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  1. #1
    Player
    KatiaRelanah's Avatar
    Join Date
    Mar 2023
    Posts
    79
    Character
    Katia Relanah
    World
    Maduin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by aiqa View Post
    and only give them potency/mitigation nerfs when level scaling to bring them in line with lower level content.
    Yep. It's just that simple. Just nerf it bro there's no inherent imbalance unless you account for every possible point of progression/skill unlock and how the total potency in a combo syncs with the potency of a full L90 combo or anything.

    Quote Originally Posted by KatiaRelanah View Post
    Like, let's say you have a combo at L90 that does 1000 potency. Say 100 first skill -> 200 second > 250 third -> 350 fourth. The new players don't have that same combo, they only have the first two skills (so they can combo up to 300 potency). Even doing two cycles of this, for the same number of GCDs (four, two times two), they'd be doing only 600 potency for every time the L90 player is doing 1000. And mind you, this is ignoring traits/transforming skills that become stronger versions over the course of leveling.

    So what do you do? Make the L90's abilities about half(ish) as potent? 50+100+200+250 = 600? See, can't even just cut everything in half, instead need to manually tweak every skill to match the highest-potency combo the at-content-level players would have. What if the newbies have the third combo skill there? Now you need to account for them doing 650 damage every three GCDs, except you'd have to balance it out with algebra and shit cuz the "GCDs performed" line only matches at 12 (they've done 4 full combos with 3 skills, you've done 3 with 4 skills). You wanna do the math there? Cuz I don't feel like doing so. Now balance out a job with 5 or 6 skills in their full rotation, or alternate branches where the "middle" skills are different (speaking honestly, yes, I can only talk about DRG from experience - but there is indeed a 12345 but there's also a 1ab54. Also 1 becomes a higher-potency skill after doing the last hit in the combo. Also after doing two 1s (modified) you get another OGCD attack that literally doesn't exist for the lower level player - factor that into your math).
    You can't just say "nerf potency" when one or the other of scaled-down and content-level players will inherently be at a disadvantage, unless and until you account for EVERY permutation and have a different nerf at every level.

    Host/lower level has 3 skills unlocked? Have to find the lowest common multiple (whatever the mathematical term is) is. Say the class has 7 skills in a combo at cap: In which case, you need to make the potency of 7*3 full rotations equal to 3*7 rotations. What, now you have skills that do 132.73 potency

    Oh and btw that only applies to Level 43 content. Host will get another skill at Level 45. New set of math needed. Now you have to intersect 4 and 7, so... Shit what's the math on that? Balance it for parity after 28 GCDs? Lmao

    And this still avoids the question of OGCDs. You can not nerf these enough to compensate for content-level players who don't have them to begin with. It can be a frickin 10 pot attack, that's still 10 pot the lower level player doesn't have.

    Edit: also, I'm not even accounting for the fact that this is assuming the downsynced player IS at level cap. What if you have a Level 70 downsyncing, and let's say they have 5 skills in their rotation vice 7?

    The amount of granularity necessary is not sustainable.
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    Last edited by KatiaRelanah; 04-06-2023 at 02:32 AM.

  2. #2
    Player Shinkuno's Avatar
    Join Date
    Mar 2015
    Posts
    568
    Character
    Shin Kuno
    World
    Raiden
    Main Class
    Arcanist Lv 10
    Quote Originally Posted by KatiaRelanah View Post
    Yep. It's just that simple. Just nerf it bro there's no inherent imbalance unless you account for every possible point of progression/skill unlock and how the total potency in a combo syncs with the potency of a full L90 combo or anything.



    You can't just say "nerf potency" when one or the other of scaled-down and content-level players will inherently be at a disadvantage, unless and until you account for EVERY permutation and have a different nerf at every level.

    Host/lower level has 3 skills unlocked? Have to find the lowest common multiple (whatever the mathematical term is) is. Say the class has 7 skills in a combo at cap: In which case, you need to make the potency of 7*3 full rotations equal to 3*7 rotations. What, now you have skills that do 132.73 potency

    Oh and btw that only applies to Level 43 content. Host will get another skill at Level 45. New set of math needed. Now you have to intersect 4 and 7, so... Shit what's the math on that? Balance it for parity after 28 GCDs? Lmao

    And this still avoids the question of OGCDs. You can not nerf these enough to compensate for content-level players who don't have them to begin with. It can be a frickin 10 pot attack, that's still 10 pot the lower level player doesn't have.

    Edit: also, I'm not even accounting for the fact that this is assuming the downsynced player IS at level cap. What if you have a Level 70 downsyncing, and let's say they have 5 skills in their rotation vice 7?

    The amount of granularity necessary is not sustainable.
    Because lv20 dungeon mobs arent already melting in 3 seconds from archer aoe...oh wait they do. Anyone who argues against having your whole toolkit when synched down for the sake of "balance" is in some mad denial. Anything below level cap is a unbalanced mess already.
    (1)