I've already noticed the difference while in Alexander.
The option to toggle, even with a cooldown, is much better.
And for real, if your idea of "fixing" was to remove the stances...they clearly weren't going to.
I've already noticed the difference while in Alexander.
The option to toggle, even with a cooldown, is much better.
And for real, if your idea of "fixing" was to remove the stances...they clearly weren't going to.
The changing WM to a stance instead of a cast is good, not sure about the severe decrease on the potency of so many skills however. I have yet to try measuring the DPS increase/decrease but based on the cast timers for skills while under WM not changing alongside the potency decreases I have a feeling if there is any DPS increase it will be marginal at best and potentially not an increase at all due to the 20>30% WM increase benefit offset by those potency decreases. I will have to check in game though to be sure, I would like people who have already done some tests prior to and after the patch comparing parser data to say if they noticed any difference.
Last edited by Snugglebutt; 07-07-2015 at 08:59 PM.


They made WM/GB instant cast and increased damage to 30%. They lowered potency on a couple moves but gained not only instant cast of their turret buff but 10% more damage to -everything- else.
If you're going to whine, at least do it right.
The extra 10% damage on your DoTs from Wanderer's Minuet more than makes up for the potency hit Sidewinder took, not sure about Machinist though. That isn't even factoring in anything else but the DoTs potency, I'm far too lazy to think about the effect it will have on the rotation as a whole, but it's very apparent that Sidewinders potency nerf was to balance out the 10% buff on DoTs, while Empyreal Arrows nerf was simply to balance out the 10% damage buff it gets (240+20%=288, 220+30%=286, not a massive difference).
Last edited by Nalien; 07-07-2015 at 08:58 PM.
You have a BLM at 60. You should know that you can DPS with cast times.
2 skills got nerfed in potency.
The rest were not touched. Those two that did get hit, have a rather high recast time, so yeah... All in all it's a buff, as long as you are under WM/GB.
its not cast times, its the damage that BLM does , if they made the BRD/MCH damage = to that of a BLM, no one would be complaining. pretty sure its not their.. so, I don't think its as much about the cast times vs damage.
Drive it like u stole it
I've never said that the DPS of BRD/MCH is the same as BLM. And it never will be, as long as you have support abilities that make the whole party do more DPS...
The thing is, if you want to do your best possible DPS as BRD/MCH, you have to play similar to BLM, since there already is a class that plays that way, it clearly shows that it's possible to do.
I understand people complaining about BRD/MCH not doing "enough" damage. I do NOT understand people complaining about the 3.01 changes, ESPECIALLY those calling it a nerf.
Understood. I agree, im not ready to say "nerf" until I spend a week or so getting a feel for it. I am glad they did something, hopefully we (bars/mch) can find a way to make this change something that works for us..I've never said that the DPS of BRD/MCH is the same as BLM. And it never will be, as long as you have support abilities that make the whole party do more DPS...
The thing is, if you want to do your best possible DPS as BRD/MCH, you have to play similar to BLM, since there already is a class that plays that way, it clearly shows that it's possible to do.
I understand people complaining about BRD/MCH not doing "enough" damage. I do NOT understand people complaining about the 3.01 changes, ESPECIALLY those calling it a nerf.keeping my fingers crossed.
Drive it like u stole it
You do realize that we barely ever use those tp/mp songs. I can understand a -15% dmg loss while in support mode. But I don't understand why we are using plastic bullets and arrows 100% of the time. The loss to mobility does not add up to the damage increase we get from GB/WM. If you actually do the math we only gained a 5% to 10% damage increase if you are lucky with procs. We lost Auto attacks which was 20% of brds and mch total damage + slapped on a cast time for each skill unless its a proc. So all in all its a 5% increase to over all damage with GB and WM on. For GB/WM to be a real gain in dps then turn auto attacks back on.
Were numbers invented or discovered? How many Moogles does it take to make Kuponut rum? Answer: zero... They will give you a quest to make it.

The idea behind the Minuet and Gauss Barrel skills is to exchange that mobility that they have normally for additional damage. They can still play without these stances, but their DPS won't be as high as it could be - which is different from the common thought process that not using it is a DPS loss; you can't lose what you didn't or couldn't have. Using the stance badly is a DPS loss because now you aren't keeping up that potential. Ultimately, you can decide not to use it at all in order to keep that mobility. And maybe in some scenarios that is more beneficial than using the skill - and that's fine. I think that's the intention.
In my opinion, if the damage when using it well is reasonably high given that both jobs can still provide support when under these stances (so they aren't sacrificing both mobility and utility for damage, only mobility), then there isn't much problem. So far, that seems to be the case given that players who have started to figure out the jobs are putting on good DPS.
All that is really left is for players to adapt. Change is hard for some, sure, but the game grows and develops and either players learn to adapt with it or they look for a new job/game. SE are under no obligation to maintain status quo in their game, and players should never really expect that.
Last edited by Themis; 07-08-2015 at 12:41 AM.
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keeping my fingers crossed.



