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  1. #1
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Freyyy View Post
    If there is specific maths about that I would be glad to know what it is.
    Keep in mind so much of the game's mechanics are obfuscated by the developers. This is intended to keep a simple perspective for progression ('More is better') of stats and gear. As accurate as the stat weights are, there's still a margin for error (Which many of them put in their disclaimer.)

    For example, the simple math is that your damage (and by extension all damage in the game) is, unmitigated, your Weapon Damage x Weighted Attribute x Weighted Det. Adding more to any of these stats will result in a damage increase. I can't tell you by how much, but that's kind of how the Devs want us to look at it.


    I've always been of the opinion that bosses work off their own stat set ups; a 10% reduction in primary stat doesn't mean as much if, for example, the boss has some arbitrary bonus damage that isn't effected by stat weights, or their stat weights are different.

    This doesn't make stat reductions worse, mind you. It still follows the 'more is better' mind set.

    MORE DOTS. MORE DEBUFFS. MORE DAMAGES!
    (0)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,877
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Freyyy View Post
    You know, that's a thing I don't understand. Some months ago when I was talking about Berserk on forums, I was thinking that 50% AP didn't equal 50% more damage, but someone told me that in fact, it does. AP = STR. So if +50% AP/STR = +50% damage, then why would a -10% STR debuff not equal -10% physical damage ? If there is specific maths about that I would be glad to know what it is.
    If AP is even a basic multiplier (term not subtracted/added from/to) in the formula, and you multiply it by 1.5, then the result (damage) will also increase by 50%.
    50% AP = 50% more damage, but also 50% more effect from all potency-based skills (e.g. Equilibrium, Flash, Second Wind). That's the real benefit to Berserk.
    (0)

  3. #3
    Player
    Kiri_Tqnikaze's Avatar
    Join Date
    Sep 2014
    Posts
    51
    Character
    Gomiki Gaulo
    World
    Coeurl
    Main Class
    Dark Knight Lv 60
    This is getting really tiresome. The tank balance is fine! Stop nitpicking and just enjoy a VIDEO GAME. These "let's fix tank balance" threads are just stupid and complete waste of time.
    (2)

  4. #4
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    I agree with most of what you wrote, but making Wrath/Abandon weaponskills interrupt combos is an absolutely horrendous idea.

    How you don't see how awkward that would make WAR to play is beyond me.
    (0)

  5. #5
    Player
    mcspamm's Avatar
    Join Date
    Apr 2015
    Posts
    99
    Character
    Sophi Wynne
    World
    Malboro
    Main Class
    Marauder Lv 70
    Still reading my way through the OP, but I noticed a mistake regarding one combo potency.

    In the combos section for WAR, you have Storm's Path (SP) listed as 260 potency when it should be 250 debuff + buff.

    So far so good though.
    (0)

  6. #6
    Player
    AlexiIvaniskavich's Avatar
    Join Date
    Jul 2014
    Posts
    200
    Character
    Hrothgar Grulag
    World
    Zalera
    Main Class
    Dark Knight Lv 60
    Probably one of the strongest and most comprehensive posts about all 3 tank classes located in one spot. Thank you Syzgian! A very solid analysis of each class, including the pros and cons within each class. (except perhaps the cons for War, which you even stated you were grasping a bit for some of those). IMO, any tank with questions on their class or the other tank classes should refer to the OP. This thread could be used as a class guide for all tank classes, at least until the hypothetical skill adjustments start.

    For those crying this is another "nerf war" thread - just STAHP. Warrior, at present, is the ONLY class that is damn near perfect in almost every conceivable way. It is beautifully designed, and very synergetic on its own and in the raid environment. The other two tank classes are not in this category, and one of those classes is very far behind. There is a definitive imbalance between these 3 classes, leaving your options to be buffing two classes or SLIGHTLY nerfing 1 class. Personally, I don't care which route SE takes, but adjustments should be done. ( I lean to some of the more recent threads of turning PLD into the "Utility Tank" - making the lesser individual DPS not so painful, and some tweaks to the DRK game play).

    I think the quickest summary, and reason adjustments need to be made, was in this:
    Quote Originally Posted by Syzygian View Post
    PLD - lowest overall DPS, great mitigation, lowest in-practice utility
    WAR - highest OT DPS, great mitigation and self-healing, excellent utility, infinite resources.
    DRK - highest MT DPS, great migigation, excellent utility
    If you gave PLD some raid wide buffs – in moderation – you could make any tank party composition much stronger than it is set up now (Just spit balling here but somewhere along the lines of a mini battle litany/goad/trick attack, or perhaps raid wide defensive buffs, or increased raid healing potency). Have a warrior? PLD goes MT, War keeps it’s OT dps. Have a DRK? PLD goes OT….. So long as the utility is overpowered, the DRK/WAR combination is still very useful as well, as it is best MT/OT dps output. IMO this is how you create balance between 3 classes without the homogenous class of Dark Warriordin.

    Though I main DRK/PLD for raid purposes, I have all tanks at 60. I prefer to take the best tank for the job. That answer should not always be Warrior.
    (0)

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