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  1. #1
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    The only one who has reduced this discussion solely to relative spans of DPS is you.
    What you said is also this :
    Quote Originally Posted by Shurrikhan View Post
    That leaves the extent of added contribution mostly under the damage dealt metrics. But for two roles to be equally rewarding or mastery, they can't just have equal % gain relative to themselves, but also to each other.
    What indirect damage you make the healer gain will never appear on any of you parse, so people would simply ignore that when judging the value of a tank. The goog thing is that, if tenacity scaled higher, it would make tank's contribution more valuable in direct damage and healer's damage opportunity. So it could be a temporary band-aid before they maybe make mitigation and enmity more important.
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    Quote Originally Posted by Shurrikhan View Post
    Everyone else has long since kept in mind that advancing a lower base by the same percentage does less and that tanks contribute more than just damage, but that those other factors scale to little or no benefit.
    That's the change I was advocating for pages ago :
    Quote Originally Posted by Reynhart View Post
    If there was an equivalent reward, it shouldn't take the shape of more damage but more optimized mitigation. Which is probably the reason why some people said that, to be more, engaging "tanks don't simply need +1k DPS". SE should make "actual tanking" more engaging.
    Quote Originally Posted by Shurrikhan View Post
    I beg to differ. As have all my posts that have mentioned anything of the subject. I'm perfectly fine with a given tank having a less monotonous or barebone rotation. Read them and you'd know.
    I wasn't saying you don't want the rotation to be difficult. But, the rotation being more difficult, means that the tank would have to work harder than the DPS for the same raw reward. That last part is what you seem to not want.
    (0)
    Last edited by Reynhart; 11-24-2019 at 05:30 PM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Reynhart View Post
    What you said is also this
    Yes, and? "That leaves the extent of added contribution mostly under the damage dealt metrics," has the same meaning as "damage contribution scales almost solely via added damage" which in turn has the same meaning as "those other factors [of tank contribution, i.e. besides damage] scale to little or no benefit." That's now several repetitions of the exact same idea.

    Quote Originally Posted by Reynhart View Post
    But, the rotation being more difficult, means that the tank would have to work harder than the DPS for the same raw reward. That last part is what you seem to not want.
    That depends on their starting point. Each tank has noticeablyeasier damage-optimization than the majority of gameplay. Whether the added effort comes from bringing back mitigation as alternative to output or the like, or simply through increased rotational complexity is largely irrelevant to effort-reward when so long as that total reward (direct and indirect contribution) is equal and proportionate. I'd prefer the prior, but if, say, a majority wanted to give WARs something more to look forward to than just Upheaval and not wasting IC via IR, or DRK to have more to look forward to than just banking its MP for others' buffs alone, I'd be glad to see them accommodated as a means of increasing the effort ceiling of those tank jobs.
    (0)

  3. #3
    Player
    Kyni's Avatar
    Join Date
    Sep 2013
    Posts
    37
    Character
    Lina Astarion
    World
    Shiva
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Ghald View Post
    I have a question about potency and damage.


    Lv.80 WAR - iLv.445
    Attack Power - 3690

    Inner Chaos hit for Crit+Direct Hit 38420 - 40428


    Lv.79 WHM - iLv.387
    Attack Magic Potency - 3134
    Afflatus Misery hit for Crit 46000 - 47600


    Considering Inner Chaos potency is 920 single target vs Afflatus Misery spread off potency 900 AOE why is WHM consistently hit harder than WAR that have 556 more attack power AND with Direct Hit ? I have tried this with several different monsters and the result is about the same. Are majority of the monster have much lower Magic Defence?
    Quote Originally Posted by Kabooa View Post
    Casters don't have auto attacks. Their weapons have about 30% more "Damage" on their stat.

    A basic damage formula looks like

    Potency x Weapon Damage.
    Quote Originally Posted by Shurrikhan View Post
    One has a 20% damage-increasing trait and higher weapon damage, though that may be scaled down to absolutely no benefit. The other has Storm's Eye only, and I'm hoping that for clarity of testing you've avoided that here.
    You are most definitely missing something:
    920* 1,25* 1,40 < 900*1,3 (maim and mend II is 30%, not that it matters)
    1610 < 1170

    It's pretty obvious that even with a bit more weapon dmg these numbers wouldn't work out and yes this is without storm's eye ( which would add another 1.1 modifier to the left side).

    The missing thing is that tanks just have lower AP to dmg scaling than other roles. The only hint at this is in the tank mastery tooltip although “a bonus to damage dealt based on your strength attribute” sounds like the opposite. I really don't like hidden stuff like that personally, it should be obvious to why, just by looking at the quoted posts.
    (4)

  4. #4
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Kyni View Post
    You are most definitely missing something:
    920* 1,25* 1,40 < 900*1,3 (maim and mend II is 30%, not that it matters)
    1610 < 1170

    It's pretty obvious that even with a bit more weapon dmg these numbers wouldn't work out and yes this is without storm's eye ( which would add another 1.1 modifier to the left side).

    The missing thing is that tanks just have lower AP to dmg scaling than other roles. The only hint at this is in the tank mastery tooltip although “a bonus to damage dealt based on your strength attribute” sounds like the opposite. I really don't like hidden stuff like that personally, it should be obvious to why, just by looking at the quoted posts.
    Basically the tank formula swapped two integers.

    Before, Strength was something like 70% the amount of a DPS main stat for Tanks, but was factored in at 100%.

    Swap those two values now that tanks get 100% the main stat.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kyni View Post
    The missing thing is that tanks just have lower AP to dmg scaling than other roles. The only hint at this is in the tank mastery tooltip although “a bonus to damage dealt based on your strength attribute” sounds like the opposite. I really don't like hidden stuff like that personally, it should be obvious to why, just by looking at the quoted posts.
    Mm. Tanks had had outright less attached Strength for so long I'd gotten used to the reduced AP relative to other jobs that the factor outright slipped my mind just before, but for someone joining the game after tanks would appear to have been given the same AP (via equal AP-producing main stat) to everyone else, it'd be a counter-intuitive at best.

    As I mentioned in the beginning of the thread way back when, I'd rather see the stat itself reduced or the factor listed on mouseover/interaction with the Strength tooltip. Or, better yet, just to have reduced potencies and equal AP to the same intended damage. (I could say the same for Ranged jobs' 20% and Casters' 30% damage traits: I'd rather everyone had them or no one.)
    (0)