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  1. #181
    Player
    AnjouMaaka's Avatar
    Join Date
    Jan 2023
    Posts
    194
    Character
    Anjou Maaka
    World
    Cuchulainn
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post
    There is a minute amount of additional enmity per action against an enemy or benefiting a player the enemies are engaged against. But by minute I mean the value of ~100 damage. Vs. the total amount done by, say, Xenoglossy.

    The % of damage done is the far, far larger part, and --far more importantly-- it is modified by your Enmity stance's multiplier. The stance does not supply a mere flat value.

    The % modifier amount they apparently thought was "too little" was 1000% enmity. Now it's higher with AoE openers having a further, multiplicatively stacking modifier atop that.


    Then I suppose it's still not safe to have anything less than an 8-Warrior party?

    And, most importantly...

    No part of the OP asks, no matter how indirectly, for a change to how Enmity works.

    We tanks have enough Enmity to spend more than 80% of our AoE time idle and still hold threat. In single target, that falls only to perhaps 70%. It's still tremendously excessive. A nerf of ~15% dps would in no way require a change to Enmity formulas or its surrounding systems. We'd still have an excess of, at minimum, some 300%.
    Like I said, I don't know the actual equation for it. I was just giving an example of how it could be formulated. What the OP is asking for ignores so many aspects of the game just to satisfy their "lack of fun" when playing healers. Enmity is only one of those aspects.
    (0)

  2. #182
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    No, it's not ignoring a damn thing. Nor is the OP even asking for... anything. It's a literal question.

    Now, even if we were to swap maximum tank output with healers' maximum, that affects solely tanks' damage and, thereby, whether parties' rDPS is punished for bringing healers unnecessarily (instead of replacing them with tanks). It would remove that punishment without power creeping the game by taking about a sixth of tanks' damage and giving it to healers.

    Because tanks still have about triple the Enmity and double the effective sustain (when including passive advantage, split across both tanks) necessary to make them an rDPS advantage to take 2 of (where an OT is made necessary due to twinned attacks, excessive splits, vulns, or excessive TBs in general; else, 1), this would only reduce it from an rDPS advantage to take up to 4 tanks (where more than 2 could be required for raidwide or spot-healing) back to the intended 2.

    For a decrease in damage to affect tanks' ability to hold threat, they would have to be currently at risk of losing threat. Outside of gross incompetence, disconnects, or having less than 30% uptime, etc., they are not. For it to affect enjoyment, players would have to care solely about their personal output, as opposed to their rDPS indirectly provided. Doubtless some do, but that's not a preference worth rendering another role redundant for. A DPS may as well base their enjoyability of their role on their ability to solo current content or a healer on their ability to deal damage equal to a DPS; that's not a factor worth appealing to given its cost to so much more players, and so much greater degree, than it would improve even if such players made up the whole of their respective roles.
    (4)
    Last edited by Shurrikhan; 09-10-2024 at 10:26 AM.

  3. #183
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,471
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    For a decrease in damage to affect tanks' ability to hold threat, they would have to be currently at risk of losing threat. Outside of gross incompetence, disconnects, or having less than 30% uptime, etc., they are not. For it to affect enjoyment, players would have to care solely about their personal output, as opposed to their rDPS indirectly provided. Doubtless some do, but that's not a preference worth rendering another role redundant for. A DPS may as well base their enjoyability of their role on their ability to solo current content or a healer on their ability to deal damage equal to a DPS; that's not a factor worth appealing to given its cost to so much more players, and so much greater degree, than it would improve even if such players made up the whole of their respective roles.
    Yep. I've intentionally turned my tank stance off again as the offtank so often in savage fights (so I don't have to track whether I overaggro later) if there's no swapping, might as well, not like after a few combos anyone will be #2 instead of my until the very end of the fight. Tank emnity is ridiculous, tbh.
    (1)

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