Results 1 to 10 of 59

Hybrid View

  1. #1
    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 Lyth View Post
    Sure. Give me the damage formula that the development team uses as well as their simulation toolkit, and I'll just pop in a few rough values into my calculator.

    But what is the relevance of these questions?
    You don't need a calculator or a simulator to answer these questions.

    The relevance is they deal directly with how much damage enemies need to do and how much healers are expected to heal.

    I'll give you some sample numbers to illustrate this.

    Tanks at 430 had about 110,000 HP. At 530, they sit around 190,000 (Rounded for ease).

    TBN currently shields for 25% of maximum health. 27,500 to 47,500. The amount it protects already scales up with gear.

    If we add separate scaling, at half the rate that HP increases (So instead of 25%, it shields for 35%), it instead shields for 66,500.

    Likewise, Abyssal Drain is a drain effect. It deals 200 damage and heals 100% of that amount. It scales with damage.

    If the lifedrain also increases, then it deals 200 damage and drains for 270 using the same "1/2 of HP increase" (72% increase of HP, 36% increase of healing related stuff).

    Soul Eater heals for 300 damage, increased to 400 with this scaling.

    All healing on tanks is approximately 72% more effective compared to the other roles.

    This is without factoring in additional cooldowns for mitigation.
    (1)
    Last edited by Kabooa; 03-24-2021 at 05:50 AM.

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Kabooa View Post
    ...
    It's irrelevant because players never see 'true damage' prior to filters of stats and gear. The numbers and scaling can be whatever you want them to be.

    Gear progression can be inconsequential or impactful. What does matter is when a player picks up that piece of gear and has a sense that they're actually hitting harder and that their actions are having more of an effect. That's a subjective experience that you can't math out, yet has a much bigger impact on player engagement than whether or not NF provides 12.3% more healing than Bloodbath. When dps gear upgrades consistently feel like they have impact, and tank and healer gear upgrades consistently do not, then your tank and healer numbers decline. Again, this is why listening to your playerbase's feedback is important, especially the roles that you are having difficulty retaining.
    (2)

  3. #3
    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 Lyth View Post
    Gear progression can be inconsequential or impactful. What does matter is when a player picks up that piece of gear and has a sense that they're actually hitting harder and that their actions are having more of an effect. That's a subjective experience that you can't math out.
    Not only are we able to math it out, dedicated individuals do math it out. To claim one role has impactful progression but another doesn't is false. Jobs have different starting points, but nearly all scale at the same rate - because they are all subject to the same basic formula.

    If we included new tiers at this level bracket with no other job changes, those same individuals could tell you where exactly each job should be after its all said and done, and for the laymen like you and I, that range will be between 15-20%.

    Potentially higher based on where substats end up, but every single job that can end at those break points will see the same range of increase.
    (0)