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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Yep, back when DHit was added I thought to myself, why not split Crit into Crit Rate and Crit Strength? Think about SB job designs for a moment. BRD and MNK specifically. They had 'if you crit, you get a proc' (MNK still does), so you'd have choices: Crit STR and DET focus, for hard hitting (but less common) crit Pitch Perfect/TFCs, or you could go Crit Rate and Skill Speed, for a lightning fast gameplay style where you might not Crit as hard, but you're critting very often. They got SAM completely right in SB, with base, 1k-ish and 2k-ish SKS all being like 1% apart on DPS, so I imagined they'd be able to get the balance sort-of right between Speed-MNK and CritHard-MNK.

    As for now, if I were working on design at SE? I'd focus on making Piety and Tenacity rebalanced to be 'slightly more desireable than DET'. I feel like DET is the 'fallback' catchall stat of 'it make number go up' in the most boring sense. Like a simple idea I had in SHB was to give WHM mobility (the 2.5s cast times were kinda bleh imo). Now, some people liked those cast times as it made you unable to move well, meaning lilies became a 'movement optimization tool', and I wanted to keep something for them. So:

    Water/Water2/Water3/Banish
    Cast time: instant
    1000mp cost
    Deals 200/250/300/350 potency damage

    So the optimization would be 'use Banish in raidbuffs, keep enough MP to not screw yourself for the rest of the fight'. A very expensive Ruin 2 alternative. But it'd also give a way to dump the spare MP that Piety provides, meaning that the Piety heavy Crafted set wouldn't suck so much, you could make up for the 'lack of damage cos where's my crit SE' by using Banish more often. Now, we don't need a design like that anymore, because every healer has 1.5s cast times, and I can only come up with an idea that is 'solid enough that I feel confident in pushing it' for SGE, via the big ol' list of reworks I posted. Whatever the solution, I'd like it to be fairly healer-centric though, something that justifies Piety being a healer specific stat, as Tenacity tries to with 'added mitigation'. Even if it's something as simple as 'for every X Piety, your DOT tick is 1 potency stronger' or something. Shame Mastery doesn't exist as a stat, I'm sure I could come up with Masteries for each job. Like 'AST: Improves the % damage increase granted by cards', WAR: 'Greatly increases the potency of Wrath Gauge spenders', or RPR: 'Increases the potency of your Avatar (including Enshroud)' They'd never want to do something like that though, too hard to balance
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Yep, back when DHit was added I thought to myself, why not split Crit into Crit Rate and Crit Strength?
    Because "the best-returns equilibrium is literally 50/50" is hard to understand. /s

    Honestly, I have no idea. When they mentioned a replacement for Accuracy, I had kind of hoped that they'd just replace the bimodal Hit/Miss distinction with a curve (0-200% damage), kind of bell-curved around 100%, and with zero chance above 50% prior to Crit contribution nor below 50% prior to enemy Evasion). Then have Determination (still the simple % potency amp), Expertise (shifts curve right), and Break (extends the right/positive wing of that curve).

    Overcomplicated, I know, but that's just what I had in mind at the time, mostly because it'd allow for further mob-type distinction and could allow for a dodge-tank aesthetic to actually be mechanically viable.

    As for now, if I were working on design at SE? I'd focus on making Piety and Tenacity rebalanced to be 'slightly more desireable than DET'. I feel like DET is the 'fallback' catchall stat of 'it make number go up' in the most boring sense.
    Honestly, as with Direct Hit right now, I don't think they add a damn thing at present. Even made sometimes desirable*, I'm not sure I'd be a fan, as it just means fight-specific BiS lists (which some will like and some will hate) in order to eek out extra tank damage opportunities or become unkillable even under poor management of mitigation or as not to run short on MP despite a particularly MP-consumption-heavy fight.

    * This, I suspect would be a huge endeavor to support, though a worthwhile effort for its own sake, via again giving tanks more choice (real choice, this time) between direct and indirect contribution (damage and mitigation, most classically) and making MP a real, cohesive, and integral mechanic (not 95% just a Rez charge meter that obliges an extra bloat button).
    (1)
    Last edited by Shurrikhan; 01-17-2023 at 05:06 PM.

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