The math is outlined here but the Expected Damage is much smaller. If I used the wrong calculations then you just up the percentages accordingly or buff Fell Cleave. Either way, it would be a fairly easy change as it's all just baseline numbers.
The math is outlined here but the Expected Damage is much smaller. If I used the wrong calculations then you just up the percentages accordingly or buff Fell Cleave. Either way, it would be a fairly easy change as it's all just baseline numbers.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Will they address it this expansion though? They might wait until 7.0 to fix it.
What Argyle said. a CDH is essentially double dmg. Ur maths doesnt explain anything, u just linked the stats website. Lets assume a 1.6 crit multiplier: 1.6 x 1.25 (DH dmg) = 2.
Anyroad, i think u misunderstood me, i was talking about massive potency buffs to compensate for the LOSS of CDH on IR/infuriate. Looks like u mean adding 20% dmg on top of IR.
The expected damage tab is based on a combination of the % rate of activation along with the damage bonus, along with being based on how much damage those stats would benefit your entire rotation over time, not isolated to a single move. For a guaranteed crit, you nullify part of the equation that determines the expected damage value, leaving only the % damage booster part of the equation behind. As a result, the expected damage of guaranteed CRT moves is effectively 1.X, where X is the % damage boost, +/- the game's internal 5% RNG damage rollout.The math is outlined here but the Expected Damage is much smaller. If I used the wrong calculations then you just up the percentages accordingly or buff Fell Cleave. Either way, it would be a fairly easy change as it's all just baseline numbers.
As an example, with a 25% activation rate & a 60% damage boost if it procs, you take the damage boost and multiply by the chance of it proccing. (60 * 0.25(1/4 chance) = 15, or the exact 1.15 it mentions on Ahk morning's website for those two values.) But with a guaranteed crit you get an equation of 60 * 1(100%) = 60, or 1.6
You can also just easily test this in-game by whacking a target dummy with Fell Cleaves for a while and record the damage numbers without any CRT or DH, then go whack it with IR and see the damage difference. Currently, IR constitutes roughly an 90%+ damage increase. (Which is why you hear tons of parse memes on jobs like GNB or SHB PLD where not CRT-DHing their 1200 potency nuke was huge since it effectively adds another 1100 potency, or an entire combo's worth of potency for nothing more than 'you got lucky') As you said though, for WAR to be de-coupled from CRT-DH, it'd just be a matter of the devs playground testing a straight flat % damage modifier on IR or potency buffs till they reach similar simulated numbers as WAR is currently at, since its all just flat numbers.
Last edited by Daeriion_Aeradiir; 02-18-2022 at 11:51 AM.
Honestly, the faster fix to the problem with warrior is to just give players enough resources and space to deal with two different materia configurations for tanks...
Actually now that I think on it maybe that's the harder one to implement.![]()
Or they should just make all tanks 100% Crit/DH during their burst windows so nobody cares anymore and so tanks will actually use Tenacity. That is my hot take for the day.
That wasn't the original post's issue. The issue is that WAR is being excluded from parse runs because SCH, DRG or BRD complain about "muh rDPS". Funny enough, I thought that as a non-issue until my FC mate joined a speedrun party for mommy EX. Party leader was a SCH, and I noticed they excluded WAR, my friend found out they didn't want to have WAR because it screws their Chain Stratagem dps... again, in a speedrun party.
It's like those weekly savage parties that excluded PLD or DNC before 6.05. There are actually people out there that have the mindset, it's impossible to clear with PLD or DNC's dps... it's infuriating (no pun intended). Ofc it's best to just ignore those ignorant fools, however in WAR case I can somewhat understand it (not the speedrun party thing, that's just ridiculous). There more than 1 action in the game that increase crit rate, actually quite a bunch if we include lost actions from bozja, and to lesser extend even dh rate increasing ones. And while WAR doesn't have access to as many as the DPS role, there are still enough to notice that WAR has a lesser gain from them (or those who casted the buff on the WAR) than any other job.
Even in normal PvE, I don't recall any job having more than 1 guaranteed crit and/or dh action, if any at all. Right now, DNC has 1 (Starfall Dance) every 120s, DRG (Life Surge) every ~45s, MCH (Reassemble) every ~55s, and MNK has Bootshine.
WAR has Berserk/Inner Release for 3 GCDs, Infuriate, and now Primal Rend, that's at least 5 GCDs/min, more than 20% of your GCDs done per minute! That's way over the top!
Oh no, you were excluded from a party that's sole purpose was to record performance using a third party tool.
I definitely think option B is the way to go, even if they need a bit of time to implement it. It'll fix all the issues and allow jobs to not be too similar (i.e. not all of them need to have % damage buffs). DNCs won't have to use a direct crit attack under Devilment, DRGs won't feel weird having to use Life Surge during Litany, MCHs will be more desirable as DNC partners, and so on.
I actually propose the same change in my DRG feedback post (https://forum.square-enix.com/ffxiv/...-for-Endwalker). To be honest, this wouldn't be a drastic change on the jobs affected because it's something that's only going to happen for 15-20s every 2 minutes, and the damage buff should be similar to that of any other normal buffs like Embolden or Trick Attack. The only "issue" could be Devilment with a WAR, but I'm sure that if that got out of hand, they could reduce the effect Devilment has on WARs, yet the more likely scenario is simply that a WAR will never get more benefit than a DPS, even with this change.
As numbers can always be adjusted if needed, this is a necessary change. It's not about parsing, it's about the fact that there's specific jobs that feel too weird when they have (direct) crit chance buffs. Why should WAR be the only tank negatively affected by buffs? Why should DRGs or DNCs have automatic (direct) crit attacks that must be used during such buffs (and so be negatively affected too)? This change preserves the identity of the jobs while allowing them to benefit from these buffs. It's like having an extra Embolden, Trick Attack or Technical Finish for a very limited and specific number of attacks, so balance shouldn't pose a problem.
Last edited by Aco505; 02-20-2022 at 01:03 AM.
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