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  1. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,372
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Renathras View Post
    MNK is another proc based Job, it's just a proc gauge. You get Chacka randomly from crits, so where in your rotation you use the Kamehameha changes from encounter to encounter.
    That's fair, it has rng proc elements on one ogcd. It doesn't define the core job rotation, but it's there and makes weaving a bit more random.


    Quote Originally Posted by Renathras View Post
    While less random, MCH and WAR both have abilities that change the CD of other abilities (Heat Blast for MCH shortening the CDs of Rocochet and Gauss Round; Feel Cleave for WAR reducing the CD on Infuriate). While not strictly a proc, it does move things from what they'd be statically.
    See my disclaimer and why I don't consider them rng procs at all. They're predefined and will always amount to the same ratios and happenstances unless the player screws up. Pushing a button to make another light up, or see its recast reduced, is not a rng proc.


    Quote Originally Posted by Renathras View Post
    MNK's rotation in general is also a bit more randomized than most due to when you enter the Nadi generating bit being somewhat random based on where you were in your rotation. PLD has a similar situation, but it's considerably less intense and interactive.
    There is literally zero rng in MNK's and PLD gcd rotations.

    Quote Originally Posted by Renathras View Post
    Though the one problem with "full proc" is that it can swing WILDLY from encounter to encounter, making balance insane. One reason RDM got Accelerate was as RNG "insurance" because people would sometimes get bad RNG and have a poor showing in that fight through no fault of their own. While some people love that high risk-reward feel, others do not, and it tends to make Jobs less desired in content.
    I doubt this is the actual reason behind RDM stealing old MCH ammo (because it wasn't the reason behind MCH ammo in the first place). The reason is that it makes it feel very crappy and like a sludge when you get under a long bad streak, esp on mechanics like RDM or during HW Mildfires. But overall, people massively overplay the swing effect of such rng mechanics due to the variance they introduce not being "worse" than the crit variance for instance. In fact, the crit variance, especially on big nukes (800+ potency moves, which WAS the reason behind the kaiten removal btw), is way more impactful and a lot less easy to counteract by a rule of averages among a way bigger sample, from which most rng proc based abilities benefit.


    Quote Originally Posted by Renathras View Post
    I'm not trying to nitpick, just trying to make sure I understand what you're asking for, but it sounds to me like you want a priority based non-rotation, but also one that isn't like RDM where it's based on things you have, but rather is entirely based on RNG chance as to which buttons are even up to press, with just the one "fallback" button for when nothing is up?
    No, I'm just asking what SE's plans are when it comes to true proc based jobs, I don't get where you assumed I was talking about priority job models. See my disclaimer again.

    While I acknowledge that some jobs have a handful of rng proc based elements to their design, I still argue that they do NOT feel like rng proc jobs. RDM is an edge case I could concede, but overall you're stuck with BRD/DNC.
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    Last edited by Valence; 12-02-2023 at 04:56 AM.