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  1. #1
    Player
    Sequora's Avatar
    Join Date
    May 2014
    Posts
    523
    Character
    Raveen Raines
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    Quote Originally Posted by athenia View Post
    far from lowest cause of what ? theres no reason why a smn should do more dmg than drg, nin, monk or blm. ur at the same lvl as a bard, i would say even higher if played well and i really see no reason why u should outdmg the other classes.

    that thin with spellspeed is a a good idea, but there are several more things they need to change if the want to do a mechanic like that.
    I really don't even know where to begin with this. Why is SMN on the same level as BRD? BRD gives buffs that affect ALL party members within range. SMN shouldn't be dealing more damage, but should be on par with BLM MNK DRG NIN. NIN has more utility than SMN does and it's currently sitting on top with MNK. Damage between DPS classes should be close enough where the higher DPS is the person who plays the job better. Battle rez is the most overrated utility spell in the game. Is it nice to have? Yes. Once your group has mastered a fight you really shouldn't need it for the clear anyways.
    (1)
    Last edited by Sequora; 11-21-2014 at 02:53 AM.

  2. #2
    Player
    athenia's Avatar
    Join Date
    Jan 2014
    Posts
    24
    Character
    Athenia Noirterel
    World
    Cerberus
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Sequora View Post
    I really don't even know where to begin with this. Why is SMN on the same level as BRD? BRD gives buffs that affect ALL party members within range. SMN shouldn't be dealing more damage, but should be on par with BLM MNK DRG NIN. NIN has more utility than SMN does and it's currently sitting on top with MNK. Damage between DPS classes should be close enough where the higher DPS is the person who plays the job better. Battle rez is the most overrated utility spell in the game. Is it nice to have? Yes. Once your group has mastered a fight you really shouldn't need it for the clear anyways.
    he talked about being higher than others, not at the same lvl and i see no reason why smn should be higher or equal on single target. if they would be higher or equal, they would be on top if they can dot more than one target.
    (0)

  3. #3
    Player
    Dinocat's Avatar
    Join Date
    Feb 2014
    Posts
    40
    Character
    Dino Cat
    World
    Odin
    Main Class
    Arcanist Lv 60
    In response to the community posts regarding a few points of my post, I would like to address the 2 aspects of SMN utility and the comparison of BLM to SMN that many seem to bring up.


    Breaking down the SMN utility skills:


    Eye for an Eye – WHM/BLM/SCH Shared; useful but not game breaking to have and not SMN exclusive

    Virus (+Job Bonus) – BLM/WHM/SCH Shared; Reduced DMG debuff, 1 min Boss restriction; no encounter at this current time requires 2 SMN/SCH Viruses to be used consecutively to result in completion; and to factor in this is rarely a deal maker.

    Resurrection (res):


    There seems to be a misconception about the viability of Res outside of farm or non-endgame content.

    To specify, endgame content is expressed entirely in this aspect as minimal gear for maximum efficiency versus content. (IE. completing T10-13 in 110/melded 110 with minimal 120/130 pieces.)

    The only point in which death in a raid is reasonably recoverable or even practical is when one overgears the encounter enough to allow for such a mistakes. This is not the case that I speak of when discussing these issues.

    A SMN res consumes a significant amount of mana, resulting in a massive DPS loss. In a progression environment, Res is a non-factor in selecting composition. The encounters do not allow you to die and still meet the DPS check or mana management requirement. [IF the SMN received a no or very low cost mana res, this may become a more arguable point.]

    My original reference notes were expressed entirely from the perspective of capabilities of classes in estimated 110 vs ability to complete content (class DPS output capacity). I would imagine once you attain 130 parts and start to overgear the encounter, many of these issues will seem less of a problem.

    What overgearing an encounter allows is to bring non-optimal class compositions and still complete the content; this does not address the issue that there are classes and compositions that are clearly better.

    When broken down the fundamental issue of class balance will still exist. For example (the world first kill composition) broken down by DPS capacity estimates:

    MNK/MNK/BRD/BLM –Assuming 1 Dragon Kick (480+/500+/400+/450+) [1830+ Raid DPS]
    Vs
    MNK/BRD/BLM/SMN – 480+/400+/450+/430+ [1760+ raid DPS]

    Using a 70+ Raid DPS difference in composition as estimate; the factor of 70+ DPS over a say 13 minute fight; comes out to 54,600 Damage. 70 DPS may not seem a massive value, but when a boss has 1 million HP+, that total value comes out to 5% health. That is a massive difference.

    Now, with the already existing top end difference shown, let us say someone in the group with the SMN dies and the SMN utility of res is used; is that really going to assist the raid in doing +70 extra DPS? Not in the least.

    Death in content that you do not overgear will mostly result in a wipe for your raid unless you are already close to the kill.

    One may look at this example and state this as either a positive note for the MNK class, or a negative note for every other class. I see no issue with the current capacity output of melee classes, or the fact that they are dominant versus others. They bring less utility but allow them to become a standing turret of damage. [Though currently it appears the Ninja class brings both, and competes with the MNK class.]

    The MNK vs NIN issue and the future of these 2 classes are beyond the scope of this thread or my understanding of the classes, therefore, I will not speak further on this.

    The primary issue is the exponential difference in output capacity between DoM and DoW classes in raid environments.


    BLM and SMN comparisons:


    A few notes have been posted concerning SMN DPS gain if they become too mana efficient. I fail to see the relation of SMN DPS increasing due to being able to dot more targets. If granted better mana efficiency, this would allow SMNs to sustain their current damage capacity for longer, but in effect it would not drastically increase their capacity as a whole.

    By nature of the class, if there were 2 bosses of equal health on 2 sides of the room, which allowed for SMN to put full strength DoTs on both, in effect this could result in the SMN being top DPS for that specific encounter. However, is this not the nature of the encounter as opposed to the nature of the class? [No such fight exists at this time.]

    It also seems people misunderstand the base of SMN damage as a whole. 30% of our damage is limited to single target via pet, 10% via single target ruin, 15-20% single target if allowed to use only fester with pre-ruin 2, 5% Shadow Flare, totaling 65% single target limitation; thus 3 DoTs can be estimated at approximately a 35% DPS increase per additional target. Using a breakdown of 430 DPS cap [430 x 35% = 150 DPS], an additional target would allow the SMN to push 580 DPS for the fight if and only when optimal uptime and dot ticks were allowed. [Keeping in mind this maximum potential is only achievable if the SMN has the mana capacity, and even with an infinite mana pool, the DPS would not increase further.]

    [Note also the time of recasting on multiple targets individually result in downtime of fillers, though only by a small percentage, there is a DPS loss that can result in not attaining a pure 35% gain; possible leaning closer towards 30% in theory.]

    The SMN will never out DPS a MNK/NIN/BLM in single target, I do not see any balance being broken in an environment that is friendlier to the SMN class occurs, that such the case result in higher DPS for a SMN. Just as a single target boss favors a single target class.

    Alternately, a SMN will never outdamage a BLM in an AoE environment, even if Bane was not capped at 3 target transfer. Why? The SMN DoT total that ticks every 3 seconds is not equal to the capacity of a BLMs AoE per hit damage. Due to the nature of 65% of our DPS being limited to a single target, each additional mob would be equivalent to a 35% DPS increase maximum per mob. Due to the potency of a single BLM hit being greater than a DoT tick every 3 seconds, BLM will never lose in the AoE fight to a SMN. This in its own right is currently balanced and should not change.

    A SMN is technically incapable of doing more DPS on grouped targets, and only possible if and when there are mobs out of the BLM AoE capability.

    By nature, SMN DPS is limited to DoT ticks. Casting more dots, or faster, does not increase the DPS of a SMN. DoTs tick every 3 seconds for a set amount, only advanced further by Foes Requiem or a Raging Strikes. For example, an increased mana cap on a BLM allowing them to stay in Astral Fire 3, throwing more Fire IIs in that phase, would effectively increase the capacity of BLM, but such is not the case with the SMN class. The nature of our damage is limited at a cap of the total tick of 3 DoTs every 3 seconds. The SMN DPS value is a constant and does not fluctuate based on mana.

    To conclude, the current BLM vs SMN DPS capabilities are balanced, and do not require a change. BLM doing more single target and better AoE are only trumped by SMN under 1 specified condition; when targets are separated beyond AoE range. This seems very fair a tradeoff to the nature and style of these 2 classes.


    Finally:

    On a personal note, I am disappointed with some of the responses regarding the class issues in response to comparison of other classes on a 1 to 1 comparison (DRG vs SMN, SMN vs BLM). This is not a topic about how 1 DPS class should be better than another; I am purely expressing the shortcoming of my class in reference to all viability in a raid composition. Though I am expressing that there should be consideration in closing the gap between DoM and DoW classes respectively.

    1 on 1, each class has its own advantages, but this is not a game that runs 1 DPS/1Tank/1Healer, therefore I approach this in terms of raid composition as a holistic comparison.
    (14)

  4. #4
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Dinocat View Post
    Stuffs
    Point on Raise - Yes, definitely in these endgame environments you can't really afford one person to die. But in saying that it is a huge DPS loss for Summoner to raise someone, is not quite right. Say a 10 minute fight if you had to raise two people. That's say 30 Aetherflow stacks and it takes close to 3 Energy Drains (266 MP) to recover from each Raise cast. So 6 Energy Drains, which leaves 24 for Fester. This totals out to be a 5 DPS loss over the course of the fight. (3000 Damage)

    SMN DPS Breakdown (not including AA for overall %)
    @ i110 using Fester alone is close to 50 DPS (11.6%)
    Garuda is around 110 DPS (25%)
    Ruin is around 80 DPS (18.6)
    DoT's is around 190 DPS (including Shadow Flare) (44.2%)
    AA is around 25 DPS with Ruin II Spam

    Total 455 DPS (430 without AA)

    Obviously this changes in multi-mob non-AOE situations where you are casting dots instead of Ruins.

    But this would further push your DOT %
    2 Mobs -> 48 DPS Ruin -> Around 300 DPS (Dots only)
    3 Mobs -> 32 DPS Ruin -> Around 410 DPS (Dots only)

    SMN AOE Potential
    5 GCD = 150 Potency per 3s per 4 mobs (125 Potency per GCD equivalent)
    Blizzard II 50 Potency per GCD

    Total 175 Potency Per GCD (550 Damage) per mob 900 DPS - Not extremely terrible.
    (0)
    Last edited by Judge_Xero; 11-21-2014 at 07:04 AM.
    "I don't always drink beer, but when I do, it's often."
    Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

  5. #5
    Player
    Havenchild's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    990
    Character
    Avalen Koma
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Dinocat View Post
    -snip-
    I enjoy your posts, very well made.

    I do however disagree with one point. The current BLM is quite capable of out dpsing a SMN in the single target field on 1v1 scenarios. (Largely we can all agree due to the mana inefficiency of the SMN class, but that's more of a SMN retaining their Burst argument.) At current BLMs, have the utensils and the inate make up of class, to win big in every enviorment. They never run out of Mana while a SMN does. They excel in the 1 v 1 scenario, whereas a SMN is like you said majorly focused on single target scenarios. Largely I believe you stated it, or not so sure if it was lost somewhere in there but

    "To conclude, the current BLM vs SMN DPS capabilities are balanced, and do not require a change. BLM doing more single target and better AoE are only trumped by SMN under 1 specified condition; when targets are separated beyond AoE range. This seems very fair a tradeoff to the nature and style of these 2 classes. "

    What fight, has this setup atm? Anything you can Bane off of in FCOB, a BLM can Double Flare / Fire II.

    T10 -> Sons/ Daughters, Dot up daughter, Contagion Bane (-> other AoE Dots on that set if you want to ) otherwise switch and dot the other side, BUT, this all changes once, your Sons and daughters start dying before your ticks even fully finish. and once again like you said, it ultimately means nothing if the BLM is winning in Both single Target AND AoE, which is whats currently happening. Your not even getting a full duration on all your DoTs on any given 3 Mobs at a time usually.

    At one point SMNs at least reigned in the single target realm and that was balanced then. Why bring a SMN now if the utility they offer is borrowed by a BLM already with Virus( questionable for even overlapping this. Most healers mainly SCHS like to control Virus usage) and EoE (Both Share). Outside of Ressing (barely should see usage with all the punishing mechanics in FCOB and DPS loss), why bring a SMN? BLM is doing more DPS in both the Single Target and the AoE scenarios in generally all of FCOB. This is also ignoring the fact that gear optimization HIGHLY favors BLM in almost every single peice vs a SMN. How is this balanced?

    The only fight that has what you pointed out, is FCOB T11, where a SMN can dot an Electric Node (contagion that), and a Gravity node where as a BLM in the same party could just sit on the Gravity node.

    Granted like Kairi said before, there are more better then average SMNs then there are BLMs, but if were talking about people of equal skill of their classes, this becomes a relevant issue.


    On an off tangent, the BLM vs SMN arguments atm at least ones I've presented, are akin to the DRG situation atm.

    Why bring a Dragoon with some utility (and also less MDEF) when there is now a class that can do more utility AND more DPS?
    (2)
    Last edited by Havenchild; 11-21-2014 at 08:06 AM.

  6. #6
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    Quote Originally Posted by Dinocat View Post
    By nature of the class, if there were 2 bosses of equal health on 2 sides of the room, which allowed for SMN to put full strength DoTs on both, in effect this could result in the SMN being top DPS for that specific encounter. However, is this not the nature of the encounter as opposed to the nature of the class? [No such fight exists at this time.]
    Technically it does, just not for anything anyone cares about: Leviathan Extreme. Even with the fact that the Tail reflects back onto you, and only double DoTing when you can Bane onto the Tail (so you just get a single reflect), SMN pretty much destroys any other dps due to this and rolling DoTs while Leviathan was off the boat. If you decide to pain your healer, it gets even more intense. If most/every endgame encounter was set up like Leviathan, SMNs would be shining gods of damage.

    The reality is that it seems these days, melee dps wreck everything (particularly MNK+NIN), and it's everyone else who is more severely punished for moving around and whatnot. The less adds there are, the less exciting any kind of caster dps "feels" these days. I'd happily have the roles become more complex (BLM in particular is super easy to play, which makes it even more alarming how many poor BLMs are out there) to have a shot at doing competitive dps on single target. Being a caster (or a WHM!) is pretty amazing dps in Syrcus Tower, but less exciting when dealing with only a single target with minimal or nonexistent adds.
    (0)

  7. #7
    Player
    SinSaberius's Avatar
    Join Date
    Nov 2014
    Posts
    13
    Character
    Sin Saberius
    World
    Odin
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by athenia View Post
    he talked about being higher than others, not at the same lvl and i see no reason why smn should be higher or equal on single target. if they would be higher or equal, they would be on top if they can dot more than one target.
    lol, i didnt mean higher, i geuss my bad for saying it like that, but i meant at least on equal footing with the rest.
    but i meant it more it shouldnt be a low dps class.
    (0)