Results 1 to 10 of 63

Hybrid View

  1. #1
    Player
    Akiudo's Avatar
    Join Date
    Sep 2015
    Posts
    514
    Character
    Narumi Akiudo
    World
    Alpha
    Main Class
    Bard Lv 90
    Quote Originally Posted by Kabooa View Post
    I think the better question is do you overly suffer for taking two?

    if you took any combination of 4 DPS jobs, with two being ranged, are you incapable of clearing the content?
    yes you do overly suffer for taking two, cause you lose something (a quite serious amount of damage) while gaining nothing in return.

    1.the "free movement" doesn't help the group, you still can't ignore uptime strats unless you want to fuck your remaining melee and both tanks over royally, even if that was a consideration it could just as well be done taking an extra caster, so that is not an advantage a physical ranged offers to a group exclusivly.
    2.Mechanics that should be handled by ranged rather than melee dps (so things that take longer than potentially 2 global cooldowns outside of melee range, losing 100 dps because you had to move away for 2 hits hardly counts as a disadvantage if you start with a 1500 dps advantage) are generally limited to 2 players so again the extra physical ranged offers nothing you couldn't have by simply using 1 caster/1 physical or even 2 casters so this also is no advantage the group gets out of it.
    3. the one thing a second physical ranged potentially offers is a better defensive cooldown, and as those are generally needed at fixed points during the fight and don't stack that value, while potentially there at least is highly diminished.

    basically every argument against buffing physical ranged people make boils down to either

    1. "They don't deserve it" which is elitism at its finest. Sorry but balancing classes isn't about deserving shit, if it were than please start campaining so the hardest to play melee actually is the one doing the most damage, blackmage at the top starts overtaking everyone else by 1000 dps more than it does now as compensation for tanking the hardest for not optimizing the fight and while we're at it, i've switched to gunbreaker, don't really know how "hard" the other tanks are, but according to square gunbreaker should be harder to optimize by design, so while you are campaining for people to get what they deserve, i would also love another 2% or so of dps, i mean its the hardest tank, at least supposed to be so, i really don't know but i'm just gonna believe square on that, so its obviously deserving of a slight boost.

    or the admittingly more reasonable

    2. "if physical ranged deal too much damage they risk becoming the de facto best combination, potentially risking pushing melee into the position where the physical ranged are now, where you only take 1 for the buff/maybe the lb and to feel better about yourself." However, if anyones argument against buffing physical ranged is the second one than i've got to say sorry but right now we are closer to abandoning physical ranged alltogether than even potentially taking a second one, lets not even talk about abandoning melee.
    (3)

  2. #2
    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 Akiudo View Post
    yes you do overly suffer for taking two, cause you lose something (a quite serious amount of damage) while gaining nothing in return.
    So lets work with that. Taking Iconoclasm, which features a mandatory add phase that favors multi-dotters (Bard, Summoner), currently our line up at 95% shows a difference of 1.8k from the top and bottom. Bard comes close to Machinist, but nothing touches Samurai.

    Max is currently not even far off, but that's more than likely to change.

    This doesn't take into account possible gear disparities - We'll see what happens in a few weeks. My guess is you'll see the Ranged come up a little bit while the top doesn't move that much in comparison, but who knows - maybe all the gear is being evenly distributed this time around.

    Most teams are taking one ranged no matter what, though which one they take changes - They have a fairly equal representation for Shiva kills, and not that far off all things considered for Iconoclasm.

    A 2/1/1 team or a 1/2/1 team. Interesting that the melee and casters alternate all the way down.

    Any combination of 3 melee and casters comes up with a range of 47,000 - 48,600. Tagging on a ranged adds on 14,500 to 15,000. Grand total of 61,500 to 63,600.

    Removing the maximum (samurai) and adding the average (14,750) lowers the maximum to around 61,900.

    Factoring in tanks and healers at the same skill level, we're looking at around another 34,000 total.

    95,900 DPS on Iconoclasm. 1600 DPS is about 1.8% DPS loss for taking double ranged set up where you don't take a samurai.

    That's a fairly generous window, when you consider the dps requirement for the turn is closer to 87,000.
    (1)

  3. #3
    Player
    Akiudo's Avatar
    Join Date
    Sep 2015
    Posts
    514
    Character
    Narumi Akiudo
    World
    Alpha
    Main Class
    Bard Lv 90
    Quote Originally Posted by Kabooa View Post
    snip
    which is completly aside the point, any loss without return is just that, a pure loss.

    Especially as that is what you lose for changing out 1 player, so stop making it sound like this dps gets lost spread around the whole group. by your logic if one dps class is 10% below another (lets just say nin would deal 10% less than samurai) than taking nin would "only" cost you 1,5-2% dps, yet, last time nin was more like 8% below the top melee they got excluded left and right and the general consensus was "that class is dead" 1,8% group dps is freaking huge, that's nearly twice the buff you get for taking one from every role, and that one is so impactfull we allready had someone call for its removal so the physical ranged stop holding other groups hostage with their presence, especially if there is nothing you gain in exchange (and you as a group don't gain anything as again, the second phys offers nothing to you as a group an extra caster wouldn't).
    (1)
    Last edited by Akiudo; 03-03-2020 at 07:23 AM.

  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 Akiudo View Post
    which is completly aside the point, any loss without return is just that, a pure loss.

    Especially as that is what you lose for changing out 1 player, so stop making it sound like this dps gets lost spread around the whole group. by your logic if one dps class is 10% below another (lets just say nin would deal 10% less than samurai) than taking nin would "only" cost you 1,5-2% dps, yet, last time nin was more like 8% below the top melee they got excluded left and right and the general consensus was "that class is dead" 1,8% group dps is freaking huge, that's nearly twice the buff you get for taking one from every role, and that one is so impactfull we allready had someone call for its removal so the physical ranged stop holding other groups hostage with their presence, especially if there is nothing you gain in exchange (and you as a group don't gain anything as again, the second phys offers nothing to you as a group an extra caster wouldn't).
    But it's not without return.

    In exchange your party doesn't have to consider anything that a triple melee, or double caster might have to. It doesn't compromise healers because it's better to make the healer move than the Summoner, Red Mage or Black Mage. It allows greater flexibility than a double melee would.

    There are implicit gains to taking Ranged that numbers don't account for.

    Further, I wouldn't be using the community as examples of great and rational suggestions. At least, not "Someone". We all know a someone.

    Quote Originally Posted by Mortex View Post
    Well but that changes so drastic when you try Shiva were the dps check is around 91k. That’s with 2 ranges when you don’t play around 100 % uptime and perfect a really hard run.
    I'm not necessarily against increasing them, but the manner in which you do so is important. Just flat buffing them across the board will just shift a double caster preference to a double Ranged preference, or rather, further diminish a double melee presence.

    If the end goal is that "the flex spot should go to anyone and not cause any problems", the solution has to be a little more elegant than stapling on potency buffs.
    (3)
    Last edited by Kabooa; 03-03-2020 at 07:52 AM.

  5. #5
    Player
    Akiudo's Avatar
    Join Date
    Sep 2015
    Posts
    514
    Character
    Narumi Akiudo
    World
    Alpha
    Main Class
    Bard Lv 90
    Quote Originally Posted by Kabooa View Post
    But it's not without return.

    In exchange your party doesn't have to consider anything that a triple melee, or double caster might have to. It doesn't compromise healers because it's better to make the healer move than the Summoner, Red Mage or Black Mage. It allows greater flexibility than a double melee would.

    There are implicit gains to taking Ranged that numbers don't account for.
    i'm just gonna assume that weighting tripple melee against potential double physical ranged is made in jest, if we really reached the point were the "default double class" role needs a third slot square may please kindly delete physical ranged alltogether.

    but the "not compromising healers because its better to make the healer move than the [caster]", okay that is in theory at least a fair point, its once again the "physical ranged don't lose dps, someone else would lose dps handling a mechanic" point but its at least in theory a fair point. In practice however this completly falls flat if (lets for once compare physical ranged to casters) the caster in fact could handle the mechanic while losing lets say 100 (or even 500 dps), yet has a 1500 dps buffer on the physical ranged leaving the caster with 1000 dps to spare, yet this is the world we live in.

    the situation where the group may say (like, this may happen in some fights, surely not all) :"if we take a physical ranged than the physical ranged does the mechanic without losing dps, if we take a caster we could let the caster handle the mechanic and still deal 500 group dps more, we however decided we prefer the healer handling the mechanic and therefore deal 1000 group dps more than with the additional physical ranged" is not an advantage to bringing a physical ranged.
    (1)
    Last edited by Akiudo; 03-03-2020 at 08:19 PM.