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  1. #1
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
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    3,032
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ThurinTurambar View Post
    Of course, you would still want to stack them as most jobs either have burst at 2 minutes or can prepare for 2 minute to burst, but it would make non buff party compositions viable.
    That's only the case right now, because they literally all have to be designed to have a 2-minute burst or their aDPS falls off a cliff.
    As Valence said, if we're no longer shackled to the party buff window every 2 minutes then rotations no longer need to revolve around it. We could have 60 second bursts, 90 second bursts, 120 or jobs that completely rely on sustained dps again.
    (2)

  2. #2
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
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    1,325
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Absurdity View Post
    As Valence said, if we're no longer shackled to the party buff window every 2 minutes then rotations no longer need to revolve around it. We could have 60 second bursts, 90 second bursts, 120 or jobs that completely rely on sustained dps again.
    What prevents people from intentionally delaying their, say, 105s cycle to line up with 3 other people in their group who cycle at 110s, 115s and 120s?
    (0)

  3. #3
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    739
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Carighan View Post
    What prevents people from intentionally delaying their, say, 105s cycle to line up with 3 other people in their group who cycle at 110s, 115s and 120s?
    Because then it would not be mathematically needed to do the best DPS anymore. They can still do it, but it would not be required.

    The reason we have this "everything converges around big damage cooldowns that occur once every 120s" gameplay is because of the multiplicative damage calculation which rewards buff stacking with more damage. People delayed their cooldowns so they could align with trick attack back in the day, since that meant an overall noticeable increase in DPS. Which is an important metric in a game where the goal is to reduce enemy hitpoints to zero, so much so that people complained to Square Enix about this. Thats how we arrived at today, where every class is builder-spender on a 120s timer.
    (0)
    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  4. #4
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
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    1,325
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ovIm View Post
    Because then it would not be mathematically needed to do the best DPS anymore. They can still do it, but it would not be required.
    What if delaying mathes out to be optimal DPS? Meaning to do maximum damage you'd be required to do that?

    The point I made in my first post is that you can't really prevent this if you want to stick with this overall type of buff-centric design. You can fudge the numbers to the point where it becomes optimal not to align all the buffs, but... you could already do that now. But you don't. Hence some jobs delay their burst by a few GCDs while others do not, based on the per-job variance in lead-in time to the burst. Because right now it mathes so that aligning everything is optimal. But that's not a problem that'd be fixed by the proposed change really. It would still exist, just in a more crass fashion. Or maybe not, if you play the numbers right, but then it's important to realize that it was messing with potencies and hence the value of buff-alignment that did that, not the mechanical overall change.

    Or if you go the way of an extra crass route and remove buffs (whole, leaving them on a handful of jobs like Dancer or Bard would usually make the problem worse unless you do it say that the PRanged jobs bring the buffs but you are hard-capped to only have 1 of them in the group, no exceptions), then we'd still math whether it's optimal to delay a rotation here or an effect there to align potting windows around boss abilities, or around debuffs, or around multiplicative effects where Monks or Reapers feed from other's GCDs.

    It's not a problem you can solve at the root while just cutting a head of the hydra off. You need to get rid of the entire hydra if you want to keep the same goal.
    (1)
    Last edited by Carighan; 05-26-2025 at 08:05 PM.

  5. #5
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,032
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Carighan View Post
    What prevents people from intentionally delaying their, say, 105s cycle to line up with 3 other people in their group who cycle at 110s, 115s and 120s?
    That will then be entirely dependent on kill time, as it used to be.
    In almost all cases it is a damage loss to delay cooldowns so they fit into a bigger buff window if that means you lose out on a usage over the entire fight.

    Best example being Warrior between 4.2 and 6.0. Most party buffs did not align with it's 90 second cooldown IR but if delaying it meant you would lose out on a use towards the end of the fight it would pretty much always be the worse choice.

    Obviously 115 and 120 seconds are so close to each other that you'd most likely always want to align them, but even the difference between 105 and 120 seconds is long enough that you could end up losing damage overall if you delayed your cooldowns.
    (0)
    Last edited by Absurdity; 05-26-2025 at 09:06 PM.

  6. #6
    Player
    Carighan's Avatar
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    Apr 2018
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    1,325
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Absurdity View Post
    That will then be entirely dependent on kill time, as it used to be.
    But then why not just make all those cycles equal so to avoid the unexplained and unintuitive "sometimes you have to delay based on kill time and context and you better read up on that on The Balance you know"?

    ... that's how we got here, mind you:

    1. Raid buffs and cycle times are different.
    2. "Oh, we can optimize damage by delaying and aligning."
    3. Everyone does (2) but it's neither explained nor visible, so might as well bake it into the base class definitions to fix that.
    4. Everyone is aligned around a single, shared, cycle.

    If we now add (1) as (5) at the bottom, wouldn't the cycle just repeat?
    (1)