

Changing DoT duration would alter rotations and increase complexity--not just for players, but for the devs in terms of balancing. I have no doubt DoT duration will remain fixed and the only change we'll see is increased damage/tic.My one question at this point is, if they implement it as I suspect they will, will dots still run for their full duration with higher tick damage or will they end prematurely after dealing the total damage they ordinarily would (thus dealing the same damage per MP cost, just faster)? The former would potentially make spell speed our most potent stat but it would seem a little unbalanced to me.



I agree it certainly seems the more likely course the developers will take due to it being simpler mechanically. Having the dot durations remain static despite the added tick damage will cause spellspeed to behave identically to determination though. We may see some balancing issues with this depending on how big an effect the stat has. For all the other non-dot dependent jobs their speed stats cause them to burn through their resources faster. SMNs, however, will see an increase in damage with no proportional increase in MP consumption (on our dot upkeep at least). I'm just curious to see how this will turn out.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote

