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  1. #1
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,677
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Equitable_Remedy View Post
    Here's the actual secret: variance in gaming is fun.

    Critical hits are pervasive in gaming (and have been for decades) because that dopamine hit from a gigantic direct hit crit on your biggest ability is an experience that hits the dopamine. In FF14's case, it also opens some design space for moves that auto crit/auto DH instead of the normal chance-based proc.

    Also, that one time that you didn't crit isn't why you hit enrage
    Gonna have to disagree here. While yes, variance can be fun. Too much is simply annoying. It's ridiculous when a Ninja can lose 80-100k on Hyo because the game said "screw you." I have runs on Paladin in P8S where I didn't Crit Goring or most of my Blade combo once the entire fight. Auto DHCs are necessary but kind of defeat the point. Direct Hit itself should be removed and Crit split. You still have some variance but not these insane swings pull to pull.
    (11)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  2. #2
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by ForteNightshade View Post
    Gonna have to disagree here. While yes, variance can be fun. Too much is simply annoying. It's ridiculous when a Ninja can lose 80-100k on Hyo because the game said "screw you." I have runs on Paladin in P8S where I didn't Crit Goring or most of my Blade combo once the entire fight. Auto DHCs are necessary but kind of defeat the point. Direct Hit itself should be removed and Crit split. You still have some variance but not these insane swings pull to pull.
    For your NIN example, what is that 80-100k over the course of a 10-minute savage pull? What is it over the course of a night of 10-minute savage pulls? Did the NIN's group hit enrage at 80k? What exactly is the "screw you" here other than you didn't do the theoretical maximum damage on a given pull? We should ask all of the same questions for your slightly below average PLD pulls.

    Are any of these things making the difference on clears? (The answer is almost certainly no except for the edgiest of cases, though it's the internet, so I'm sure people will say that they consistently wipe at 73 HP or something.) Since there's no fine measure of damage or DPS in the game beyond threat order, are you constantly finding that order varying wildly pull to pull because of crits (as opposed to variance in gameplay by the player)? If yes (which would truly surprise me), do you think that it would be better for the game to be more static from pull to pull?
    (0)

  3. #3
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,566
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Equitable_Remedy View Post
    For your NIN example, what is that 80-100k over the course of a 10-minute savage pull?
    Seconds in 10 minutes = 600 seconds, 100K/600 = 166.66 dps

    According to everyone's favourite number site, Ninja is doing 10,536 aDPS (since we are using pure damage shown on screen, this is the closest you can get), you then work out the % that 166.66 is in relation to 10,536 and you get ~1.6%.

    So, missing that ONE Hyo is equivalent to losing ~1-2% dps over a 10 minute fight.
    (3)