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Thread: PLD 4.0

  1. #31
    Player
    Giantbane's Avatar
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    Adol Giantbane
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    Ultros
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    Dark Knight Lv 60
    Quote Originally Posted by fm_fenrir View Post
    SkillsClemency affected by skill speed, not spell speed. Clemency's additional effect restores 100TP in Sword Oath, maintains 50% leech-heal in Shield Oath.
    I have no idea why skill speed and spell speed are separate stats. Only DRK and PLD can use both at the same time, and skill speed is weak for both classes.

    Quote Originally Posted by fm_fenrir View Post
    Itemization
    Never put parry on a PLD item again, especially PLD JSE/relic. Parry and block roll against each other, and PLD already has a built in 20+% "random" mitigation tool in its shield.
    They should make parry boost block slightly, simply to make up for the fact that they roll against each other. But they'd also need to make parry a more universally desirable stat.
    (1)

  2. #32
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by MPNZ View Post
    A separate limit break that prevents all damage to members of your party for 15 seconds, but 5-10% of that damage is dealt to you. Hopefully, one that costs just one bar and a huge cool down, and tied to the MSQ.

    Making parry useful again.

    Bonus point caps.

    Doing something so that when you switch to PLD/MRD/DRK that your tank stance is automatically activated, and if not: the DPS stance if it's available.

    Mapping the stance switches to one button.

    Making the ShO and SwO icon more distinctive.

    A damage bonus for party members who are not between eleven and one o'clock of any enemy (with 12 being its front) that the PLD is holding aggro of and PLD.

    Making it so that flash works off either VIT or STR.
    Or both!

    All jobs/classes will have 1 Bonus point added to every stat, and doesn't effect our previously allocated points. This may be tied to Job crystals to place more pressure on players to unlock jobs and make losing some majorly missed cross class skills as less of a perceived negative by players who have just unlocked the class.
    Mapping PLD stances to one button would prevent you from dropping ShO (and getting 25% more dps) without dropping your combo--a flexibility loss, and may in turn cost dps.

    Flash already scales off Strength. After the tank revisions, if Vitality contributes Attack Power, it will also work off Vitality. At the moment, because it scales with Attack Power, but not with damage, Berserk will improve Flash while Fight or Flight will not, iirc. That may be what you really want to fix.

    I don't see how an extra stat point is going to make much difference. Classes are already hugely inferior by level 40, and most people scorned if they haven't unlocked them by 35.
    (0)

  3. #33
    Player
    fm_fenrir's Avatar
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    Makasita Fenrir
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    Balmung
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    Dragoon Lv 60
    Quote Originally Posted by Giantbane View Post
    They should make parry boost block slightly, simply to make up for the fact that they roll against each other. But they'd also need to make parry a more universally desirable stat.
    Skill Speed and Spell Speed exist because they wanted an identical stat for mages and melee (while punishing cross-classed stuff as the "wrong" domain). Unfortunately, the two hybrid classes that use both got shafted as a result.

    Anyway, parry is pretty much universally garbage because it can't be relied on to actually mitigate anything unless you burn Keen Flurry or Raw Intuition (converting parry into a weaker version of block strength with Bulwark). The only way they could make parry more desirable to stack as a tank is to eat into the value of certain CDs like Awareness or Foresight, by directly altering how incoming damage is handled based on how much parry you have (lowering crit rate per +X000 parry or reducing physical damage per +X000 parry, for example).

    Other things: I'm not going to front here, I haven't been able to reproduce the DPS disparity people see with DRK/PLD in MT slot, so I can't really say with certainty DRK is way better, or PLD is way worse; I get about the same results with both, with a slight favoring on DRK on trash pulls from DA-AD/Unleash. The reason I bring this up is because somebody mentioned that RA needs a buff in ShO because DRK's Grit DPS is slightly higher, but RA really, really doesn't need any buffs.
    Its closest competitor is DASE, which generates no additional enmity and requires an augmenting skill to reach full potential; RA is a consistent 690 potency combo and has a hidden +100 potency because of Savage Blade (+400 with ShO). It's the most consistent tank DPS rotation, and generates bonus enmity to boot, so giving RA any sort of added effect would be stupidly strong in favor of PLD. If you're losing threat faster than 1% per second to your DPS with RA combo in SwO, your DPS are doing way more than you are and you should cushion yourself with ShO instead. They don't need the help anyway, apparently.

    edit: Fixed some numbers I should have gotten right in the first place, and changed some wording to make my post clearer.
    (0)
    Last edited by fm_fenrir; 01-12-2016 at 01:02 PM.

  4. #34
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by fm_fenrir View Post
    [RA's] closest competitor is DA-SE, which generates no additional enmity and requires an augmenting skill to reach full potential; RA is a consistent [340] potency and has a hidden +100 potency without ShO (it's +400 with ShO) because of Savage Blade. It's the most consistent tank DPS rotation, and generates bonus enmity to boot, so giving RA any sort of added effect would be stupidly strong in favor of PLD. If you're losing threat faster than 1% per second to your DPS with RA combo in SwO, your DPS are doing way more than you are and you should cushion yourself with ShO instead. They don't need the help anyway, apparently.
    Wait, what? It doesn't have any hidden potency bonus. It's simply doing 20% less damage in ShO, same as the Savage Blade before it, the Fast Blade before that, your oGCDs, and you AAs. The only "hidden potency" within a given combo is if you don't know, with a 1.8-2.6s blade, exactly how many times in 3 GCDs your AAs will strike, contributing anywhere from 100 to 200 bonus potency via Sword Oath (since we use mostly 2.1-2.2s blades, generally 150).

    The only bonus enmity a Royal Authority combo produces is the 400 from Savage Blade. Compare that with the 1900 bonus enmity from Power Slash combo. You could spam it infinitely, and a DRK using PS combo every 4th combo would overtake you. (Note also, self-healing produces enmity, just like any other heal. Yay SE.) And since you're technically going to be spending every third combo on GB anyways, they could overtake you with a PS every sixth.



    As for the DPS difference: Put on Grit / Shield Oath and go dps a dummy. You will most likely find the DRK doing a bit more. This gap increases once Blood Price is mixed in, especially if the DRK is free to use it on DA-SE (AoE and DA-DD are unnecessary) and stance-dancing becomes possible. PLDs gain 10 potency per second if Shield Swipe is ready every time its CD refreshes. DRKs can refresh their ability, striking for the same damage, albeit with a lower proc chance, and have an additional 200-potency counter per 45s. These two abilities alone, Low Blow and Reprisal, more than make up for Shield Swipe typically, and the added DA-SEs just make it better.

    Also, isn't it usually a bad sign when a class is basically limited to the options of (1) using its non-enmity finisher in dps stance or using its (2) using its non-enmity finisher in tank stance? What ever happened to the viability of using the enmity combo, in either stance?
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    Last edited by Shurrikhan; 01-12-2016 at 12:22 PM.

  5. #35
    Player Brian_'s Avatar
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    Graylle Celestia
    World
    Tonberry
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    Warrior Lv 70
    Quote Originally Posted by Jpec07 View Post
    And I will rebut the comments made on the first page here: RNG is not the problem with parry. Parry's problem, as others have said, is that there simply aren't enough physical attacks being made on tanks for it to make a difference. Bosses in this game have an extremely slow white damage tick; and at least in 3.0, that tick also hits about as hard as a wet noodle. If encounters are designed to trigger at least more frequent physical damage (say 2-3x as many hits in a fight as there are now), Parry would suddenly become more useful again. We'd also need encounters that don't rely on DPS checks so heavily, but that's a different can of worms I'd rather not open.

    Saying that it's not useful because it's RNG is inane. It is damage mitigation, plain and simple. Sure, Parry won't save you from a tankbuster, but it will smooth out incoming white damage ticks a little bit, and make it so you can soak more damage and require less healing. And frankly, anything that can be done to make yourself easier to heal, even if only a little, is very worth doing (and no, "killing it faster" doesn't make you easier to heal, it just means the healer will be healing you for a shorter amount of time while cursing you for making their jobs that much harder - especially if you're paired with a low-throughput healer like SCH).
    You realize that if you increase the number of physical hits in a fight, you are effectively negating the RNG aspect of parry, right? If you have 3 times as many hits per fight, it's 3 times as likely you will parry something so your returns on parry will be much more consistent.

    And, the point about white damage not being significant is not only false but also ignores all the non-auto-attacks that can be parried and deal significant damage. Auto attacks in A3S hit for ~2.5k, crit for ~3.5k and are mixed with cleaves that hit for 8k+. All of that can be parried. But, despite that, you have people avoiding parry like the plague.

    Why? Because it is RNG. Outside of certain CDs, there is no way to guarantee you will parry or block something when you need to. There is no way for a healer to react to a parried hit because they are not healing in a reactionary way. You are not easier to heal with more parry and in most cases are not soaking more damage because you require the same GCD commitment to heal. When you repeat the same exact sequence of events hundreds of times in progression, you develop a set GCD usage that does not change just because your tank parried something during 1 attempt.

    If you converted block and parry into actual mitigation rather than evasion based mitigation, then you would start to see an actual debate about it rather than the small minority of clueless people who support parry currently. If block and parry just straight up reduced all physical damage by a flat % (probably around 10~12% based on the current average) people would prefer that much, much more.
    (0)

  6. #36
    Player
    fm_fenrir's Avatar
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    Makasita Fenrir
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    Balmung
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    Dragoon Lv 60
    Quote Originally Posted by Shurrikhan View Post
    Wait, what? It doesn't have any hidden potency bonus. It's simply doing 20% less damage in ShO, same as the Savage Blade before it
    I was only talking about Savage's enmity bonus, which I specifically mentioned in my post. Comparing DASE raw (for convenience, mostly), it's 800 (150+250+400) potency to RA's 690 (150+200+340) (+100 for Savage bonus, effectively "790" potency). RA doesn't require any resource management (other than TP), so it, naturally, doesn't come with any other neat effects. Also, I am not really sure what planet I wrote that original potency number on, because I've made this argument before and used the right numbers, so... orz
    Anyway, the added potency from Savage's enmity bonus is enough to keep your threat lead alive against DPS, but not necessarily other tanks; I don't think it's fair to compare DRK/PLD on a threat basis because PLD's MT threat is sufficient for handling DPS, but it's easily the weakest at keeping the other two tanks at bay in direct tank stance on tank stance pissing matches. I guess that's an indication that PLD's threat needs some attention, but I'm not sure what you'd do other than bumping the ShO multiplier to compensate.

    Quote Originally Posted by Shurrikhan View Post
    Put on Grit / Shield Oath and go dps a dummy. You will most likely find the DRK doing a bit more. This only becomes more the case when Blood Price is mixed in, AoE is unnecessary, DA-DD is unnecessary, and stance-dancing becomes possible, whereas stance-dancing is much more dps-costly for PLDs. PLDs gain 10 potency per second if Shield Swipe is ready every time its CD refreshes. The DRK typically gains quite a bit more in the long run, covering the Shield Swipe difference off Low Blow and Reprisal alone.
    I haven't really taken stance dropping into account, because I don't run content with competent enough healers to drop tank stance outside boss pulls. I'd feel very, very sorry for the healer who had to try to heal me through a big trash pull because I wanted to squeeze out another 50 dps from dropping Grit.

    Quote Originally Posted by Shurrikhan View Post
    Also, isn't it usually a bad sign when a class is basically limited to the options of (1) using its non-enmity finisher in dps stance or using its (2) using its non-enmity finisher in tank stance. What ever happened to the viability of using the enmity combo, in either stance?
    PLD only had that option for 2.55, and it was rough for WARs who wanted to MT. OT slot needs a high potency non enmity rotation to avoid the old "FOF ROH ROH ROH ROH we;lp RIP real MT, I'm the tank now" situation.
    (0)
    #gitgud

    Ongoing mission: Tank everything on DRG. On purpose.

  7. #37
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by fm_fenrir View Post
    I was only talking about Savage's enmity bonus, which I specifically mentioned in my post.
    Sorry, I got confused given that it's a 400-potency bonus (due to adding 2x enmity, or applying a 3x multiplier, to a 200-potency attack). I had no idea where you were getting +100 potency from.

    Quote Originally Posted by fm_fenrir View Post
    Anyway, the added potency from Savage's enmity bonus is enough to keep your threat lead alive against DPS, but not necessarily other tanks; I don't think it's fair to compare DRK/PLD on a threat basis because PLD's MT threat is sufficient for handling DPS, but it's easily the weakest at keeping the other two tanks at bay in direct tank stance on tank stance pissing matches. I guess that's an indication that PLD's threat needs some attention, but I'm not sure what you'd do other than bumping the ShO multiplier to compensate.
    It is entirely fair, and the comparison should have been made more closely. A PLD will be doing 1090 potency + ~150 SwO + ~250 AA potency per RA, or about 1490 total. A Warrior in Defiance using no enmity-modified abilities would still be averaging 1760 enmity per combo. With Fight or Flight, we'd be doing 1937, but with Unchained they'd be doing 2350. With Berserk also: 3520. We're not about to overtake anyone. And even if we were, that might be a reason to reduce Savage Blade's enmity mod, sure, but not PLD's average or burst enmity output.

    Increasing ShO's enmity modifier would be a good start, at least. Defiance and Grit have a 2.3x enmity bonus. Shield Oath remains at 2.0. Power Slash/Butchers Block and Spinning Slash/Skull Sunder have 5.5x and 3.5x enmity modifiers respectively. Rage of Halone and Savage Blade are only 5.0x and 3.0x.

    Quote Originally Posted by fm_fenrir View Post
    PLD only had that option for 2.55, and it was rough for WARs who wanted to MT. OT slot needs a high potency non enmity rotation to avoid the old "FOF ROH ROH ROH ROH we;lp RIP real MT, I'm the tank now" situation.
    That doesn't mean PLDs enmity combos should just stop being viable now. I'm not asking to spam it. I'm asking for RoH in Sword Oath to do at least do enough to be worth doing, rather than my only other ideal option being to switch to Shield Oath and just keep RAing (now for 272 ePotency, still stronger than SwO RoH). The 11-14% extra dps from SwO AAs can't even seem to make up for that as a longterm option, at least in the eyes of most PLDs I play with. At current, there are few moves anyone would so hate to use. DRK's enmity combo provides no mana, but is within 10 potency of their highest regular combo. It IS WAR's highest potency combo. Why then does it need to be 80 potency off for PLD, let alone have a lesser enmity modifier? That's all I meant by this.
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    Last edited by Shurrikhan; 01-12-2016 at 01:42 PM.

  8. #38
    Player
    fm_fenrir's Avatar
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    Makasita Fenrir
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    Dragoon Lv 60
    Quote Originally Posted by Shurrikhan View Post
    DRK's enmity combo provides no mana, but is within 10 potency of their highest regular combo. It IS WAR's highest potency combo. Why then does it need to be 80 potency off for PLD, let alone have a lesser enmity modifier? That's all I meant by this.
    But my original statement was that RA is not only the least involved DPS combo (since it doesn't require any special actions to do), but it also has enmity built in via Savage Blade. That makes it difficult to add anything to without grossly favoring PLD, because they'd have Halone and the Buff RA variant to draw from.

    What do you give RA that isn't absurdly strong, considering you can do it every three GCDs with no penalty? As PLD's highest potency combo, it will always be the go-to combo unless you direly need threat generation from ROH, so whatever added effect RA got would always be in play.
    (0)
    #gitgud

    Ongoing mission: Tank everything on DRG. On purpose.

  9. #39
    Player
    Shurrikhan's Avatar
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    Quote Originally Posted by fm_fenrir View Post
    But my original statement was that RA is not only the least involved DPS combo (since it doesn't require any special actions to do), but it also has enmity built in via Savage Blade. That makes it difficult to add anything to without grossly favoring PLD, because they'd have Halone and the Buff RA variant to draw from.

    What do you give RA that isn't absurdly strong, considering you can do it every three GCDs with no penalty? As PLD's highest potency combo, it will always be the go-to combo unless you direly need threat generation from ROH, so whatever added effect RA got would always be in play.
    I never said RA needed buffs. I'm sorry if I lead you to think that; I responded out of confusion in regards to the parts you worded ambiguously, not to defend the idea of RA buffs. I feel that RoH could use a buff (say, to 280 potency), Sword Oath tanking in general could use a slight buff (for instance, by changing the 50 AA bonus potency to 30 bonus potency on weaponskills and abilities would increase dps by only 1% while contributing far more to enmity and burst), MT dps could use a small buff (such as by reducing damage only to weaponskills, giving about a 9% dps bonus), and that PLD needs AoE (be it in the form of CoS-Flash synergy, shield cleaves, reflect damage pairable with Cover, or whatever else).

    RA is just fine to me as is. If I were to modify it, it would only be by detracting potency and adding a significant attack speed bonus it its place, as to further benefit DoT spreading via GB, make RoH more frequently usable, and generally reduce the value gap between finishers.
    (0)

  10. #40
    Player
    Reynhart's Avatar
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    Reynhart Kristensen
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    Ragnarok
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    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    RA is just fine to me as is.
    Yes, on its own, RA is fine. It's the whole "PLD in ShO" that falls a little short compard to other two.
    That's why I think that allowing RA to bypass the damage penalty could be an interesting idea. Because even if is, on paper, the highest, one time potency finisher, WAR and DRK both have something to compensate.
    With Maim, Butcher's Block stands now at 336 potency and you use it every two combos. With the slashing debuff, it would even go as high as 369, but a PLD could also benefit from an OT WAR, so it's not as important. With Darkside, Power Slash is above 340, and the Power Slash combo is the weakest.

    And both tanks can use a 500+ potency move akin to Goring Blade, but with less downside. Scourge doesn't need a combo to take full effect, and Fell Cleave is a one time potency, boosted by Storm's Path (And Deliverance), and with no TP cost.

    And this effect on RA wouldn't change anything in SwO where PLD is much closer DPS wise.
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