The damage formulas are, yes. It's the formula for f(AP) that is different for tanks, it's why I edited my post.
https://www.akhmorning.com/allagan-s...ower-fap--fmap
The damage formulas are, yes. It's the formula for f(AP) that is different for tanks, it's why I edited my post.
https://www.akhmorning.com/allagan-s...ower-fap--fmap
Last edited by Absurdity; 12-12-2023 at 05:35 PM.
Ahh, I get what you meant before then, yeah.The damage formulas are, yes. It's the formula for f(AP) that is different for tanks, it's why I edited my post.
https://www.akhmorning.com/allagan-s...ower-fap--fmap
My bad for misunderstanding / being overly narrow then.
And now if only the devs bothered to mention in-game that there was a 30.3% damage debuff baked into Tank Mastery... >.>
So, to sum up, if I have this correctly, this would mean that a Tank does roughly 70% of its stated potency in terms of otherwise universal damage (or, "effective potency"), Melee 100%, Rangers 120%, and Casters/Healers 130%. ...Ugh.
Again, would much prefer they just standardized it all. I'm not sure why they felt the need to include so much hidden modification on the basis of levels or varying auto-attack potencies, etc., when they could have just used a softer degradation on secondary stat effects as level increases and just adjusted each job's stated potencies to be representative of their actual outputs (as per the change to pet action potencies).
I wouldn't even mind the varying damage modifiers if the game actually told you.
Especially in the case of Tank Mastery telling you that it increases your damage dealt when it in fact does nothing at best and the opposite at worst, I don't particularly like the game lying to me.
But that issue can be expanded to pretty all of your character info.
You're not told how much % increases your stats give you, you're not even told that there are stat intervals and that, for example, going from 1008 Tenacity to 1026 Tenacity does absolutely nothing because the next interval is at 1027.
Last edited by Absurdity; 12-12-2023 at 07:43 PM.

Target of my target was an option from Warhammer Fantasy online where I could lock in my primary target for healing and stay locked on them then any time I cast a offensive spell it would hit the target of my target without me needing to tab back and forth. Yes I know there are ways to set up buttons to tab back and forth in FFXIV Im missing 3 fingers on one of my hands thanks to an IUD it would make life easier for folks like me without fully functional fingers. But I get I am a minority and not a streamer so they really dont care what I have to say.
The heal kits are already wildly over-engineered for what they have to cope with in game. First preference is more things baked into the fights to deal with, like more dispels and dots and heavier, more regular damage that actually stresses the existing heal kit and failing that a more complex DPS rotation. Any additional complexity added to heal kits would just be wasted because we already hardly have to use the existing kit.Title. Would you rather...
1. Heal kits stay more of less as simple as they are but their damage kits/party buffs get put back to HW/SB levels of complexity/interaction (not copy/paste those expac's but roughly that many damage buttons/interactions). Stuff like a tiny AoE that buff's people's damage, SCH getting its dots back, AST cards going back to how they were in SB, Aero 3 coming back. etc
2. Damage kits stay as they are (30 sec dot, one button spam), but their healing abilities are made significantly more complex. No more "press one button to heal everyone to full". More unique interactions, passives, cooldowns etc. Stuff like a CD where everyone's HP in an area is averaged out, a debuff on the boss heals anyone when they attack the boss, AoE heals cost way more MP/are on a cooldown. etc.
And yes, a mix of 1 and 2 is absolutely allowed and frankly, that's my preference.
Id rather neither, I would prefer they give healers buffing abilitys they have to maitane on players that only last 40seconds-60 seconds but between those 2 healer if I want to dps I will play a dps job and just healing means sitting around waiting for ppl to take damage, so Id prefer healers being given the vast majority of cds that they have to buff up the party with that way you have a constant
Last edited by Graveyardprincess; 06-28-2024 at 01:22 AM.



From the first page and sounded like a great ideaIt shouldn't conflict. It is possible to design things to keep healers focused on healing without making it too difficult.
What SE needs to do is give up their "healer death equals wipe" mindset. I know this is a point of contention but I don't see resurrection as something that needs to be a healer specific duty. Give parties a way to resurrect healers when there is not a second healer or RDM/SMN in the party (like remove the "out of combat" restriction on Phoenix Down and let it stack to 5 or similar) and that mindset can be removed. Once the mindset is changed, it's easier to make it more interesting to heal even in normal difficulty content.
Otherwise, might as well remove healers all together if they're just going to give tanks and DPS healer tools because they don't think healers are capable of performing their roles without causing wipes.
Alternatively... they could give all tanks and dps a new role action with a short or instance cast time, but also a very short cast distance and a long cooldown so everyone is always guaranteed to have an option available not tied to a resource they can run out of or forget to purchase.
Healing should be the top priority through better mechanics and reducing some tank self recovery. DPS self recovery is fine as is.
I would like to see a little more use of esuna. Especially debuffs which aren't critical but allow healers to improve DPS without DPS buttons.
Though, for low level dungeons and easier content there should be DPS skills that use healing resources to discourage use in higher level content. ED is a great example since it's not needed in higher level content but breaks up the monotony of 1 or 2 DPS actions.
That said, I can understand the concerns with ED since it can result in newer players over using aether and not being able to heal in a pinch so it makes sense these skills would unlock later on after new players have had an opportunity to learn the healer role (e.g., level 50).



Knowing that you can spend aetherflow on energy drain instead of over-capping is a good thing and helps with mp management on scholar. There is no benefit delaying learning it, all that will happen is people learning wrongly to save aetherflow instead of using it on cooldown.

More complex rotation.
All healers have 30 ish healing buttons already when for most content you need about five.
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