In turn, stuff like trick, foes, hypercharge also buff other classes pushing their damage up as well. Sooo...
Exactly. Thats what I meant by saying even if we dont look at raid buffs, we arent as low as it looks. When you look at utility, we are even higher. I think MCH needs a buff though. You guys dont have nearly the utility that bard does to make up for being behind in damage.
I'm not sure if you have realised, but disembowel has been nerfed to 5% piercing. How in the name of Jeebus would BRD get 6% damage lol
Because of the way boss resistance work. When disembowel was 10% piercing resistance debuff, that equated to an 8-11% damage gain for BRD and MCH. Of course this number varies depending on reference because the only way that people were able to find out actual damage gains was to hit targets with and without debuff and compare the relative gains over many iterations.. This is the very reason many statics ran DRG, NIN, MCH, BRD because of the extreme synergy even though Monks had much higher personal dps. Now that disembowel is only 5% piercing resistance it is likely still a 4-6% damage buff.
Last edited by KaiSunstrider; 06-26-2017 at 10:56 AM.
You crazy if you think DRG beats NIN. TA is one of the most borderline broken skills in the game.Actually they are close to 600 DPS, Don't forget to include boosts for tanks and healers from litany and disembowel is still significant for BRD/MCH. The dragon sight is just icing on said cake.
When you factor in raid buffs most melee will likely outdo the casters by a bit. Napkin math puts Nin around 4500 and drg closer to 4600. Monk only goes up 100 or so to 4335. Please Note, napkin estimates since real parsing will show more accurate numbers (aka lazy and not figuring out compounding effect, crit damage increase values (it's not a 200% damage increase from crit), etc).
All that said, can't wait to see numbers on an actual raid to see how all the buffs compound and how high each class really is. I wonder if MCH/BRD could be dropped entirely, if healers don't need the MP...
Cant speak for MCH but it's unlikely BRD would be dropped from the raid scene. Not with the Stormblood changes to the job.
Foe Requiem: 3% damage taken increase to mobs
Mage's Ballad: 2% party wide crit buff; Troubadour effect: increased maximum HP; Duration: 30 seconds
Army's Paeon: 2% party wide crit buff; Troubadour effect: decreased physical vulnerability; Duration: 30 seconds
Wanderer's Minuet: 2% party wide crit buff; Troubadour effect: decreased magic vulnerability; Duration: 30 seconds
Nature's Minne: 20% healing boost on selected party member or self; Duration: 15 seconds
With each song having a 30 second duration and 80 second cooldown, it's easily attainable to have a consistent 2% crit buff for the entire duration of a raid. Plus Troubadour effects during crucial moments, Foe's when available, and Nature's Minne to boost heals on an MT after a heavy tankbuster (and Minne is on a 45 second cooldown, so not at all long). We still have Paeon too, to prevent or remove a debuff (yes, it is useful for more than just Old Berserk's Pacification; I use it on myself to save healers from cleansing annoying debuffs or to preemptively prevent one, and I toss it on other party members if I know they're about to get hit with a cleansable debuff).
Troubadour has a kinda long CD (180 seconds) but considering its duration can last a full 30 seconds (lasts while a song is active), fair trade-off. A good BRD would study fights and their group and know when to play which song and Troubadour it. Plus, Battle Voice augments the song's effects, and has the same CD duration as Troubadour.
BRD brings far more to the table than just MP for healers. (And TP) Just wanted to point that out. :3
Last edited by HyoMinPark; 06-26-2017 at 10:02 AM.
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This just helps prove my point that SMN wasn't "hit hard" like people constantly tell me. I hear it's unplayable because of thier nerf at least a few times a day.
I don't doubt you heard this a lot, but I've personally heard many more complaints about how the class would play, and there are good arguments that support the class still needing adjustments.
SMN has access to every bit of damage it brings except that 5% damage buff on a 90s CD on dummy fights. Most other classes are missing out on much bigger sources of damage on dummy fights.
In an actual raiding scenario, there's still a significant chance that SMN might perform relatively poorly, because these classes that they're barely parsing for more than (according to this data) are gonna be massively stronger in 8 mans. Whether that's true or not remains to be seen.
But yeah, I wouldn't come to a hasty conclusion based on target dummy numbers.
True, that could change things. I guess my point is every class changed and overall it didn't suddenly become the worst class to play like people seemed to think. I like some changes and dislike some, but overall I still enjoy this class and still can mow down hordes of enemies.
Yeeeah, I don't think I could say worst class to play after seeing some other changes. I can feel the Bane gutting, but other things I think I'll just have to wait until I have more gear on to see how it feels.
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