidwalker instead of the "all fights" metric

    Quote Originally Posted by ForteNightshade View Post
    This also doesn't cover Tactician, Samba and Troubadour are much better than Feint.
    and mantra (yes the current 10% mantra) is better than natures minne, can we please nerf monk ? i'll give you that feint is definitely the short end of the stick as far as damage reduce cooldowns go but if we go down that route than where is the caster penalty for addle being better than feint ? because it is, the whole reason feint sucks is that it doesn't work on most stuff (all the stuff addle does work on) also as they don't stack the value of a second tactician etc is strongly diminished, yes there are obviously situations where you can get use out of it more than once every 2 minutes but most of the time theres the one time you want 3 or 4 different kinds of damage reduce skills stacked (in which situation a second tactician etc. would be worthless) or you want to split up damage reduce skills for several mechanics in a row (think quietus) but in that situation you will rotate through the group cooldowns in a way that works anyway, best a second tactician would offer you their would be that you can completly overcompensate 1 or 2 aoes that go off. which isn't nearly as usefull as it may look as it pretty much doesn't matter if someone is down to 10 or 20% as long as the person is still standing and gets his dose of cure 3s before the next attack happens. mind you i'm all for changing feint, i dunno make it 5% on everything with 60 second cd or whatever.

    Quote Originally Posted by ForteNightshade View Post
    Simply put, by moving the Range to equal the damage melee deal. They now have an advantage with zero drawbacks. No catered strategies, no positionals, nothing. They're now just better. As I've said numerous times, the current gap, is indeed, too wide. But there need to be one.
    and as we are still talking actual fights, not training dummies that still isn't true. again, i know its only the 3rd time i say this but "catered strategies" you at least WANT to do for the first melee allready, you can't attribute something you do anyways as a drawback of taking a second melee, its a drawback of taking any melee but taking that one square encourages you with a 1% mainstat buff aswell as melee lb (and in that case it really is a 1% buff, not a "if we deduct the damage the phys ranged does less than a caster then we as a group still gained 0,1% dps, horray"), right now people are taking physical ranged with them to in the end have 100 group dps extra compared to taking a second caster, while they do uptime strats for their melees. the notion that people would refuse to do "easy" uptime strats for anything in the range of 700-900 dps is just silly, saying "but they won't do them for the harder fights" just means that this should be the fights where the physical ranged in fact shine and excel while fights like voidwalker are the fights where the melees should hold some lead which would than average out while looking at the all fights metric.
    (0)
    Last edited by Akiudo; 11-21-2019 at 11:27 PM.

  3. #13
    Player
    ForteNightshade's Avatar
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    Oct 2013
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    Limsa Lominsa
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    3,671
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    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Akiudo View Post
    if its easy people will accomodate, if its hard they won't , you telling me you really think people wouldn't bother for a 1% buff+~1% percent for having the melee lb ? (yes, there are fights where you would probably use a ranged lb, but generally melee lb is the most universal by far) what is true is that if it costs the melee 200 dps if the group just doesn't bother with uptime strats than maybe that may happen, people would not bother with uptime strats (again, if they are hard) but what would that really do ? you would still take 1 melee and if uptime strats fall into the realm of "okay, not really complicated" like they do now you would do them for half a melee even, if they are more like "damn, thats hard" you would have to take a look at how hard it is, and what it offers you if you do it, both of these are true, however the solution to have the melees stronger on a level they will break even if you simply don't bother, to pre grab your own sentence, :they now have an advantage (higher potential if the group can be bothered) with zero drawbacks (even if the group doesnt give a f... they will break even)
    Thank you for proving my point? The examples I gave you are fights where uptime meant more work for the rest of the group. With only one player, you're now having to convince seven others to accommodate one. Not to mention, some uptime strategies require additional healing; O10S comes to mind. Two melee can compensate for that loss due to their innate higher damage output. That wouldn't necessarily be true for one. And melee lost far more than 200 DPS in O12S. There's a reason Ninja and Dragoon were dead last in that fight. As for the LB, you aren't factoring in just how significant a buff this would be to the range. We're talking over 1,000 rDPS added to all three of them. Considering TEA Bard already catches up to the melee, giving them an extra 1,000+ rDPS would make them vastly superior. Would it be enough to knock melee out entirely? It's certainly be up for debate. What would happen is that fourth slot is always Caster or Range. So you've essentially shifted the problem of always taking two melee to never taking two melee. If the idea is to open that slot up to more variety, this isn't how you accomplish that.

    first things first, yes, bard is so powerfull that the world first group, and having checked only 5 other logs it at least seems like only the world first group did take 2 casters, bow down to the power of bard indeed, its a terrible world where 3 ranged (not 3 or even 2 physical ranged, 3 ranged in total) ever be a viable option over 2 melee). Also bard is only powerfull because it gets way more out of having a constant 2 targets than most other classes, one could easily buff bards single target capabilitys while keeping or even nerfing its 2 target aoe potential
    Yes, because we all know this game easily lets you gear a second role and everyone can switch roles without any difficulty. People had no way of knowing how strong Bard and Summoner were going to be until they actually got in the content. And asking your melee player who may not even play a range to suddenly swap isn't going to have good results. Now if the range saw a 1,000+ buff come 5.2 to match the melee, you'd see a very different trend. As for viability. They already are. What you're asking for is such an enormous buff to three jobs that would make taking two melee a straight up liability.

    pray tell which mechanic forces more then 2 dps players to disengage in a way having a second phys ranged allows the 3rd (or 4th) player to keep uptime that wouldn't be handled just aswell with any phys ranged/caster combo ?
    Hello, World? The uptime strat requires much more precision, puts more stress healing and the melee lack any way to help mitigate the damage. All of phase two TEA is forced melee downtime and positional loses at varying points. The only melee somewhat able to mitigate this is Monk due to Riddle of Earth. That's just two more recent example. I'll be the first to admit, Eden doesn't do much of anything to utilize mobility. But that's more an issue with their encounter design this tier.

    "you brought dragoon because it buffed bard" yea well so ? i'm not saying you are wrong in that, but that only means bard in stormblood was op (potentially i would rather say the crit synergy meta was op, but thats a different discussion), that may very well be true, i just don't see what it adds to the discussion, bard in stormblood had a lot more going for it than just damage. also in your own example funnily enough you would have brought a dragoon to buff the "samurai numbers" pulling mch but thats also the point, dragoon was balanced around buffing 1 physical ranged while physical ranged where worthwhile on their own, that let to people realizing if you take 2 physical ranged the group dps reaches unexpected heights (which currently fflogs would actually attribute to the dragoon, you are basically arguing that dragoon got to strong by buffing the physical ranged).


    also lets act like there where only 2 fights in the game, for simplicitys sake if nothing else. no one in their right mind expects any physical ranged to pull ahead of blackmage on voidwalker, but what you offer with "o12s was soooo melee unfriendly" is only the most extreme counter point, if samurai where equal in some "general movement level" fight to mch than that would end in samurai indeed falling behind in a melee unfriendly fight, it would however just as much mean a fight like voidwalker would still favor the melee. only saying "oh, but what if theres a melee unfriendly fight like o12s" is like the physical ranged complaining about the dps gap on voidwalker instead of the "all fights" metric
    Yet you want a 1,000+ buff to Bard. How wouldn't that lead to it being overpowered again? At least against the melee. What it adds is a prime example of a fight not being melee friendly leading to wipe gap in damage between said melee and the range. Dragoon was never balanced around buffing the range. The dev team outright acknowledged they didn't consider Dragoon at all when factoring Bard and Machinist's damage. Which is what caused them so many problems with piercing. You also kind of defeated your argument because, once again, this whole point is supposedly about the fourth DPS slot being open to variation. Stormblood Dragoon was almost mandatory. No self-respecting Range player wanted to play without one and reee'd very loudly about it.

    The difference between a non-melee friendly fight and something like Voidwalker in this hypothetical is the range would always come out ahead. For simplicity sake, lets say both Machinist and Samurai did 16,000. In a uptime fight like Voidwalker... they'd both parse even. In a fight like O12S, Machinist's damage would remain unchanged but Samurai would fall behind. Basically, only one role is ever at a disadvantage. This is precisely why the Range cannot have entirely free mobility and to equal damage. A slight buff to push the gap closer would make the Range more competitive but not straight up superior in downtime heavy fights.

    and mantra (yes the current 10% mantra) is better than natures minne, can we please nerf monk ? i'll give you that feint is definitely the short end of the stick as far as damage reduce cooldowns go but if we go down that route than where is the caster penalty for addle being better than feint ? because it is, the whole reason feint sucks is that it doesn't work on most stuff (all the stuff addle does work on) also as they don't stack the value of a second tactician etc is strongly diminished, yes there are obviously situations where you can get use out of it more than once every 2 minutes but most of the time theres the one time you want 3 or 4 different kinds of damage reduce skills stacked (in which situation a second tactician etc. would be worthless) or you want to split up damage reduce skills for several mechanics in a row (think quietus) but in that situation you will rotate through the group cooldowns in a way that works anyway, best a second tactician would offer you their would be that you can completly overcompensate 1 or 2 aoes that go off. which isn't nearly as usefull as it may look as it pretty much doesn't matter if someone is down to 10 or 20% as long as the person is still standing and gets his dose of cure 3s before the next attack happens. mind you i'm all for changing feint, i dunno make it 5% on everything with 60 second cd or whatever.
    Mantra is an outlier given it's the only melee unique utility that isn't damage related. It really should have been axed but that's another topic. And you're really underselling how valuable two Addles or 10% shields are. That's an extra free mitigation. In a scenario where the Range match the melee in damage, why wouldn't you want more utility with no trade off? This tier of Savage doesn't make the best use of it given how... low damaging some of the fights are. But free mitigation is free.

    and as we are still talking actual fights, not training dummies that still isn't true. again, i know its only the 3rd time i say this but "catered strategies" you at least WANT to do for the first melee allready, you can't attribute something you do anyways as a drawback of taking a second melee, its a drawback of taking any melee but taking that one square encourages you with a 1% mainstat buff aswell as melee lb (and in that case it really is a 1% buff, not a "if we deduct the damage the phys ranged does less than a caster then we as a group still gained 0,1% dps, horray"), right now people are taking physical ranged with them to in the end have 100 group dps extra compared to taking a second caster, while they do uptime strats for their melees. the notion that people would refuse to do "easy" uptime strats for anything in the range of 700-900 dps is just silly, saying "but they won't do them for the harder fights" just means that this should be the fights where the physical ranged in fact shine and excel while fights like voidwalker are the fights where the melees should hold some lead which would than average out while looking at the all fights metric.
    How isn't it true? The aforementioned Machinist matching Samurai and Black Mage damage has no cast bar and no uptime requirement. They can hop around like a mad fool and won't hamper themselves at all. Regardless, you aren't reading what I'm saying. With only one melee, it becomes less encouraging to bother with uptime strategies or catering since it's only one player benefiting now. With two, the loss is doubled. So it's that much more noticeable. Now obviously groups will still optimize at the higher levels but considering how few people do uptime strategies now with two melee. What makes you think they'd be accommodating with one in a scenario where Dragoon and Bard deal the same damage? As for your example? Where did I remotely apply people wouldn't do uptime for a 900 damage loss? Not only is that pulled from nowhere, it's comically extreme. Granted, in TEA, that would be roughly around how much better your hypothetical Bard would be over Dragoon. And that's even with uptime strats.

    What it boils down to is free mobility is still an advantage with the trade off being less damage. That trade off is too one-sided at the moment, especially given how this Savage tier made little use of mobility. But that's an encounter design issue.
    (1)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  4. #14
    Player Doozer's Avatar
    Join Date
    Aug 2013
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    Eureka Orthos
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    2,007
    Character
    Gunnar Mel'nik
    World
    Diabolos
    Main Class
    Bard Lv 90
    Quote Originally Posted by CKNovel View Post
    I don't know what game you're playing but average content would mean Leveling Dungeon. Endgame normal content would be normal raid where DPS doesn't matter. DPS only matters in savage and ultimate content.
    Clearly there was a miscommunication. When I said 'average' content, I meant everything from trials, dungeons, alliance raids, and normal raids. Everything except savage and ultimate. Not just 'leveling dungeon'. How is that considered the only 'average content'?
    (0)

  5. #15
    Player
    Akiudo's Avatar
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    Sep 2015
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    514
    Character
    Narumi Akiudo
    World
    Alpha
    Main Class
    Bard Lv 90
    Quote Originally Posted by ForteNightshade View Post
    snip
    really cant be bothered to multi quote if you basically only ever answer half the point i make while ignoring the other half so again, Bard being op is the reason they went 1 bard+2 casters ? you're gonna have a hard time convincing me of that. and btw, if you do look at the actual TEA logs bard is still a good 900 dps behind the top (completly ignoring summoner here) even after the first two phases are basically doing everything possible to bend over backwards to bards advantage and thats allready including "all of phase 2 being forced melee downtime" .

    btw i allready stated that you could easily buff bards single target while keeping his 2 target capabilitys the same or even nerfing them, bard is only strong at 2 targets because reportoire can procc for every dot and you can exchange burst shot/refulgant arrow for quick nock, nerf quick nock by 20, make it so every dot can only procc reportoire once (get checked on server time so cant be that hard to do), maybe make it so the dots only do 90% if they are one 2 targets and 80% on 3 upwards (all dots, thats assuming the game cant differentiate between when the dots where applied, otherwise just use the general aoe falloff), in exchange give bard something like bane and change quick nock from that stupid cone to a "real" aoe so you can actually hit 8 enemies when there are 8 congrats, you now nerfed bard 2 mob capability while doing nothing for its single target so you can get to buffing that.

    on square "forgetting" to put piercing in the damage equation for bards on mch, if they really said that than that is on square, i still don't see how i defeated my own point here, i flat out admitted that stormblood phys ranged may very well have been overpowered, just that stormblood phys ranged not only had melee damage levels (and they had, if you included the buffs they offered), they also had WAY better support than they have now at the same time, i still don't see what phys ranged being overpowered in stormblood if they offer the most damage AND have things like dismantle and refresh have to do with keeping their damage lower than ever AFTER taking away nearly all their support (real support, not group dps buffs)

    also why say that if they were equal in voidwalker, having "the same damage" the ranged would dominate in other fights ? no one ever asked for that, no one ever said "i want the physical ranged to beat out melees on a training dummy", no one ever asked for equality on voidwalker so why bring it up ?. what people ask for is if say a normal fight, which is not voidwalker as that is mostly a training dummy the gap between the phys ranged and the melee is 300 dps closer than it is on voidwalker than give the melee that 300 dps on voidwalker so on a "normal" fight they end up equal, even though the melee would have been higher if there was no downtime or missed positional do to mechanics or whatever., this would simply mean that on a more extreme fight as far as melee friendliness is concerned the phys ranged would pull ahead, yes, but it would also leave them below in extremly melee friendly fights while meeting at around the same in a "average" fight., also while you should balance around the top that doesnt mean the literal top 1 player of every class, you balance around the 90-95% range and with that still have room for a melee to be actually 300 dps ahead on a 99 parse compared to a physical ranged 99 parse because the 99 parse trys where the ones where the melee actually didn't have to deal with any downtime or whatever because the fight just worked out nicely or the group really went the extra mile. (and yes, literally every class gains around 200-300 dps on the physical ranged going from 95-99 parses for that very reason)

    and for the record, the 700-900 dps is the encouragement square offers you to take ONE melee, if you want to do uptime strats or not, there is zero reason to encourage a second melee any more than a second caster or physical ranged, you got 4 slots and a buff clearly designed to make you take one of each role, so 1/1/1+last slot free, all i ever said is having a second melee is with few exceptions not worse than having one, and you will have one. will there be few exceptions where having 2 actually is worse than having one ? sure, that would be the fights were uptime tactics actually are enough extra work you won't just do them anyways and may simply skip on them when you only take one melee, that would also be exactly the fight where the phys ranged could actually shine in exchange for falling behind in fights like voidwalker. lastly, the whole "they can hop around and wont hamper themselves" argument is again balancing around class difficulty, not group effort which is "bad" for several reasons not the least being subjectivity aswell as the question where to draw the line, unless you wanna argue that all melee are equally hard as each other aswell as the casters.
    (0)
    Last edited by Akiudo; 11-22-2019 at 02:01 AM.

  6. #16
    Player
    SaberMaxwell's Avatar
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    Jul 2017
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    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Just butting in for a second, people don't bring dupe jobs because one dupe job will hamper lb generation and lb is super valuable in Ultimate.
    (4)

  7. #17
    Player
    SaberMaxwell's Avatar
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    Jul 2017
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    Character
    Saber Maxwell
    World
    Faerie
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    Gunbreaker Lv 90
    Also worth noting that with the level of mobility SMN has it might as well be phys ranged, so yeah 2 casters but in playstyle it was 1 caster 2 ranged 1 melee.
    (3)

  8. #18
    Player
    CKNovel's Avatar
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    Aug 2019
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    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Doozer View Post
    Clearly there was a miscommunication. When I said 'average' content, I meant everything from trials, dungeons, alliance raids, and normal raids. Everything except savage and ultimate. Not just 'leveling dungeon'. How is that considered the only 'average content'?
    Not the subject here but if you exclude savage and ultimate, you fall in the context where DPS doesn't matter and people barely try to push numbers.
    Leveling dungeon and normal trials would be average as they have no enrage and near impossible to fail with people knowing the basics.

    Alliance raid are mechanically harder but it stops here, there's really nothing difficult as long as you pay half attention to what's going on and can't technically loose.

    As for TEA discussion:
    There's currently one (or two if it was done) clear with MCH
    BRD and DNC are popular for reasons I can't list because I can only assume those.

    For BRD, I would say that the healing buff really helps the MT on the slaps the tanks take, but also works better as a "proc based" job and not resource based such as the MCH. I'm not exactly sure about the DNC, though, maybe because it works crazy well with the top DPS, SMN/MNK/BLM/SAM ?
    I'm honestly convinced that MCH is not the most popular as it's harder to prog with it due to the lack of support.

    Also, even on multiple targets, BRD will still be outshined, DNC will never reach a MNK numbers on TEA two first phase. The gap is simply too large.
    (4)

  9. #19
    Player
    Kabooa's Avatar
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    Sep 2013
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    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by SaberMaxwell View Post
    Also worth noting that with the level of mobility SMN has it might as well be phys ranged, so yeah 2 casters but in playstyle it was 1 caster 2 ranged 1 melee.
    ^^^^^^^^^^^^^

    The problem isn't that ranged sit where they're at, it's that there's no reason they shouldn't be equal to Summoner, -but if they were that causes problems elsewhere-.
    (3)

  10. #20
    Player
    Akiudo's Avatar
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    Sep 2015
    Posts
    514
    Character
    Narumi Akiudo
    World
    Alpha
    Main Class
    Bard Lv 90
    Quote Originally Posted by CKNovel View Post
    Not the subject here but if you exclude savage and ultimate, you fall in the context where DPS doesn't matter and people barely try to push numbers.
    Leveling dungeon and normal trials would be average as they have no enrage and near impossible to fail with people knowing the basics.

    Alliance raid are mechanically harder but it stops here, there's really nothing difficult as long as you pay half attention to what's going on and can't technically loose.

    As for TEA discussion:
    There's currently one (or two if it was done) clear with MCH
    BRD and DNC are popular for reasons I can't list because I can only assume those.

    For BRD, I would say that the healing buff really helps the MT on the slaps the tanks take, but also works better as a "proc based" job and not resource based such as the MCH. I'm not exactly sure about the DNC, though, maybe because it works crazy well with the top DPS, SMN/MNK/BLM/SAM ?
    I'm honestly convinced that MCH is not the most popular as it's harder to prog with it due to the lack of support.

    Also, even on multiple targets, BRD will still be outshined, DNC will never reach a MNK numbers on TEA two first phase. The gap is simply too large.
    brd (i assume dancer for the same reason, no idea really) is popular because its gain form having 2 enemies is gigantic compared to most other classes,

    going form 1 to 2 enemies you gain
    the capability to multidot, both dots are strong enough on their own to be our strongest skills sans apex arrow
    extra reportoire proccs do to having more dots up (extra pitch perfect/blodletter proccs)
    more apex arrows, which also hits multiple targets even though its a single target finisher (also do to more reportoire proccs as thats what fills the apex arrow gauge)
    you can change blodletter (150 potency, 15 second cooldown) with bloodletter (130 potency, so 260 at 2 targets, shared cooldown with bloodletter)
    you can exchange our filler from burst shot/refulgant arrow (dunno, 265~ potency? feel free to do the math, 230+35% chance for a procc allowing you a 330 attack instead once) with quick nock (150 potencyx2 so 300 potency total+30% chance for a reset of rain of death (so an extra 260 potency) on every quick knock.)

    Basically our very literal filler skill gets a boost of 120~ potency when we change from 1 targets to 2 targets aswell as extra proccs for our reportoire skills and extra chances to dot which offer even more potency
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