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  1. #11
    Player
    RylaBee's Avatar
    Join Date
    Nov 2017
    Posts
    151
    Character
    Ryla Bee
    World
    Omega
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Lustre View Post
    Ok so what's the margin? What's the difference in damage % between the casters?
    Its not compared to casters, its compared to all other jobs. I'm sure you can look it up.
    (4)

  2. #12
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,684
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Hasrat View Post
    RDM... a turret? That needs mobility tools?

    We are talking about Red Mage, right? The job with both a dash-in and a disengage (two charges, each, even)? The job with a melee combo, with no positionals, capped with two instant-cast finishers? The same job with Dualcast, meaning they only ever have to stand still for 50% (or less) of their rotation?

    That RDM is somehow spending more time rooted in place than a BLM, whose Ley Lines require they stay in position to get any benefit?
    RDM actually does handle long bursts of movement far worse than BLM though especially outside of melee range. If you have to be outside of melee range RDM has functionally nothing for movement, if you are in melee range you can’t guarantee the movement will fall under a melee combo unless you force the off combo into that window (and generally if it’s a movement mechanic the melees and tanks need the melee spot)

    BLM is rooted during leylines but otherwise can stack many movement tools (triple cast, sharp cast, ice paradox, swift cast etc) to get 5-8 GCD’s of constant movement at any distance from the boss

    I don’t think any of the magical DPS need more movement options (about the only class that needs movement options right now is SCH) but saying RDM is more turrety and BLM is not totally untrue
    (19)

  3. #13
    Player
    Keiisuke's Avatar
    Join Date
    Jun 2016
    Posts
    48
    Character
    Sanada Shishio
    World
    Moogle
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Lustre View Post
    Ok so what's the margin? What's the difference in damage % between the casters?
    For now, BLM is doing 8% more dps and SMN is doing about 2-3% more for the current savage tiers.
    (1)

  4. #14
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Supersnow845 View Post
    RDM actually does handle long bursts of movement far worse than BLM though especially outside of melee range. If you have to be outside of melee range RDM has functionally nothing for movement, if you are in melee range you can’t guarantee the movement will fall under a melee combo unless you force the off combo into that window (and generally if it’s a movement mechanic the melees and tanks need the melee spot)

    BLM is rooted during leylines but otherwise can stack many movement tools (triple cast, sharp cast, ice paradox, swift cast etc) to get 5-8 GCD’s of constant movement at any distance from the boss

    I don’t think any of the magical DPS need more movement options (about the only class that needs movement options right now is SCH) but saying RDM is more turrety and BLM is not totally untrue
    Couldn't have put it better myself. There's a very real possibility that at any one moment, RDM might be the least mobile DPS caster in the game simply due to the above-outlined explanations. As a general rule, RDM's movement tools are easy to use--even the trick where you cast acceleration and bank it behind a dualcast for some extra/delayed movement--but BLM's tools are more useful and in-depth. In a savage setting assuming both know their tools, a BLM is able to move when it counts, in simpler terms.

    That being said, I don't want more movement tools on RDM. I like things the way they are because 80% of the fun of the fight for me is plotting when I can bum that melee combo for movement, if there's a way to squeeze in to the melee pile while moving through weird mechanics, where I need accel/swift, if I need swift in the next minute or if I can just slap it in for a potency gain, etc. SMN needs that casting gameplay back too, not just to make it equal with the other casters but to also give it that sense of being a caster back.

    If you look at the Proto-Carbuncle DPS rankings, RDM is coming in at rock bottom. Below the bard, dancer, and machinist, with Summoner likewise coming under Machinist. It's been hovering in the number 2 spot for worst next to MCH since Asphodelos Savage. I'm no math wizard, I just hit the RDM spell buttons goodly, but I don't think RDM should necessarily be that low on the totem pole.
    (8)
    Quote Originally Posted by Packetdancer View Post
    I either buy my own sandwich or I end up with pork-nostrils.

  5. #15
    Player
    SilverSkyway's Avatar
    Join Date
    Nov 2020
    Posts
    100
    Character
    Silvorin Skycrest
    World
    Brynhildr
    Main Class
    Archer Lv 100
    Darn. RdM not number one. Make every dps do the same damage and rotation. There, now no one can complain there class and job not in the top.

    If your team doesn't want take you because of some graph number then find a new team that will and doesn't care about the %.
    (3)

  6. #16
    Player
    Tamaerl's Avatar
    Join Date
    May 2022
    Location
    Gridania / Ul'dah
    Posts
    40
    Character
    Uularotto Urotto
    World
    Zalera
    Main Class
    Pictomancer Lv 100
    I think it's just that when statics are faced with encounters where a single death will likely end up with them wiping regardless of whether that person gets revived, they'll opt to switch out the summoner and/or red mage with a more focused dps job. Perhaps the main problem red mage faces with savage is that it's main purpose is to be a cushion meant to help recover from mistakes. If group is going for a zero death run with maximum efficiency, it's probably better to swap out the red mage for something like black mage. This problem isn't exclusive to red mage but is shared among support oriented dps jobs in general.
    (1)

  7. #17
    Player
    Atmaweapon510's Avatar
    Join Date
    Aug 2019
    Posts
    165
    Character
    Rhaeyn Baelasch
    World
    Hyperion
    Main Class
    White Mage Lv 90
    The problem seems to be that the gulf between melee and caster dps is getting wider, partly due to the auto-crit changes since more melee had them, but scaling seems to be an issue. Right now non-BLM casters are suffering from the one-two punch of most melee getting buffed ahead of them by the auto-crit as well as getting saddled with Spellspeed on gear. The gulf between top and bottom dps can reach a 10% difference which is far too high. Ideally I'd like for a 6% gap (allowing about a .5% difference between each job) but 7-8% at least makes it so that bringing the lowest performing job purely for party composition bonus is better than forgoing it for another top tier dps.

    Physical ranged with the exception of Machinist seem to be scaling fine. Right now, MCH, RDM, and SMN some help. RDM and SMN need the same potency buffs that RPR got to keep them afloat amidst the auto-crit change. MCH could use flat potency buffs but really just needs a rework so that the low skill floor also isn't so close to its ceiling.
    (4)
    Last edited by Atmaweapon510; 09-03-2022 at 01:45 AM.

  8. #18
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Wow I just checked and yeah, RDM is actually at the bottom on almost every single fight this patch. I understand they have amazing utility but I think it should be like this:

    BLM > SAM > MCH > RPR > MNK > SMN > DRG > NIN > RDM > BRD > DNC > DRK > GNB > WAR > PLD > SGE > WHM > SCH > AST

    This is in terms of how much utility each job brings. I'd rather for tanks it be WAR > GNB > DRK > PLD and DRK have way more utility/healing while WAR having far less, but that's just me.
    (2)

  9. #19
    Player
    Payotz's Avatar
    Join Date
    Jul 2018
    Posts
    310
    Character
    Payotz Reading
    World
    Cactuar
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Mithron View Post
    Wow I just checked and yeah, RDM is actually at the bottom on almost every single fight this patch. I understand they have amazing utility but I think it should be like this:

    BLM > SAM > MCH > RPR > MNK > SMN > DRG > NIN > RDM > BRD > DNC > DRK > GNB > WAR > PLD > SGE > WHM > SCH > AST

    This is in terms of how much utility each job brings. I'd rather for tanks it be WAR > GNB > DRK > PLD and DRK have way more utility/healing while WAR having far less, but that's just me.
    MCH should never, EVER be above any of the melees precisely because it literally has unlimited movement, and unlimited uptime. It would literally kill every melee except SAM just because it's a "selfish dps".
    Dev team should actually go ahead and add utility to MCH since they're already taxing the job to begin with. Turn phys ranged back into support dps, and not baby's first dps role.
    (6)

  10. #20
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Payotz View Post
    MCH should never, EVER be above any of the melees precisely because it literally has unlimited movement, and unlimited uptime. It would literally kill every melee except SAM just because it's a "selfish dps".
    Dev team should actually go ahead and add utility to MCH since they're already taxing the job to begin with. Turn phys ranged back into support dps, and not baby's first dps role.
    I mean I agree, but currently they're just a worthless job with no utility and worse DPS than melee who have utility so no reason to ever bring one over a melee or a support DPS. If they stay in that current state, they must be treated as a selfish DPS with the DPS to match it, regardless of range or mobility.
    (6)

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