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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,373
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by ty_taurus View Post
    Most jobs could easily adopt this mentality of multi-hit moves. Most of dancer’s animations hit multiple times in animation, same with most melee animations, even on samurai, sage fires 4 lasers, scholar shoots multiple bolts… the list goes on. I think there is still some charm in having jobs that maintain a one-big-hit identity to some degree, like black mage whose animations are one large explosion most of the time, and white mage as well. The question then becomes, does a wider crit variance on those jobs become seen as nuance, or inherently problematic? And how do you resolve that if we do view it as still an issue without making everything auto-crit?
    The way I assume it would work is as a clientside toggle option. So the actual damage being dealt is always the same in the server's calculation, it's just 'rendered' differently on the client's screen. Let's take a Phantom Rush for example. IIRC it's four smaller dash-hits, then the big slam. So, for someone with the option turned off, they'd see the one damage number say 50000!! (it's a direct crit). Someone WITH the option turned on, however, could see different numbers for each of the sub-dashes too. For example, maybe 50% comes from the final hit, and the other 50% is split between the smaller dashes in some way. For example, a 10/12/13/15% buildup. They'd all have +/- 5% damage variance ignored, as that is applied to the original 'total damage' the server sees. These smaller values are based on that total value, so they don't need the variance applied a second time. All of these mini-numbers would be DCrit too because the main hit (as seen by the server) is a DCrit. This doesn't solve the 'crit variance' issue, but it doesn't add to it either, it's just a clientside optional thing. It also keeps the server processing the same, as it's the client that is changing how it's rendered, but the maths and calculations behind the scenes is the same.

    An example for your dancer: Starfall Dance. Big line blast of chakrams, right? So instead of seeing one big hit (guaranteed to DCrit, iirc), it'd be say, 8 smaller numbers of roughly equal size (give or take a little bit so they're not all the exact same number), but totalling that same DCrit total you'd see without the option turned on. Or, more importantly I think, something like Saber Dance would have the numbers not just split into smaller-but-many-more, but it'd stagger the timing of the numbers over the duration of the animation of the skill. The actual damage calculation would be applied at the same time, server-side speaking, so there wouldn't be some 'oh because the hits take place over the full 2.5s animation length some didn't make it in time for enrage and thats why we wiped', no, the damage still happens all at once according to what the server sees, it's just clientside

    I had the same suggestion with a BLU idea I had for if they allowed stuff to be 'spell glamours': Triple Trident, Matra Magic and Rose of Destruction would all be skins of one another. They'd all do the same 'total damage', but Rose as one hit, Triple Trident as three, and Matra Magic as eight. In that video, he shows the 'final total' as a bigger number at the end, but TBH, I'm not sure that's even necessary. Do we need to see that Saber Dance go '10k, 10k, 10k, 10k, 10k, 10k, SIXTY THOUSAND', wouldn't the dopamine of seeing it say '10000' (give or take a couple hundred) six seperate times be enough

    Quote Originally Posted by Amenara View Post
    I think if we went the route of multi-hit moves we could use that as a platform for adding accuracy into the game again. If accuracy capped below 100% it would add in a bit of variance to multi-hit moves as well, though I would make the first hit be 100% accuracy and subsequent hits having less accuracy depending on the cap so that you don't get the gut punch of completely missing your strongest weaponskill/spell. I am under no impression that adding accuracy would be popular but secondary stats are in a really bad spot nowadays and it needs a shakeup badly.
    Sounds like Multistrike from WOW, a stat so hilariously fun and imbalanced in equal measure that it stuck around for exactly one expansion. Like, would these 'additional strikes' that have various levels of accuracy also be able to crit? DHit? etc. Big can of worms

    Quote Originally Posted by Renathras View Post
    Didn't I already say this?
    IDK, it sounded to me like you were saying

    Quote Originally Posted by Renathras View Post
    WHM and SCH didn't have a significant increase in healing oGCD power and number in SB over HW.
    Which might have been true-ish for WHM on account of it's design at the time being real 'did they actually playtest this' energy, but it was definitely not true for SCH. Remember that Rouse still existed in SB (not added, existed), so we went from Rouse + W.Dawn in HW, into chaining Rouse + W.Dawn, plus it's boosted Embrace casts, into Excog, into Fey Union, and all of this combined massively reduced how much tank babysitting was required, allowing us to get closer to 'keep the tank alive by just using the raidwide healing the whole party needed anyway'. Couple that with Star every 60s from the AST
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    Last edited by ForsakenRoe; 04-03-2023 at 12:01 PM.

  2. #2
    Player
    Amenara's Avatar
    Join Date
    Apr 2019
    Posts
    1,040
    Character
    Rhela Tsurugi
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Sounds like Multistrike from WOW, a stat so hilariously fun and imbalanced in equal measure that it stuck around for exactly one expansion. Like, would these 'additional strikes' that have various levels of accuracy also be able to crit? DHit? etc. Big can of worms
    I 100% thought about having multi-strike as a stat like it was in WoW but came to that mindset as well about it being nearly impossible to balance (but it would feel really good to see it proc). My mindset was going more towards FF11 with different weaponskills having multiple hits and some stuff being single hit and having accuracy again as a means of adding some randomness to it. I also think skill speed should act more like haste or fast cast in FF11 and reduce CDs and cast times, make auto-attacks hit faster (and hopefully make autos a bit more impactful). I really want them to shake up secondary stats and make big combat changes again to share Ty's sentiment.
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