


They want to lower the gap between good and bad players, allowing the egi to deal a higher % of damage would help with that objective.Therein lies the problem, you end up having to rework the entire class, you certainly cannot just buff pet abilities because given that most of them happen automatically even bad players would get a damage increase. The alternative is to split the micro-managing between the Summoner and pet, this could be difficult for console players given how the pet hotbar is.

That doesn't make sense. Let's use math.
I'll make it easy.
Good Player: 2000 dps. Bad Player: 1000 dps. Current Egi 400 dps.
Good Player + Egi = 2400 dps
Bad Player + Egi = 1400 dps
Let's say that the Egi did a higher % of dmg. Let's say 50% of the Player's damage for fun (edit: and because it's easy reading).
Good Player + 50% Egi = 3000 dps
Bad Player + 50% Egi = 1500 dps
There was a difference of 1500 dps vs 1000 dps from the first scenario (in case you can't math). Strange. By your logic the bad player gap and good player gap should have decreased. I mean. It's like the good summoner got better and the bad summoner just got barely better. But because the good summoner got SO MUCH better, the bad summoner looks even worse by comparison.
Last edited by Mina; 05-07-2017 at 01:20 AM.
You added the 150% egi value to an already existent 100% egi value on the Good player, but then added a number that is neither the egi value nor 150% the egi value to the bad player... Also, the issue is the ratio, not the flat value difference.Good Player + 50% Egi = 3000 dps
Bad Player + 50% Egi = 1500 dps
There was a difference of 1500 dps vs 1000 dps from the first scenario (in case you can't math). Strange. By your logic the bad player gap and good player gap should have decreased. I mean. It's like the good summoner got better and the bad summoner just got barely better. But because the good summoner got SO MUCH better, the bad summoner looks even worse by comparison.
1000 vs. 2000. 2.00x
+ 400 each
1400 vs. 2400. 1.71x
(+50%, or 150%, egi damage) +600 each
1600 vs. 2600. 1.63x
To continue further:
(200% egi damage)
1800 vs. 2800. 1.55x.
(300% egi damage)
2200 vs. 3200. 1.45x.
Any increased shared offset will reduce the proportional difference between two varying sets.
Increasing both values by the same non-zero number would never give the same ratio as before the number was added. (2000:1000; 3000;1500)





Lol. So.. Bahamut? Holy crap :P
Pretty cool looking :3
Last edited by Shougun; 05-23-2017 at 02:38 AM.
So, time for this topic to die I imagine? Honestly, if Summoners still have something to complain about after that vid there is no hope.




#MoreBigSummonsPleaseThx
I prefer that to egis tbh, classic single player final fantasies (pre-FFX) worked this way.
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