The only fight it's been pretty great on is last boss in Fractal Continuum because with good timing you can take out all 5 adds in the last set at once.
The only fight it's been pretty great on is last boss in Fractal Continuum because with good timing you can take out all 5 adds in the last set at once.
Where exactly did you get this 10-20% figure from? The testing I found states a >3% difference.
This was done on dummies. The other test which the OP refers to was (iirc) done on a boss. I saw the post for the test in question a while ago on the forums, but I'm too lazy to look it up.Where exactly did you get this 10-20% figure from? The testing I found states a >3% difference.
Might it be that dummies either don't have defence stats or have exactly even defence stats while the boss the other test was done on had higher physical defence than magical defence? That would explain the discrepancy quite easily.
If the test that claimed a 3% difference is correct, then the ranged LB is more or less on par with the caster LB. It's also a little more niche in its optimal usage, though... I'd say that the ranged LB should probably be maybe 10% stronger than the caster LB.
because BRD/MCH shouldn't be using everyone's LB.
Dummies take the same damage as any boss does. Enemies don't get any kind of defensive stat whatsoever, be it a Lvl 1 Dummy or a level 60 Alexander
Besides, I highly highly doubt "boss" testing is appropriate unless it's the exact same people with the same gear, class, and situation during the test. This is why dummy testing is better, you can control all variables.
Read; Be thankful for getting a sub-par LB. Where's the reasoning for it being weaker when it covers less area, or even if it covered the same area?
I think support classes should also be thankful for all the massssive damage buffs that dropped them behind Warriors in terms of damage dealt.
This is not really that big of a deal, but I don't really see the reasoning behind having a weaker LB if this is true.
Ranged Limit Break should have been slightly weaker than Melee Limit Break, with the pay off being that damage is split. Effectively balancing it so, verses one enemy, Melee Limit Break is ideal. Against 2~3, Ranged works best, but 4+ Mage Limit Break pulls ahead.
Every Job should have two Limit Breaks, I've been saying this pretty much since Beta, it would work well to further highlight each Jobs niche;
Paladin - Tank and Healer Limit Break.
Warrior - Tank and Melee Limit Break.
Dark Knight - Tank and Mage Limit Break.
White Mage - Healer and Mage Limit Break.
Scholar - Healer and Tank Limit Break (them shields yo).
Ninja - Melee and Mage Limit Break (super Raiton).
Summoner - Mage and Healer Limit Break (Phoenix pls).
Doesn't work for all of them, which is why they also should have introduced a proper Support type Limit Break for Bard rather than what we have. Two types actually; One which buffs your party, another which debuffs your enemy. Then you've got a fairly good array of Limit Breaks to give to Jobs like Black Mage and Monk. That would add some much needed diversity to the Limit Break system, the new animation are nice, but at the end of the day they've changed nothing.
The Limit Break system needs a lot of work anyway IMO, right now they're just dull finishers or something for healers (and rarely tanks) to use when the shit hits the fan. I'd take weaker, more diverse Limit Breaks, that build up faster over what we currently have. Would make fights more interesting IMO, rather than a single point where you use a Limit Break (maybe two) like we currently have, we could have multiple points in a fight where they've built up, and we have Melee/Mage/Tank/Healer/Buff/Debuff to choose from.
I mean, picture something like A4; Lets make Mortal Revolution deadly without either the Tank Limit Break, or a Debuff Limit Break. Lets throw a Tank and Healer in Quarantine during it as well. Now you have three options; Have a player with the Debuff Limit Break pop it before Mortal Revolution, use the Tank Limit Break to survive it, or revive everyone with the Healer Limit Break after. Perhaps with building the Limit Break at that point being reasonably challenging with killing the Doll in Quarantine boosting it for the Healer Limit Break. With the time frame we currently have on building Limit Breaks though, we'd only get that. If you have weaker, but faster Limit Breaks however, you can also create similar situations that require the other Limit Breaks in a similar fashion. Perhaps after the first Leg dies you get an add phase similar to what we currently get, but with the Quarantine Doll being super; Do you Melee Limit Break the Quarantine Doll to get those players back ASAP to move that phase on, use the Buff Limit Break to make killing the adds quicker and (hopefully) also carry over a little bit onto the Leg, or do you Mage Limit Break all the little adds + Leg?
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