it's alraedy a useless skill now its even more useless lol, yea it doesn't make sense at all if it nullifies heal crits.
it's alraedy a useless skill now its even more useless lol, yea it doesn't make sense at all if it nullifies heal crits.
First, most games do differentiate between the two. They're on entirely different tables. I'd like to see evidence otherwise.
Evidence for my position is simply that this isn't the first uncrittable ability in a game, or like WoW where tanking stances (formerly the Defense Stat) lessened your chance to be crit. You could still receive critical heals. I assure you, the theorycrafters would have gone starkraving mad if heals crits were less frequent against proper tanks.
Further, possible evidence that healing here is not just negative damage is the times you'll see a heal land on the target, and they still die, because the game can't decide if the heal was in-time or not.
Second, cures are not "negative damage", they're healing. It is overly generous fanboyism to claim otherwise, An attentive whm, seeing Overcure proc, might want to use it to move the tank's health now. Is it the best choice? Probably not at this time (Cure III costs twice as much as Cure II, and a cure III critical does about 1.25x more than a cure II normal), but it's an option, and whatever makes the tank live, makes the tank live.
To keep it short, abilities should not have negative side effects unless they're explicitly stated (like Berserk). Anything otherwise is an oversight.
Yeah, my whm capped healing skill on undead in that fashion in XI. However, what you're talking about is lore and flavor, that still doesn't make them negative damage in the code-sense, and that's what matters.To be fair, I think this is the first Final Fantasy that didn't count healing as "negative" damage. For example, in every other FF I can think of, healing spells would deal damage to undead, skeletons etc, because they're already dead, so bringing them closer to "life" is killing them. Was actually really disappointed it wasn't possible to do this here. (Unless of course I just don't know how, anyone can feel free to correct me but everytime I tried it would just cast on me)
Last edited by Steeled; 11-17-2013 at 12:23 PM.
To be fair, I think this is the first Final Fantasy that didn't count healing as "negative" damage. For example, in every other FF I can think of, healing spells would deal damage to undead, skeletons etc, because they're already dead, so bringing them closer to "life" is killing them. Was actually really disappointed it wasn't possible to do this here. (Unless of course I just don't know how, anyone can feel free to correct me but everytime I tried it would just cast on me)Second, cures are not "negative damage", they're healing. You're showing utter dedicated fanboyism by claiming this is otherwise. An attentive whm, seeing Overcure proc, might want to use it to move the tank's health now. Is it the best choice? Probably not at this time (Cure III costs twice as much as Cure II, and a cure III critical does about 1.25x more than a cure II), but it's an option, and whatever makes the tank live, makes the tank live.
I make no claims to have any clue as to how it's actually coded, I think they were using "negative" damage in an "anti"damage sense, like, processed as normal damage, just does the opposite (like regardless of it being a healing spell or dps, they're both throwing out a positive number, healing abilities just add it to the target instead of subtracting it ). I wasn't trying to say the heals are actually doing damage for say -3000.
Last edited by Sephirah; 11-17-2013 at 12:38 PM.
http://youtu.be/gGJPq1qmtrk - PLD Controller Tanking AK with no UI video
If (meatball.mass > mb_average) {
Spaghetti.state = 'delicious';
} else {
Spaghetti.state = '';
}
I love me spaghetti code.
http://www.reddit.com/r/ffxiv/commen...for_volunteer/
here is the reddit thread that goes with this thread.
Yeah, but whats better,
Not getting crit for 5000 dmg when the dreadnaught in turn 4 has eaten four spiders, or getting a crit heal for an extra 400 or w/e it is.
I use awareness, but only when I know that getting crit dmg would be fatal.
The correct answer is: "Every other of the many cooldowns a paladin has." Even if it didn't block heal crits awareness is already meh compared to everything else a PLD has at its disposal.
Correct, but if EVERY cd I have is on CD from a rough spot or something going wrong, Im going to pop awareness so I don't get crit.
In exchange of healing efficiency. It's a double-edged sword and the positive side isn't all that tempting on its own. If your party is in a rough spot that crit heal could potentially save your healer(s) a gcd to spend on someone else but RNG crits could go the other way. You're trading one gamble for another: if only RNG crit damage could kill you or if only RNG crit healing could save you. I don't really see it as worth it.
Are people really arguing that Awareness nullifying crit chance on heals is intended? And is one of the arguments really that awareness is already crap so it's ok to be more crappy than it should be?
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