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  1. #1
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    Quote Originally Posted by rawker View Post
    Because DH is the direct replacement to Accuracy much like Tenacity is for Parry.

    They could remove it but then will have to do so with every piece of equipment.
    They don't need to remove it. They just need to revamp it.

    Actually, Piety and Tenacity have such low value that every Tank and Healer avoid that as much as possible. The answer ? It doesn't provide DPS (Well, it does for Tenacity, but not to the extent of Determination, which is way more valuable.)

    I think that Determination should be a DPS only stat and make Piety and Tenacity quite the same as today (Just add damage and heal increase to Piety). Of course, the % of damage increase would be much more consistent on DPS, because it's their main purpose. Tenacity would stack greatly too, but too a much lesser extent since it's also reduce damage income a little, and Piety will be the worst in term of pure Damage increase (Because healer are the weakest in term of DPS)

    Crit always increase both Chance and Damage when you up it, making it an exponential stat. That means if you don't have any, it is the ultimate garbage, but if you have a lot it's a godly stat.

    DH is a linear stat, because only the chance increase when you up that stat. But the function behind it is literraly the old critical damage we had on older game. I think Direct Hit should have a different effect than just a +25% damage up. Maybe something like a second attack (with reduced damage) added (on which Crit could also occur, but each hit is independant) (This is a crappy idea of course, I'm aware. We just need more thinking about this).

    Quote Originally Posted by eldritchAvatar View Post
    Why not make DH affect proc rate? For proc focused builds starting out with a base percentage is great, but why leave it a fixed percentage when DH could easily contribute to strategic variety by affecting the rate at which a skill procs an effect? An added 25% damage every so often is redundant and could be funneled back into crit and rebalanced.
    Increasing proc for DH is a terrrible idea because only a few class depends on proc, like BRD or DNC. This would be a crappy stat for 80% of the possible class you play.
    (1)

  2. #2
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by TabrisOmbrelame View Post
    They don't need to remove it. They just need to revamp it.

    Actually, Piety and Tenacity have such low value that every Tank and Healer avoid that as much as possible. The answer ? It doesn't provide DPS (Well, it does for Tenacity, but not to the extent of Determination, which is way more valuable.)
    Indeed it all comes down to DPS.
    For tanks, the solution would be actually rather simple (assuming no complexe rework of function).
    Increasing its mitigation effectiveness while, at the same time, increasing boss AA in such a way that a tank going full tenacity would take significantly less AA than a tank that had none. If you crank up the numbers high enough (and make bosses do, either very hard hitting AA or plenty of smaller TB), you can reach a point where healer might need to actually spend GCD on the tank to keep them alive. If they do it often enough, then can become a dps gain because you make healer heal you less.


    However I do not believe going from "Tenacity is utter trash" to "Tenacity stack is mandatory" is a good solution, we're just changing which stat is useless.

    An interesting sweet spot could be to have "some" tenacity as to reduces bosses damage enough to actually survive properly and not require constant healers attention (and thus, dps loss through the use of gcd heals).

    Obviously, the tenacity effect would need to be drastically increased and the boss damage as well to reach this state.

    For healers, piety shouldn't affect the mp economy as
    First, linking mp economy to a state makes it entirely useless once the extra mp are unnecessary, so at is currently is. A stat that goes from "100% necessary" to "100% useless" once a threshold is passed is a bad stat. Currently, the amount of piety required is 0.
    Second, it would make for a horrible gameplay experience. Let say we'd need to have 500 for a job to be able to DPS nonstop in order to not run oom in a 10min fight.
    Any extra costy healing (shield, rez) disturb the balance, making the healer mp too low for the rest of fight, forcing it to stop dpsing as stoping healing would obviously be worse. This results in poor gameplay experience. If more piety is stacked to avoid this problem, we go back to problem one, the extra piety is useless.

    It's a circular problem. Currently, piety works fine because it is 100% useless. Therefor, beside being annoying to see on gear, we stack 0 and still have plenty of mp.

    To make piety viable, they'd need to make it work like tenacity, but with something that might actually be usefull. So increasing healing and 80% of damage of determination. If the values aren't too low. Some piety could end up being desirable. If your healers can increase their healing by 15-20% by sacrificing only 1-2% of their dps, fight with tight healing check could see this being a viable strategy.

    Obviously, that's assuming we'd want to keep those two stats.
    Making tenacity and piety stats that you "want a little but not too much" would be a very difficult thing to achieve I feel. The gain is tbh very minor at the risk of throwing off balance.

    Determination could indeed be a DPS only stat, however we're back to the same problem. Unless DH is also a dps only stat, we'd have tank and healer stack crit dh (and ss for healers) and avoid tenacity and piety.
    The only real solution would either be to remove those two stats or simply buff them to the roof. Piety would, at the very very least, need the tenacity treatment regarding damage.
    (1)

  3. #3
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    752
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by TabrisOmbrelame View Post
    Crit always increase both Chance and Damage when you up it, making it an exponential stat. That means if you don't have any, it is the ultimate garbage, but if you have a lot it's a godly stat.

    DH is a linear stat, because only the chance increase when you up that stat. But the function behind it is literraly the old critical damage we had on older game. I think Direct Hit should have a different effect than just a +25% damage up. Maybe something like a second attack (with reduced damage) added (on which Crit could also occur, but each hit is independant) (This is a crappy idea of course, I'm aware. We just need more thinking about this).
    This then just becomes a game of math. Can the crit stat reliably beat the DH stat? If not, go full DH, if yes, go full crit. It will involve an easy number treshold.
    Therefor adding complexity that i think just isnt needed as it doesnt benefit anyone.

    You want a simple system. As anything more difficult will as a result most players having suboptimal gear, making content harder for you. Adding damage to piety is on that simple as it just changes the materia priorities, and then remains the same for all. No strange tresholds to consider then, but piety does have a side effect that can make it mandatory: spell speed. The more you cast, the faster you burn mana, and therefor need piety to cover. So if we can do something here, piety might not need any damage.

    I think spell speed/skill speed are the 2 stats that need more attention. These are far more awkward as they rely on tresholds far more and have near insignificant results (0.02s on a 2.5 gcd is still less than a percent of value, yet 72 points on your crit stat of 2000 is already a 3.5% increase in just its number). The scaling here does a quite bad job, yet would otherwise be the most reliable stat to compete against crit as its scaling is potentialy also exponential (if the removed GCD portion scales linearly downward, the more you get, the more bonus value you generate).
    And these used to actualy be able to compete with crit on jobs like blm.

    And yes, if this works well, we will get a more complex case as now you need to find a balanced value. Which might not be what we want. But spell/skill speed has a side effect that might not be noticed: it can make uptime easier during mechanics. This makes it a far more personal thing making it less strict to be optimal. Only in ultimate (where things are strict) these strict values can then matter, which is exactly where we want this.
    (0)
    Last edited by UkcsAlias; 05-07-2024 at 06:50 PM.

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