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  1. #1
    Player
    axemtitanium's Avatar
    Join Date
    Jul 2012
    Posts
    991
    Character
    Titania Basilikos
    World
    Hyperion
    Main Class
    Thaumaturge Lv 100

    New healer gear accuracy not properly scaled to new FCOB accuracy caps

    In Patch 2.2, the developers made the decision to put accuracy on raid-level healer gear. To whoever is responsible for this change: THANK YOU SO MUCH. The accuracy cap for T9 for mages was ~470 and the max possible accuracy for healers in non-melded gear was 424 (404 without food). This was acceptable; there'd be the annoying miss every now and then and Scholars could always put Bio, Bio II, and Shadow Flare without fear of missing and gamble the MP on Miasma and Aero for extra damage.

    Unfortunately, the new i130 gear only amounts to 8 more accuracy TOTAL across all slots bringing the new max to 432 with accuracy food. This is not enough when the mage accuracy cap for T13 is at least 515, by current reports. The developers clearly want healers to help with DPS when they can; that's why accuracy was added to gear in the first place. PLEASE make the accuracy increase from i110 to i130 larger than just 8 points (only left side gear has any added accuracy compared to i110) and make it comparable to the amount of misses we've come to expect with the previous patch.
    (23)

  2. #2
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    I think they decided that it was not a good idea to allow healers to contribute DPS. This would explain why accuracy didn't increase beside the fact of item level progression.
    (10)

  3. #3
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    It's not that healers can't contribute to damage output, it's just that they aren't good at it. Sure, they have attack abilities but it's not their strong suit, it's healing they're good at. Scholar is better at attacking than White Mage but when it comes down to it they really should be focusing on healing unless the situation really doesn't need so supreme an effort in that regard.
    (1)

  4. #4
    Player
    Ellatrix's Avatar
    Join Date
    Jul 2014
    Posts
    437
    Character
    Ellatrix Reatori
    World
    Sargatanas
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Gilraen View Post
    It's not that healers can't contribute to damage output, it's just that they aren't good at it. Sure, they have attack abilities but it's not their strong suit, it's healing they're good at. Scholar is better at attacking than White Mage but when it comes down to it they really should be focusing on healing unless the situation really doesn't need so supreme an effort in that regard.
    You have zero raid experience in this game (not even a single T5 kill). You have no experience or understanding of how valuable an extra source of DPS can be.

    Our 6min T8 runs has the SCH in Cleric's Stance the entire time.
    (20)
    Last edited by Ellatrix; 11-05-2014 at 11:35 AM.

  5. #5
    Player
    Ooshima's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    1,925
    Character
    Rui Ooshima
    World
    Tonberry
    Main Class
    Bard Lv 90
    Quote Originally Posted by Ellatrix View Post
    You have zero raid experience in this game (not even a single T5 kill). You have no experience or understanding of how valuable an extra source of DPS can be.
    I'm not sure what he exactly mean there, but might be because SE wanted to make it that way.

    Noticed that FCoB is more focused on DPS checks than mechanics compared to SCoB, probably would made some sense if the accuracy cap is raise but limited the accuracy gain for healers so that the rDPS requirements won't be easily conquered by healer's contributions.
    (3)

  6. #6
    Player
    Ellatrix's Avatar
    Join Date
    Jul 2014
    Posts
    437
    Character
    Ellatrix Reatori
    World
    Sargatanas
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Ooshima View Post
    I'm not sure what he exactly mean there, but might be because SE wanted to make it that way.

    Noticed that FCoB is more focused on DPS checks than mechanics compared to SCoB, probably would made some sense if the accuracy cap is raise but limited the accuracy gain for healers so that the rDPS requirements won't be easily conquered by healer's contributions.
    what lol

    2nd coil has less mechanics and more dps checks than final coil. Source: I'm on T13, and check out how long it took for other groups to clear this compared to 2nd coil. Mechanically skilled players are clearing just fine, they don't need gear to meet dps checks because they are really low dps checks. Also, all bosses have extra punishments for failing mechanics.
    (2)

  7. #7
    Player
    Ooshima's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    1,925
    Character
    Rui Ooshima
    World
    Tonberry
    Main Class
    Bard Lv 90
    Quote Originally Posted by Ellatrix View Post
    what lol

    2nd coil has less mechanics and more dps checks than final coil. Source: I'm on T13, and check out how long it took for other groups to clear this compared to 2nd coil. Mechanically skilled players are clearing just fine, they don't need gear to meet dps checks because they are really low dps checks. Also, all bosses have extra punishments for failing mechanics.
    You need to look at things collectively. Cutting edge groups (like you and others who have past T12) with fast learning abilities and excelling DPS players will not feel the pinch because they are already above the mark. In SCoB the major DPS gate is T8 which requires groups to exceed 1,600 rDPS which players initially took the 5DPS strat to overcome it. Even until now with IL110 gear sets, some groups are only hovering around 1,800 rDPS with the standard 2 tank 4 DPS combination. Turn 10 immediately demands a minimum of 2,030 rDPS to barely pass the enrage timer. Turn 11 requires about 1,800 rDPS but then we have to take into account that the adds have high physical resistance, so in a sense, the demand is the same level as Turn 10 asks for.

    Mechanics wise I don't really think FCoB is that punishing as SCoB. At least for the first 2 turns which is where I have first hand experience right now. You don't have things like Cursed Voice which was the bane in SCoB (and why it is the most frustrating turn in Savage Coil also) which is way punishing than what you get in the first 2 turns of FCoB. One person's mistake isn't that costly so far in FCoB compared Cursed Voice. This is probably the reason why the top groups are able to blaze though so fast without gear: these are the people who know their job well, and probably 99% of them went through the test of Savage Coil which pushed them on both mechanics and DPSing. They went through the punishment Savage Coil gave them (especially T7 Savage) and these are the people who can dump a rDPS of 2,600 on T8, which meant that higher tuned rDPS requirements like 2,000++ aren't any serious trouble for them.

    However, for the many groups who can't clear SCoB without the handouts given in patch 2.3, FCoB will be problem for them.
    (2)

  8. #8
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,634
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ellatrix View Post
    You have zero raid experience in this game (not even a single T5 kill). You have no experience or understanding of how valuable an extra source of DPS can be.

    Our 6min T8 runs has the SCH in Cleric's Stance the entire time.
    If your healer can do that, either the outgoing enocunter DPS isn't properly tuned or your group is overgeared.
    Sure I throw a stone or two when I notice that I twiddle my thumbs most of the time, but I prefer encounters where I have to fulltime heal.
    (5)

  9. #9
    Player
    Ellatrix's Avatar
    Join Date
    Jul 2014
    Posts
    437
    Character
    Ellatrix Reatori
    World
    Sargatanas
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Granyala View Post
    If your healer can do that, either the outgoing enocunter DPS isn't properly tuned or your group is overgeared.
    Sure I throw a stone or two when I notice that I fiddle my thumbs most of the time, but I prefer encounters where I have to fulltime heal.
    I'm pretty sure every single encounter pre-2.4 has been solo healed outside of savage coil. There is no reason to NOT let a healer contribute to DPS when appropriate, and a healer who never uses Cleric's Stance at every opportunity is not an exceptional healer.

    Killing things faster means less raid damage, less chance of dying, less chance of wipes, etc.
    (3)

  10. #10
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,634
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ellatrix View Post
    Killing things faster means less raid damage, less chance of dying, less chance of wipes, etc.
    With an added risk of being stuck in a GCD when something unexpected happens.
    Though I have no experience when it comes to the predictability and "spikiness" of raiddamage in this game, provided nobody fails.
    If it is all predictable, then DPSing would be logical.
    (5)

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