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  1. #11
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,102
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Rithy255 View Post
    Extra defensive value would actually be valuable if the fights were designed around tanks actually taking a decent amount of damage, as it would be easier to manage your cooldowns and make it so you can kitchen synch less which in turn would actually benefit healer design because they'd have to take more care of tanks that are using a full crit/offensive set instead of just mashing glare and throwing out a AOE heal, surviving more failed mechs ect. Not saying it would translate well right now but that's because every tank is too overtuned defensively anyway.
    Don't get me wrong, I'm not against tanks taking more damage in general. However, now we've moved from just redesigning Tencacity to changing encounters and potentially the tank role so this single stat can have some use, which is a bit more dev work.


    Quote Originally Posted by Mikey_R View Post
    The time between Auto Attacks is not based on server time, it is based on weapon. Every weapon has a stat called 'delay' and this is the time, in seconds, between auto attacks. You can test this out yourself by timing the time between Auto Attacks. I did do this myself, timing over 5 Auto Attacks between Monk (2.56), Red Mage (3.44) and Paladin (2.24). I only done one test each, but it was enough to show the difference with the Monk taking ~10:30 seconds, Paladin taking ~11:30 seconds and Red Mage taking ~17:30 seconds. Note that Monk takes less time because of Greased Lightning, but if you were to calculate that out, it would have taken them ~12.80 seconds, which, when divided down gets close to 2.56 seconds.

    As a small detail, you will notice that weapons for the same job will always have the same Auto Attack delay, this wasn't always the case and if you look at older weapons, you will notice they will have different delays. However, they were always balanced so that the auto attacks would always provide the same damage (assuming same ilevel). As an example, Paladin's Giantsgall Longsword and Mail Breaker have stats of 42.40 AA and 2.4 delay and 38.16 AA and 2.16 delay, if you divide the AA by delay, you get ~17.6 for both, so they both do the same total damage over time.
    I stand corrected. The question I would have then is why does Skillspeed only increase auto attack damage if the game is clearly capable of different attack intervals?


    Quote Originally Posted by Lyth View Post
    It's unfortunate that there's no 'Mastery' equivalent stat that works on a job-specific basis.
    This would be my wish tbh, just replace Tenacity with a Mastery stat that provides job specific benefits. It's pretty much the only stat I could see competing with Crit.
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    Last edited by Absurdity; 10-30-2023 at 11:26 AM.