Page 28 of 30 FirstFirst ... 18 26 27 28 29 30 LastLast
Results 271 to 280 of 433

Hybrid View

  1. #1
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    I think the a9s faust fight is a good example where you can see what Brian mentioned about having extra dps instead of another tank/healer since the fight is rather short, so the differences will be more pronounced. You can check some of the fastest clears on fflogs and see their dps compared to the traditional 2/2/4 compositions comprising (mostly) the same people.

    These two are some of such logs that I recently reviewed (to improve my own group's performance in the same fight):

    DRK/WAR, AST/SCH, DRG/NIN/BRD/SMN, 0:56 kill time, 21,495.6 party dps, 18 Nov.
    https://www.fflogs.com/reports/hACX8...pe=damage-done

    DRK/WAR, AST, DRG/NIN/BRD/MCH/SMN, 0:46 kill time, 26,195.6 party dps, 10 Nov.
    https://www.fflogs.com/reports/nGAMa...pe=damage-done

    That's a 4.7k raid dps difference JUST by swapping a SCH for a MCH, while the other 7 members are the same, also note that the 2/2/4 log was posted slightly more than a week later than the 2/1/5 log, so their gears should be relatively similar. I know it's not exactly the best example for our discussion since we're talking about 1/2/5 vs 2/2/4 compositions, but this at least shows that adding 1 extra dps matters a lot when you optimize your group composition. Sadly I can't seem to find a solo tank log that has 2 healers, all of them seem to have 1 tank and 1 healer.
    (2)
    Last edited by aleph_null; 11-22-2016 at 04:54 AM.

  2. #2
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by aleph_null View Post
    I know it's not exactly the best example for our discussion since we're talking about 1/2/5 vs 2/2/4 compositions, but this at least shows that adding 1 extra dps matters a lot when you optimize your group composition.
    This still wouldn't be the best example to use the current raid design with the current tanks to state what could or couldn't be done.

    Besides, on such short fights, the difference is less "pronounced" that "virtually inflated". In the 46s kill time, you almost has 50% uptime for Hypercharge, of course it would have a tremendous effect. It's like doing a 30s parse on a triple Fell Cleave opener to claim WAR can top even the most powerfull and skilled DPS. For the record, how did those two groups do on the actual boss ?
    (0)
    Last edited by Reynhart; 11-22-2016 at 09:03 AM.

  3. #3
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Reynhart View Post
    This still wouldn't be the best example to use the current raid design with the current tanks to state what could or couldn't be done.
    I just gave the example above to show that adding one extra dps matters a lot for your raid dps due to job synergies and raidwide dps boosts. Balancing a tank (or healer) that's "designed" to be able to solo tank (or heal) contents meant for two tanks (or healers) is NOT as simple as balancing 1 dps + 1 tank vs 2 tanks (or 1 dps + 1 healer vs 2 healers) like you said earlier in this thread:

    Quote Originally Posted by Reynhart View Post
    He makes it sound real important that you "suddenly have 5 DPS"...when in fact, it's just one DPS and one tank that you have to balance against a tank duo.
    So yeah, "suddenly having 5 dps instead of 4" is a real big deal, since the raid dps difference is actually more/comparable to the dps of some of the best dps players out there... unless maybe you expect them to massively nerf raid buffs and job synergies in the next expansion (not impossible, who knows?).


    As for your next question,

    Quote Originally Posted by Reynhart View Post
    For the record, how did those two groups do on the actual boss ?
    I can't find their logs on a9s boss with a solo healer composition. I know it's possible to solo heal that fight (and also solo tank, I've seen it a while ago on reddit), but considering that the fastest clears of a9s boss all have the traditional 2/2/4 composition, I guess solo tanking/healing refurbisher is just not the most efficient way to clear it (cmiiw, maybe someone more knowledgeable about this can elaborate).
    (0)

  4. #4
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Reynhart View Post
    This still wouldn't be the best example to use the current raid design with the current tanks to state what could or couldn't be done.
    Well at least now you are just admitting your argument has no intellectual honesty and that we can just throw your idea in the trash can.

    So what? Instead, we should just base everything off of absolutely nothing? Just completely make everything up? And trust that it will work? Basically re-balance all the jobs and re-design all the content because of your vision of what a tank should be?

    Like I said, incredibly dishonest, selfish, and ignorant. The support for your argument is based on dismissing everything we know about the game, its developer, and its players and replacing it with your imagination.

    If you want the game to be a different game, you should just go play a different game.
    (0)

  5. #5
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    I did solo heal for a9s before. Both MT and single healer seemingly struggled to do more dps. I was using PLD back then and I felt that I had to switch on ShO more. WAR can do close to a DPS range in a9s due to the aoe, so there is no question on that. The main issue is the correlation of MT and the healer(s) total DPS. The fastest a9s should still be 3:17 from Rushers and they do normal comp for that fyi.

    I have a feeling that DRG/NIN/BRD/MCH is currently the best DPS comp for Creator to play with mostly because all of them synergize well as a group. The reported fastest a12s is below 9mins and that comp highlights killing alex prime before last phase began.

    Link: https://youtu.be/vXubi1TSXqI

    Currently MNK, PLD and WHM are not included in top speedruns due to obvious reasons. WHM is still somewhat used in a9s because the job itself has more burst in a shorter fight, paired up with AST. AST/SCH combo is still preferred though.
    (0)
    Last edited by Sarcatica; 11-22-2016 at 11:57 AM.

  6. #6
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    628
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by aleph_null View Post
    I can't find their logs on a9s boss with a solo healer composition. I know it's possible to solo heal that fight (and also solo tank, I've seen it a while ago on reddit), but considering that the fastest clears of a9s boss all have the traditional 2/2/4 composition, I guess solo tanking/healing refurbisher is just not the most efficient way to clear it (cmiiw, maybe someone more knowledgeable about this can elaborate).
    Quote Originally Posted by Sarcatica View Post
    I did solo heal for a9s before. Both MT and single healer seemingly struggled to do more dps. I was using PLD back then and I felt that I had to switch on ShO more. WAR can do close to a DPS range in a9s due to the aoe, so there is no question on that. The main issue is the correlation of MT and the healer(s) total DPS. The fastest a9s should still be 3:17 from Rushers and they do normal comp for that fyi.
    Speaking of A9S, a very impressive 2:35 kill just got uploaded not too long ago. The overall DPS is pretty ridiculous:
    https://www.twitch.tv/doglooxt/v/102598148
    https://www.fflogs.com/reports/69kAK...pe=damage-done
    (0)

  7. #7
    Player
    Zol_blade's Avatar
    Join Date
    Jan 2016
    Posts
    57
    Character
    Skadi Vanyalanthiriel
    World
    Omega
    Main Class
    Dark Knight Lv 82
    Are they planning to reduce the GCD timer, to make it more fast paced action combat focus like BnS or TESO?
    (0)
    Last edited by Zol_blade; 11-22-2016 at 01:56 PM.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,913
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zol_blade View Post
    Are they planning to reduce the GCD timer, to make it more fast paced action combat focus like BnS or TESO?
    I believe that was one of the few things they confirmed they would NOT do.

    (I personally could go either way on it, though to a minimum of a 2.0s GCD; that would likely already prevent double-weaves for the majority of players, though, which is about the only unique thing the game has.)
    It seems SE's satisfied enough with the endgame actions-per-minute that they're concerned about losing players turned off by the low apm during leveling.
    (1)

  9. #9
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    MCH buffs all 6 physical attackers, BRD buffs both dpsing healers... yeah, I could see that working out well.
    (0)

  10. #10
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    You guys need to remember that speedrun is the only place where not only that group is tested on how good they are, but also how the game works. They chose to do double mch instead of bringing mnk is very much how the format goes. Mnk doesnt bring anything extra than their top solo dps which doesnt do anything in speedruns.

    For clear and all that, you are free to use even 2 monks and you are still fine. Balance is ofc fragile at the top BUT this type of play won't have any impact on you at all. True balance can't be achieved but at least all jobs are viable to clear any content, as long as you are skilled enough.

    Speedruns requires skilled players as base, the additional points come from knowing what's OP and how they align together. Failure to field players at the top of the chain means that no matter how much you stack debuffs and buffs, you are still not going to be the top players. Correlation between the speedruns and normal clears is too much of a gap that only a very small number of top raiders do nowadays. AGAIN, this won't affect too much of your game. You can't base balance at the absolute top which right now is the core of speedruns: to milk the best comp while having the best members. If you base this fragile balance on normal raiders, it becomes a very lopsided argument because you can clear just fine with any comp, so long as the group knows what to do, even if you have MNK, PLD and WHM.

    People who have never raided before or anything close to that can't base their experience as true. I have people saying PLD is so good but speedruns dont use that. I have people say MNK is fine but look, no one runs the job in speedruns. Same as WHM, it is all done in moderation.

    You best refrain from commenting how speedruns work if you haven't even done Savage at all. This is not a walk in your usual park nor it should be the standard where most of you need to look at. Speedrun is another world most of you won't even touch. Even a single movement can be deemed suboptimal in speedrun, but that's just how speedruns work: striving for perfection. IF you are not into perfection, please stop referencing those speedruns like you are doing those atm. It's never a fair comparison because of gap of skills alone.

    Not to mention that top speedrun teams dump a lot of their times theorycrafting and plan their every gcd for every single thing, if that spells 'stress' to you, better don't comment on anything. The balance is never the same at your level and at the top.

    Back in the days, you could do 7man for any coil in lvl50 easily. A1S no jump back then was achieved too. 7man A3S was done as well. And you get people reaching enrages in those fights. Same classes grossly different numbers, that is your dilemma in the current state.
    (0)
    Last edited by Sarcatica; 11-23-2016 at 01:08 PM.

Page 28 of 30 FirstFirst ... 18 26 27 28 29 30 LastLast