Page 1 of 7 1 2 3 ... LastLast
Results 1 to 10 of 61
  1. #1
    Player
    Stasya's Avatar
    Join Date
    Oct 2021
    Posts
    417
    Character
    Stasya Astolfofangirl
    World
    Phoenix
    Main Class
    Botanist Lv 100

    Stop doubling down on Auto Crits and homogenizing jobs because of this

    When damage variance from dh/crit/crit+dh looks bad? When you have a bunch of skills with 2000+ potiencies on 2 min cooldown so if nothing procs it will look bad: missing damage from gambling you can't even control.

    But is it because crit mechanic overall is bad?

    Or it comes from devs lazyness to even play a job to certain level so they put such drastic potencies in 2 minute cooldowns so it's either win or lose every 2 minutes.

    Auto crits is terrible approach to try to fix what devs had did themselfs. Is it hard to play with potencies of every skills in rotation to just simply spread some bits from 2 min cooldowns into rotation loop? Oh wait, this requires some competent person to do this work.

    The genius behind SAM auto crit thought that some damage variance will be bad in ultimate ... Thanks to him as SAM i can't find any static to do DSR... You either play NIN/MNK/DRG or switch roles. SE literally ruined first ultimate patch for me.

    And to add insult to injury as recent Live Letter states they are going to do adjust crit buffs to work with auto crit abilities ..... which 99% is going to be just plain damage buff. This will easily lead to homogenizing buffs even more - all of them will be same % damage up after some patches.

    After WAR, SAM who is next? DRG (which obviously on the way), DRK (this is literally 5th dps at this point with these 2 minute potencies, devs destroyed SAM/DNC combo and now sometimes DNC should switch DP to TANK in DSR ...), GNB, NIN (that is new SAM of this god awful patch)
    (38)

  2. #2
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    850
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    The best way to tackle this problem would be to make direct hit/crit chance buffs increase the damage of automatic (direct) crit attacks/attacks with 100% chance and behave normally otherwise.

    This change would benefit all jobs equally, solve these problems and avoid future homogenization issues related to buffs. If they still need to tweak the way the crit stat scales or any other number, they can easily do it without making all jobs give flat %-damage buffs, at which moment you wonder what's the point of party buffs anymore.

    See here for a thread with more discussion on the matter of crit/dh buffs: https://forum.square-enix.com/ffxiv/...=1#post5880390.
    (7)

  3. #3
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    i don't understand why "damage variance" because of crits is so undesirable that theyre negatively affecting gameplay to curb it. we don't even have an in-game damage meter.

    the only people affected by this "variance" are chasing the high rolls of their own volition.
    (29)

  4. #4
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by QooEr View Post
    i don't understand why "damage variance" because of crits is so undesirable that theyre negatively affecting gameplay to curb it. we don't even have an in-game damage meter.

    the only people affected by this "variance" are chasing the high rolls of their own volition.
    And the people deliberately farming logs are generally not the people that complain about it.
    It just makes me wonder who this change was for? Who asked for it? Sure, bad rng can be frustrating but making everyone's damage into a perfectly predictable flatline with an equally perfectly predictable spike every 2min doesn't make it better.
    (22)

  5. #5
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    My best guess is that this is to narrow the window of expected group DPS variance further, perhaps to make gauging and tuning dps requirements easier for the dev team.

    It fits in well with the running theme of changes IMO.
    (7)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  6. #6
    Player
    Rolder50's Avatar
    Join Date
    Jan 2018
    Posts
    1,615
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    Quote Originally Posted by Sebazy View Post
    My best guess is that this is to narrow the window of expected group DPS variance further, perhaps to make gauging and tuning dps requirements easier for the dev team.

    It fits in well with the running theme of changes IMO.
    Frankly I would be amazed if crits caused enough variance to cause this. If we're going that route it just sounds like balancing laziness...
    (6)

  7. #7
    Player
    Rosenstrauch's Avatar
    Join Date
    May 2015
    Location
    Valnain
    Posts
    826
    Character
    Wind-up Antecedent
    World
    Zalera
    Main Class
    Rogue Lv 100
    Quote Originally Posted by Sebazy View Post
    My best guess is that this is to narrow the window of expected group DPS variance further, perhaps to make gauging and tuning dps requirements easier for the dev team.

    It fits in well with the running theme of changes IMO.
    I suppose the end of this progressive development cycle is all Jobs having a 2 minute burst phase with auto crits on all their biggest hits. And maybe critical hit damage being changed to a fixed multiplier, like Direct Hit. And then maybe the ability to get critical hits or direct hits outside of burst phases being removed from the game. Less stats to keep track of if crits/direct hits are always all or nothing.
    (0)

  8. #8
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,073
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by QooEr View Post
    i don't understand why "damage variance" because of crits is so undesirable that theyre negatively affecting gameplay to curb it. we don't even have an in-game damage meter.

    the only people affected by this "variance" are chasing the high rolls of their own volition.
    Okay so what? Is it so crazy to throw a bone to parsers? The vindictiveness against parsers is something the community has much much more than the devs.
    (2)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aco505 View Post
    ...
    I.e., just convert excess effect % chance to additional effect % power, and have guaranteed effects increase their affected effect chance by 100%.

    120% chance of +50% crit -> 100% chance of +60% crit.
    (1)

  10. #10
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Saraide View Post
    Okay so what? Is it so crazy to throw a bone to parsers? The vindictiveness against parsers is something the community has much much more than the devs.
    if the "bones" they throw at us are like what sam got in 6.2 they can keep them. rather than being excited for job udpdates i dread them now
    (25)
    Last edited by QooEr; 07-02-2022 at 10:31 AM.

Page 1 of 7 1 2 3 ... LastLast