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  1. #11
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nosaji_ View Post
    I think a second combo finisher would vastly improve the downtime, I haven't put any thought into this so I'm sure there's glaring flaws in it, but something like replace Syphon Strike with Spinning Slash, and then bring back old Delirium or something as a finisher that gives MP, while keeping Souleater as the higher damage HP restoring finisher.
    I am aware that it'd be likely people would just spam the fuck out of the MP combo to get more Edges for more damage or whatever, but I'm sure they could fuck around with potencies to make the MP finisher low enough that it's not worth spamming it over Souleater- although you'd still need to get Blood from Souleater so maybe that's not really a concern.

    My intention is that you'd have to actually be careful with your MP spending and plan ahead with what combo you're going to do. MP finisher would probably need to restore more than 600mp though, since it's not the 2nd action in your only combo like Syphon Strike is rn.
    Unfortunately you're being a bit too simplistic with your reasoning for a second combo finisher. Both of the examples you provide when pitted against each other (Souleater vs Delirium/whatever) are instantaneous sources of damage with calculable potency values per GCD; players will use whichever combo mathematically gives them the most value to perform right now, and with both being flat potency per GCD with no other restrictions, one of the two combos will fall to the wayside entirely.

    Compare other jobs' branching combos:
    WAR's branching combo either gives instant damage and resources, OR extends the duration of a damage buff that facilitates the former.
    PLD's branching combo either gives instant damage and resources, OR applies a DoT to the target that's more potent overall than the former.
    In both of these cases, there is an element of necessity enforced by time: to use the latter combo more than strictly necessary to maintain their status effects is a damage loss compared to using the other combo finisher, but failure to maintain those status effects in favor of spamming the alternative combo is also a loss of damage.

    Now, you don't have to have a status effect involved, but the important thing is the "higher value" finisher has a restriction keeping you from using it all the time.
    If you stretch these definitions to their logical ends, you can also see this with GNB: it would prefer to use Double Down or Gnashing Fang over Burst Edge, but can't due to cooldown restrictions.

    ... None of which apply to what you've suggested, as yet.

    I know that Archwizard said that the devs don't like DoTs, but that's essentially what Salted Earth is anyway, as well as Living Shadow. They're just more annoying to use than regular DoTs.
    My understanding is that it's more of a combination of
    - the devs believe players find upkeep timers tedious or confusing to maintain (especially on enemies, in the event of target swapping)
    - bosses can only hold a limited number of status effects (both negative and positive) at a time, which makes DoTs eat resources

    So on the one hand, a constant upkeep like Death's Design also falls under both of these despite not strictly being a damage-over-time effect, while Living Shadow and Salted Earth wouldn't since they're external sources of damage that don't have any upkeep (just fire and forget on a cooldown), despite applying periodic damage.
    And in the former case, I'm guessing it's no coincidence that NIN and SMN lost their DoTs in the same expansion RPR and SGE were introduced.
    (5)
    Last edited by Archwizard; 05-16-2022 at 12:14 AM.