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  1. #1
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by Mikey_R View Post
    the ones that do have multiple hits have the damage split into the multiple hits for damage and I can't think of a single case where this doesn't apply.
    I can only think of one exception in the entire game, and it's a randomly used MNK mob attack called Triple Threat. XD Tank busters that aren't a single massive hit are in fact split into multiple hits, like Gobrush Rushgob and that one attack the first boss uses in Fractal. At least as far as I can think of ATM. Probably others.
    (0)

  2. #2
    Player
    Frowny's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    396
    Character
    Rai Dolabnha
    World
    Faerie
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Dzian View Post
    This in part at least is why parry is broken.

    If a 6 hit skill skill hits a tank he'd effectively have 6 chances to parry it and mitigate a chunk of the damage. But because everything is done as a single attack it cripples it a lot
    Not really. Parry is broken because the beginning chances are so small. 6 hits, 1 hit... it doesn't make much difference.
    (0)

  3. #3
    Player
    Averax's Avatar
    Join Date
    Mar 2015
    Posts
    2,446
    Character
    Ven Black
    World
    Coeurl
    Main Class
    Black Mage Lv 100
    its so much more satisfying to see every hit do damage.
    (4)

  4. #4
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Averax View Post
    its so much more satisfying to see every hit do damage.
    This...sooo much. I cannot stand playing ninja because I see the animation hit multiple times but its just one hit.
    (3)

  5. #5
    Player ErikMynhier's Avatar
    Join Date
    Aug 2013
    Location
    Arizona
    Posts
    1,507
    Character
    Erik Mynhier
    World
    Balmung
    Main Class
    Paladin Lv 90
    I would love some new mechanic for Tanks that would raise our crit or overall dps in proportion to our place on the Hate Scale. Would be nice to have a bump of DPS as a reward for doing our job better. Lets me tank like a boss and in exchange get a little more dps, not more then a DPS class mind you, just a bit of breathing room.

    Example:

    Hate = 0% {0% DPS Boost}
    Hate = #2 {5% DPS Boost}
    Hate = #A {5% DPS Boost, 5% Crit Boost}

    We would still stance dance of course but think of it, as tank you take spot #A in defensive stance at the start, swap to DPS stance and that little 5% can give you a little more aggro room. Not game breaking, just a bit of help.
    (0)

  6. #6
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by ErikMynhier View Post
    I would love some new mechanic for Tanks that would raise our crit or overall dps in proportion to our place on the Hate Scale. Would be nice to have a bump of DPS as a reward for doing our job better. Lets me tank like a boss and in exchange get a little more dps, not more then a DPS class mind you, just a bit of breathing room.

    Example:

    Hate = 0% {0% DPS Boost}
    Hate = #2 {5% DPS Boost}
    Hate = #A {5% DPS Boost, 5% Crit Boost}

    We would still stance dance of course but think of it, as tank you take spot #A in defensive stance at the start, swap to DPS stance and that little 5% can give you a little more aggro room.
    As much fun as that sounds, people already complain about jobs being designed for MT or OT, so I can't imagine something like this going over well. Can you imagine all the tank wars that'll occur in 24 man raids if this was implemented? XD
    (0)

  7. #7
    Player ErikMynhier's Avatar
    Join Date
    Aug 2013
    Location
    Arizona
    Posts
    1,507
    Character
    Erik Mynhier
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    As much fun as that sounds, people already complain about jobs being designed for MT or OT, so I can't imagine something like this going over well. Can you imagine all the tank wars that'll occur in 24 man raids if this was implemented? XD
    Yeah but still fun. "BATTLE OF THE OTs FOR THE SECOND SPOT! TO WAR!!!!"
    (2)

  8. #8
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    I wish it was damage per swing. Monk would be so rewarding to play with all the crits and what not.
    (1)

  9. #9
    Player
    Ralts's Avatar
    Join Date
    Dec 2014
    Posts
    185
    Character
    Tietra Elm
    World
    Phoenix
    Main Class
    Astrologian Lv 81
    Quote Originally Posted by Jhett_Magnum View Post
    I wish it was damage per swing. Monk would be so rewarding to play with all the crits and what not.
    it would almost make each of their punches more impactful
    (0)

  10. #10
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Ralts View Post
    it would almost make each of their punches more impactful
    I have not tallied up the number of animation hits for Bootshine, but for the sake of illustration, lets say its ten. Ten hits.

    Bootshine has 150 Potency. If we had ten hits on it, we would have ten 15 Potency hits, totaling the current 150. It would NOT be ten individual 150 Potency hits, as that would be very unbalanced. The game is balanced around each class/job move doing so much Potency in total. Breaking that one damage number reported into each component hit would only break the total Potency up into those little hits as well.

    I'm happy with the current display on screen. Its not too much, that it obscures what's going on. If it helps people to feel better about it, pretend that you are seeing the aggregate damage from that one move, and not just the number from one hit (the one hit the game cares about).
    (1)

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