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  1. #30
    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 Shurrikhan View Post
    Why remove opportunities for unique takes on a role just to shunt anything that isn't overly homogeneous into a new set of likewise homogeneous jobs?
    However little we make the claim, SE has shown that they respond to player feedback. They may not respond in the way we want them to, but in terms of end-result their aim isn't bad. So long as our most common feedback boils down to Nambers, their going to respond to us in terms of Nambers, and the nambers, while questionable, are rarely the result of unintended math. (As in, you can compare SSS expectations to what jobs actually put out and they usually line up)

    The current tuning is a little off, but not awful. You still want one of each, you just don't really consider a second ranged in a min max week 1 / speedclear setting. There's nothing inherently wrong with it, but the perception created is you only take ranged for the bonus, but it isn't Ranged who lost their spot this tier, that's largely been melee despite being the 'stronger' role.

    A fourth role gives us another tuning lever to work with, and more tuning levers means we can make smaller changes and get the same effect with a little more precision.

    Using our current paradigm to show some examples of things we simply can't do.

    [Dancer and Bard cannot threaten Machinist in damage contribution, else Machinist is obsolete.]
    --Repeat for the other two roles with Samurai and Black Mage.

    "Obsolete" might seem like a gross exaggeration, but we've already seen this happen to Black mage and samurai. Perhaps machinist, but Stormblood I honestly thought it was fine, but now they're in the same boat. This is despite being capable compared to the content. They simply brought nothing of value to a team at their various points, and little advantages mean quite a bit.

    [The value of non-damage utility is not constant.]
    How much is mobility worth? How much -should- it be worth? What about a raise? Job specific boons? This problem will still persist but it is grossly apparent when jobs exist in a role who have nothing unique to offer.

    Cross role examination creates some glaring examples where some jobs have the boon tax and others don't. There's no reason Summoner, Bard, and Dancer shouldn't be equivalent in damage output. Their supplementary kits are all comparable. There's no reason Red Mage and Summoner shouldn't be similar for the same reason.

    Machinist and Red mage should have comparable damage - the free mobility vs the value of verraise.

    [Reduces our Arms Race.]
    Circular potency buffing is likely to still happen but their scale should be smaller. The machinist getting buffed doesn't mean the bard and dancer must be buffed which would mean the red mage must be buffed, which would mean the melee must be buffed, which would mean- etc etc.

    If Machinist is out of tune, then it needs only be adjusted based on Samurai and Black Mage.


    If you want more numeric ramblings, here's some.

    I see a fairly diverse amount of feedback from various players when it comes to Shadowbringers job direction, so my suggestion included a few other considerations Namely it tries to hit a few notes.

    1. The RDPS>PDPS supporters
    2. Not alienating the PDPS=RDPS jobs.
    3. Re-emphasizing a burst window (Though not necessarily a 120s mystic alignment)
    4. Minimizing the impact / tuning needed in the world at large (Since this would literally be for the benefit of Savage and Ultimate only)
    5. Encourage party diversity (AKA not hard lock a comp)

    In my opinion, the blurb from the previous page aims to accomplish all that.

    This is going to be a lengthy one, and we'll be using some arbitrary number values to illustrate the concept.

    Quick Primer: RDPS vs PDPS

    RDPS or "Raid DPS": This is the baseline damage that the job brings to a group. This includes personal DPS and all DPS given by buffs and minus all DPS taken by buffs.
    PDPS or "Personal DPS": This is the end amount of damage sourced from your character, including all buffs.

    Defining "Out of the Box": I've been using this term, but basically this is raw RDPS the job does assuming a raid size of 1. Therefore, an 'out of the box' RDPS value of 12,000 with Ninja whose trick attack brings on average 2% bonus RDPS has a PDPS value of about 11,760. If Trick attack was an average RDPS increase of 10% (which is like, the same as having 5 dancers), then its PDPS is around 10,800.

    To illustrate just how ridiculous that would be in practice, any job that increases the raid's total DPS by 10% would, at the suggested numbers to follow, have to have a PDPS of around 3,000.


    A ton of gobblygook.

    Let's use the first example first, with a balanced team of two tanks, two healers, and one of each type of dps (Melee, ranged, caster, cannon). We'll use tank = 7500, healer = 5500, and DPS = 12,000 'out of the box'. The total raw RDPS = 74,000.

    We'll say each of the Melee, ranged, and casters are the same weight - on average, the support is worth about 2% more RDPS and it always lines up cuz magic. 74,000 * 1.02^3 = approximately 78,529. With a Cannon, you double that RDPS increase for them, netting an additional 749 DPS. 79,278.

    Let's say instead of the cannon we add another melee. The same calculation is 74,000 * 1.02^4 = 80,099.

    Not bad, it's pretty close.

    A small differential, but with the additional role we have yet another tuning lever in the attribute bonus. Team 1 has all roles represented and Team 2 has not.

    Lets apply a 1.08 (representing 8% attribute bonus) to team 1 and 1.05 to team 2.

    Team 1: 85,620
    Team 2: 84,103

    What about a double cannon team?

    Team 3: (74,000 * 1.02^2 + (24000 * 1.02^2 - 24,000) ) * 1.04 = 81,077

    All of this assumes 100% performance by everyone involved. Supposedly SE tunes in unupgraded Tome Gear and slashes that maximum performance, but I can't say for certain. Titan is currently around 75,000 or so, so lets apply a "Casul tax" and slash our totals (We'll assume the presented numbers in this system are in i450 unmelded) by about 15%.

    Team 1: 72,777
    Team 2: 71,487
    Team 3: 68,915

    No week 1s for anyone. A fully pentamelded set (we'll use DH because it's easy) over a 0 meld set is an extra 2180 stat points. With DH, that's 36.33% direct hit chance or about 9.075% more damage. Pentamelded team looking like

    Team1: 79.872
    Team2: 78,456
    Team3: 75,634

    Week 1s for many people, though multiple cannon jobs are taking a nasty hit.

    What if we applied the increased cannon buff to attribute bonus as well from the party system?

    In Team 1 we see an increase from 14,578 to 15,658. Total gain 1,080.

    In Team 3, we see an increase from 13,498 each to 14017. Total gain 519 each. Still rough for them.

    What if the "Cannon buff" itself was a flat 3% rather than being a full house bonus?

    In team 3, we see an increase from 13.498 each to 13,757. Even worse.

    ...Both?

    13,498 to 14,536 each. Total increase of 2077.

    Team 3 100% total: 83154
    Team 3 casul tax total: 70,680
    Team 3 pentameld: 77,572.

    Summary

    System Change
    New Role: Cannon. Jobs in this role gain double the effect of party buffs and enemy vulnerabilities, and role attribute bonus.

    "Normalized" RDPS and PDPS levels.

    Team composition
    Team 1 (2 tanks, 2 healers, 1 of each dps role)
    Team 2(2 tanks, 2 healers, no cannons, 3 other roles covered)
    Team 3(2 tanks, 2 healers, 2 cannons, two other roles covered)

    Theoretical Maximum
    Team 1: 86,700
    Team 2: 84,103
    Team 3: 83,154

    'Minimum ilvl tune'
    Team 1: 73,695
    Team 2: 71,487
    Team 3: 70,680

    'Pentamelded'
    Team 1: 80,880
    Team 2: 78,456
    Team 3: 77,572.

    It's late, but you get the idea. These three team set ups cover a fair range of party compositions (though obviously not all), but as a parting note, it seems if we do the doubled attribute buff and cannons adding a flat +attribute bonus rather than being a full set bonus, the stat bonus could be reduced.

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    Last edited by Kabooa; 03-10-2020 at 08:33 AM.