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  1. #1
    Player
    Jinko's Avatar
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    Mar 2011
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    Gridania
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    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    I'm not sure that standing still is an issue, as CNJ I have absolutely no MP worries now and don't even have to worry about standing still.

    I think SE have done a great job with THM but they now need to address its mana problems, perhaps they can solve this issue even by adding Refresh materia ?

    As for the stance it would be designed to be left on all the time, thats kind of the point, similar to Clerics stance.

    The trade off is the reduction in damage.
    (0)
    Last edited by Jinko; 12-18-2011 at 10:55 AM.

  2. #2
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    Quote Originally Posted by Jinko View Post
    I'm not sure that standing still is an issue, as CNJ I have absolutely no MP worries now and don't even have to worry about standing still.

    I think SE have done a great job with THM but they now need to address its mana problems, perhaps they can solve this issue even by adding Refresh materia ?

    As for the stance it would be designed to be left on all the time, thats kind of the point, similar to Clerics stance.

    The trade off is the reduction in damage.
    Unfortuantely I disagree then.
    (0)

  3. #3
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    I parsed at 8000-9000 on Ifrit fights as THM, where our Archers and Lancers were doing 5-7k per fight. We are all well-equipped.

    Of course, it depends a lot on where the Eruptions are happening, but the THMs were consistently higher in all cases, as long as we had CONs on dedicated healing duties.

    I think THM is working as intended, while BLM will alleviate some of the MP concerns with Convert. More MP wouldn't help me on Ifrit, I would just die from hate. However, more MP would go a long way on Moogle... I'm waiting on some parse tests to see if I'm keeping up my damage as much as the archers.

    I think a shorter cooldown on Parsimony would be ideal though, knock off 20-30 s.
    (3)

  4. #4
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    Quote Originally Posted by Jinko View Post
    I'm not sure that standing still is an issue, as CNJ I have absolutely no MP worries now and don't even have to worry about standing still.

    I think SE have done a great job with THM but they now need to address its mana problems, perhaps they can solve this issue even by adding Refresh materia ?

    As for the stance it would be designed to be left on all the time, thats kind of the point, similar to Clerics stance.

    The trade off is the reduction in damage.
    theyre shouldnt be a trade off in reduction of damage because they arent damage dealers. it should be assumed and the trade of should have been in some other aspect.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  5. #5
    Player
    Jinko's Avatar
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    Gridania
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    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Dreadnought View Post
    theyre shouldnt be a trade off in reduction of damage because they arent damage dealers. it should be assumed and the trade of should have been in some other aspect.
    What THM aren't damage dealers, ????

    My mention of CNJ was an example that standing still is not needed.

    Quote Originally Posted by Zigirus_Essan View Post
    Unfortuantely I disagree then.
    Explain why ?
    (1)

  6. #6
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    Quote Originally Posted by Jinko View Post
    Explain why ?
    Allow me to explain with some parse data from my Ifrit fights tonight.

    First off, some explanations. You cannot combo magic if the magic is resisted, or partially resisted. It has to be a 100% success for it to count as a combo. Also, much like XI, getting to the cap hit rate with magic should be the first goal for most endgame content. Even if spells do less damage overall, you're doing more damage point for point if you go un-resisted as much as possible. Once that cap is reached, then you can push it forward for more damage per spell. So it stands to reason that from a MP efficiency and combo perspective, going unresisted is a good thing.

    My THM gear is based around as much magic accuracy as possible while still maintaining as much magic damage that I can hold on to. My Magic attack sits currently at around 455, and my Magic accuracy at 466 with food. There are gear options I'm going to explore to make both sides of this ratio greater. I can't give a spell success rate since my friends parser didn't include that, but even just by eye balling it I could tell I was getting resisted a lot less. (Magic evasion down from our CNJ's Stone helped as well).

    In our fight, we stall as long as possible at the start to break a horn so that later on we don't have to deal with a super harsh regen. Since the mages can't break horns, they all assist curing the tank until the melee's can break it. For this reason we didn't start the parser till immediately after the horns were broken and everyone began to do full damage. Most of the results will include 3 people. Myself, and 2 others that were constantly at the top of the damage list. The classes will vary a bit for different test samples aside from mine which is THM the whole night.

    During the fights I DID have 1 or 2 periods in which I had to go from almost no MP to Full. (Usually right before Spikes popped and right after). I solo'd my spike within 20-30 seconds every time. My THM damage is always listed as the first. With Player 1 and Player 2 being listed after respectively.

    The Results were as follows:


    8700, 6500 LNC with Ifrits Harpoon, 5500 ARC with ifrits bow. Parse ended at a swift whipe of our tank.

    8000, 5400 LNC with Ifrits Harpoon,5000 ARC ifrits bow. Also ended when our tank fell (really weird eruptions)

    13000, 12000 LNC ifrits Harpoon, 11000 LNC no Ifrits harpoon All members had significant periods of dead time which is my beliefe as to why the range is so narrow. Ifrit defeated.

    12000THM, 8000 MRD Ifrits Axe, 7500 LNC no ifrits None of the top 3 DPS (me included) had any deaths. Ifrit Defeated. near perfect dodging on my part from eruptions and other damage sources.

    14800 THM, 6800 ARC with ifrits bow, 9000 LNC no ifrits harpoon. ARC dc'd mid figh for about 30 seconds. that fight I almost never got resisted and I'm starting to master timing of combo's, when to use certain spells, and closing my windows of "no damage". Only had to rest from empty to full once in the fight. ifrit jumps maintained MP. Ifrit Defeated

    13000, 7100 THM Ifrit's Cudgel (Magic attack bonus only build less than 410 Macc but 490+ Magic attack bonus), LNC no ifrit's harpoon 6700. Ifrit defeated. The other THM, to be fair, had just jumped onto it for the first time and was being a little conservative. Later we had a parse that ended up with him only about 3000 behind me but I forgot to copy down the data.

    As you can see, THM when played right with the right equipment kinda towers over anything else even with huge MP costs and regen time. From an over time perspective THM isn't weak by any means, nor is it "suffering". I personally feel that this is also in large part due to the fact that Ifrit as a fight lends itself to THM in that, most of everything he does can be avoided with relative ease on the mages part and little movement is required, therefore allowing many windows for getting MP back in position.

    But even in a setting not as favorable for THM where MP conservation is key and there are little opportunities to stand and rest for MP, I don't think their Damage would suffer so much that any other DD would replace them. I havn't done the moogle fight yet to get any of my own opinions from it, but I can't imagine you have 0 time to regen your MP.

    And don't take my word or parse results for it. Do your own parses or research with LS members in many different situations and see how it works out for you as long as you're looking for a true, un-biased truth about it.

    So to finally answer your question Directly Jinko. If you put in a stance for it. I don't see why you wouldn't just want to make THM that way permanently by mechanic. But in my opinion the numerical data proves that it isn't needed in order for THM to be an effective damage dealer.

    At most, the only thing people can say to me for arguments sake about it is that "I just don't like standing around waiting for MP as a personal preference" in which case, You are entitled to think that. But in terms of balance, It works as intended and well. (and maybe in Ifrits case, over powered)

    TL;DR I personally don't see how Less damage for half MP would be any more Beneficial than it is now. Running out of MP mid fight doesn't detract from THM's ability as a whole and ultimately leaves it up to the player to play it well and skillfully to maximize it's potential.
    (3)

  7. #7
    Player
    Jinko's Avatar
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    Jinko Jinko
    World
    Moogle
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    Arcanist Lv 80
    Quote Originally Posted by Zigirus_Essan View Post
    So to finally answer your question Directly Jinko. If you put in a stance for it. I don't see why you wouldn't just want to make THM that way permanently by mechanic. But in my opinion the numerical data proves that it isn't needed in order for THM to be an effective damage dealer.
    How much of the fight did you spend doing nothing because you ran out of mana ?
    The reason for not making THM that way permentaly is being people still like to solo leves and having a decreased dmg output could end up with them taking too much damage before they can effectively kill something.

    At most, the only thing people can say to me for arguments sake about it is that "I just don't like standing around waiting for MP as a personal preference" in which case, You are entitled to think that. But in terms of balance, It works as intended and well. (and maybe in Ifrits case, over powered)
    This is why I suggested the stance, mainly the idea being you are active through the entire fight whilst still maintaining the same damage in theory.

    TL;DR I personally don't see how Less damage for half MP would be any more Beneficial than it is now. Running out of MP mid fight doesn't detract from THM's ability as a whole and ultimately leaves it up to the player to play it well and skillfully to maximize it's potential.
    It's not supposed to be benefical, expect that you are actually doing something throughout the whole fight instead of burning through your whole mana pool in minutes and standing there doing nothing.

    You can't give THM more mana and not take away elsewhere otherwise they will become ridiculously overpowered. (which in effect is what Firon is suggesting, sorry Fir :P)
    (0)
    Last edited by Jinko; 12-18-2011 at 07:54 PM.

  8. 12-19-2011 09:21 PM
    Reason
    Double'd up like a Corsair.

  9. #9
    Player
    Jinko's Avatar
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    Gridania
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    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    I read what you said, no need to get arsey, when 1 or 2 times does not say how long you were inactive during the fight.

    For all I know 1 or 2 times could equal 6 mins, (thanks for clearing that up)

    I think you misunderstand my point. I don't want THM to change at all. I don't want it's Damage and MP cost lowered equally, I don't want a stance that does it. I don't want MP cost's waived or halved during a combo.
    Fair enough, so what you doing in this thread if you are happy with the class as it is. .

    Talking with a friend, the moogle fight isn't even about avoidance as much as it is about endurance and killing moogles in the right order. So as a THM, I don't even have to move if I place myself correctly the whole fight.
    When moogle gets big and is coming for you, last thing you wana be doing is standing still.
    Also its almost impossible for the tank to keep all the mogs on them at all times, expect to do some sort of kiting unless you are doing single target damage.

    Personally I think standing still to generate mana is a silly mechanic, I would rather they have something like a refresh effect which is based off a paticular stat.

    Refresh materia may mean you would have to sacrifice some magic accuracy but its all about trade offs in these kinds of games, only time will tell how much accuracy is required to be hit capped.
    (1)
    Last edited by Jinko; 12-18-2011 at 08:34 PM.

  10. #10
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    I read what you said, no need to get arsey, when 1 or 2 times does not say how long you were inactive during the fight.

    For all I know 1 or 2 times could equal 6 mins, (thanks for clearing that up)
    My apolgoies, I wasn't trying to come off as crass or demeaning. Generally it takes a little less than 20 seconds to get 1100 Mp without moving. since my MP pool is close to 3500 I just equate that to about a minute. It could be less since increments build with each tick to a point. Something I'll look into.

    Fair enough, so what you doing in this thread if you are happy with the class as it is.
    I'm just trying to present the facts as they are in the data objectively. Weather it be that THM is over powered,under powered, severly gimp, or on part with everyone else; I just want the truth to come to light as best as possible.

    If after that people still feel that THM requires some sort of ease on the MP cost/and or abilities to maintain and recover MP, then that's their opinion. Based on what I know however, I don't think it needs any adjustment what so ever from an actual game balance stand point. Personal play style is subjective to each player.

    When moogle gets big and is coming for you, last thing you wana be doing is standing still.
    I haven't done the fight and i rather not speculate on hearsay, which I regrettably did briefly in my last post in reference to my friend.

    I guess for me, there may be content in the future (and possibly now with the moogle fight) in which THM might not be the best class to choose for a given fight. Sad to say, that's what happens in any MMO with various classes with different roles and niches. Ultimately, some content will be harder for one class over another.

    But on that same token I don't see THM being so screwed over in a situation that you would want to refuse it outright. it might not be optimal, but if you are ever able to stop and recover MP for atleast 20 seconds at a time, THm can still dish out a ton of damage. But things like that generally fall onto the community and its issues anyway with classism and "one size cookie cutter fits all" mentality.
    (2)

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