Makes a giant mud pit
If you guys are gonna fight...
gestures to the pit
hop in. Make it interesting for the rest of us.




Makes a giant mud pit
If you guys are gonna fight...
gestures to the pit
hop in. Make it interesting for the rest of us.
When you deal with human beings, never count on logic or consistency.
Fluid like water. Smooth like silk. Pepperoni like pizza.
They've gradually removed the harder more taxing parts out of the game. Emnity, TP, MP, Mitigation it has really become quite shallow comparing it to earlier days.everyone learns at their own pace and not everyone raids savage all the time you know. there's knowing your job and then there's also wrapping your head around mechanics too. that can be difficult for some people.Well, this is about savage, not level 14 content. When you're at the point where you're doing savage, there isn't much room to "gradually improve over the years" anymore, because the skill ceiling is very low and simply reading a job guide (which anyone hopping into savage should do) will have people damn near hitting that ceiling in weeks, not even months, let alone years. Because everything is static PvE and kits do not interact with each other or anything else aside itself, learning this game is very fast, as it is rather shallow.
Everyone does learn at their own pace but once you are familiar with the game. You will find that mechanically they always reused a lot of things of the past so pattern recognition becomes more vital then everything else.
Also being consistant.


I have a different thing to argue about. Why TF are savage fights all getting checkpoints now at the 'end fight'?
Out of curiosity, I used the 6.0 gear on etro.gg and made sets for week 1, with and without the extra 450 tomes from the Savage delay. I only looked at WHM since that is my main and I have the damage calculator spreadsheet already. The difference is 1.1% higher damage from the tomestone pants. Plus 0.9% because of 2 normal raid accessories. For both of these, the improvement comes primarily from replacing Piety, which is a dead stat on healers. Considering that DPS and Tanks will not have as many opportunities to replace a dead stat, I think it's safe to say most jobs will get ~1% extra damage.
For comparison, the EX weapon alone gives about 0.5% extra dps.
Does 1% dps matter? Eh, maybe a little. It's probably about as impactful as job imbalance was in 6.0. I don't think it's a big deal personally.
If people are salty about it, they shouldn't take days offs. I like the idea to delay savage for 1 week. Anyway Savage is no more the hype race content, Ultimate as that factor. Savage is more like gear check for ultimates.




I wasn't looking for advice, but I appreciate it nontheless!Find the pattern you are struggling with and come up with a way to get consistant at it.
Talking to other people how they deal with it.
Pinax thunder poison can be solved by only having 1 healer/melee moving into the lightning part and pre-communicate this.
Tbh the doorboss in p4s is prolly more annoying then the last one especially if you aren't progging it should go pretty quickly.
I have latency issues (Rural NY's only internet option is Spectrum, nodes being hopped through are crap). The heavy movement involved for Lightning 2 means that I can only resolve it half the time, give or take.![]()
Give your best DPS a tome weapon also and across the whole party you land closer to 1.5% more total damage (Which is pretty significant for week 1 savage)Out of curiosity, I used the 6.0 gear on etro.gg and made sets for week 1, with and without the extra 450 tomes from the Savage delay. I only looked at WHM since that is my main and I have the damage calculator spreadsheet already. The difference is 1.1% higher damage from the tomestone pants. Plus 0.9% because of 2 normal raid accessories. For both of these, the improvement comes primarily from replacing Piety, which is a dead stat on healers. Considering that DPS and Tanks will not have as many opportunities to replace a dead stat, I think it's safe to say most jobs will get ~1% extra damage.
For comparison, the EX weapon alone gives about 0.5% extra dps.
Does 1% dps matter? Eh, maybe a little. It's probably about as impactful as job imbalance was in 6.0. I don't think it's a big deal personally.
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