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  1. #1
    Player
    Blonde_Huntress's Avatar
    Join Date
    Dec 2016
    Location
    Limsa Lominsa
    Posts
    81
    Character
    Blonde Renwynd
    World
    Famfrit
    Main Class
    Astrologian Lv 68
    As someone who has played all 3, my thoughts are that if ANY of the magic DPS needs some love it's SMN.

    However, even then I don't think any of them are so far gone that they can't be redeemed--all 3 are playable.

    BLM should get some CD/damage buffs. It SHOULD be the highest magical damage dealer at the cost of utility.

    RDM is just fine where it is, although I personally wouldn't mind a small (like 20 potency) Scatter buff.

    SMN Bane should revert back to 3.x. Buff Misama/Bio potency by either extending time or actual damage dealt. Remove the damage scaling on Deathflare.


    Just my 2 cents.
    (9)

  2. #2
    Player
    Symon17's Avatar
    Join Date
    Jun 2011
    Posts
    93
    Character
    Mikah Frost
    World
    Mateus
    Main Class
    Summoner Lv 70
    I'm not sure why everyone is so focused on potency buffs/nerfs. Rdm has the lowest damage potential of the casters on a dummy parse. It's right behind smn, and both are a ways behind blm.

    I agree blm needs some love, but there's nothing wrong with its damage potential. Any adjustments should focus on better equipping the class to realize that potential on strenuous fights. Just adding more potency on top will throw things way out of balance on turret fights, and knee-jerk nerfing rdm even lower will ensure that it will never have competitive damage, even when played properly.

    With harder rotations, blm and smn may also need more time to perform to thier potential, but this doesn't seem like an issue of potency to me.
    (4)
    Last edited by Symon17; 07-04-2017 at 09:11 AM.

  3. #3
    Player
    ZeroAmano's Avatar
    Join Date
    Nov 2013
    Posts
    33
    Character
    Zero Amano
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Blonde_Huntress View Post
    As someone who has played all 3, my thoughts are that if ANY of the magic DPS needs some love it's SMN.
    However, even then I don't think any of them are so far gone that they can't be redeemed--all 3 are playable.
    BLM should get some CD/damage buffs. It SHOULD be the highest magical damage dealer at the cost of utility.
    RDM is just fine where it is, although I personally wouldn't mind a small (like 20 potency) Scatter buff.
    SMN Bane should revert back to 3.x. Buff Misama/Bio potency by either extending time or actual damage dealt. Remove the damage scaling on Deathflare.
    Just my 2 cents.
    TBH if you think RDM is just fine where it is then you are completely wrong.
    BLM Fire4/Bliz4 pot 260 and RDM valaero/thunder plus proc stone either fire or jolt2 is 300+270 (plus proc is 50% chance)
    even BLM have leylines that reduce spell casting time it still DOESN'T match the DPS where the RDM is going.
    I think they need to reduce the RDM pot to 240 and 260 level (because the dual casting) then we can talk again or simply reduce the proc chance from 50% to 30%.
    Although RDM playstyle is right at it should be that's true.
    Also Scatter is good enough as it should be.
    (0)
    Last edited by ZeroAmano; 07-04-2017 at 10:43 AM. Reason: word limit

  4. #4
    Player
    EllieShadeflare's Avatar
    Join Date
    Sep 2016
    Posts
    332
    Character
    Elatus Shadeflare
    World
    Balmung
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by ZeroAmano View Post
    TBH if you think RDM is just fine where it is then you are completely wrong.
    BLM Fire4/Bliz4 pot 260 and RDM valaero/thunder plus proc stone either fire or jolt2 is 300+270 (plus proc is 50% chance)
    You... don't understand how Astral Fire works, do you? And I'm guessing you never use Thundercloud?
    (6)

  5. #5
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ZeroAmano View Post
    TBH if you think RDM is just fine where it is then you are completely wrong.
    BLM Fire4/Bliz4 pot 260 and RDM valaero/thunder plus proc stone either fire or jolt2 is 300+270 (plus proc is 50% chance)
    even BLM have leylines that reduce spell casting time it still DOESN'T match the DPS where the RDM is going.
    I think they need to reduce the RDM pot to 240 and 260 level (because the dual casting) then we can talk again or simply reduce the proc chance from 50% to 30%.
    Although RDM playstyle is right at it should be that's true.
    Also Scatter is good enough as it should be.
    They tried it at 30% while it was still in development, obviously changed since the mana gauge would charge way too slow. Your math is wrong, jolt 2 is only 240 potency. If you think RDM playstyle is fine now, then you cannot change the proc rate of Stone/Fire since then it would slow way down between burst phases. Don't forget BLM also has a constant 5% magic damage buff, if we speak purely in terms of potency, the two Fire 4's fired off in the same time as Jolt 2 and Aero/Thunder ends up at 546, slightly ahead of RDM.
    (0)

  6. #6
    Player
    Symon17's Avatar
    Join Date
    Jun 2011
    Posts
    93
    Character
    Mikah Frost
    World
    Mateus
    Main Class
    Summoner Lv 70
    Quote Originally Posted by ZeroAmano View Post
    TBH if you think RDM is just fine where it is then you are completely wrong.
    BLM Fire4/Bliz4 pot 260 and RDM valaero/thunder plus proc stone either fire or jolt2 is 300+270 (plus proc is 50% chance)
    even BLM have leylines that reduce spell casting time it still DOESN'T match the DPS where the RDM is going.
    I think they need to reduce the RDM pot to 240 and 260 level (because the dual casting) then we can talk again or simply reduce the proc chance from 50% to 30%.
    Although RDM playstyle is right at it should be that's true.
    Also Scatter is good enough as it should be.
    It doesn't make sense to pick two random spells from each job's roster and compare potency. A job's potential damage is determined by it's entire kit being used together optimally. Otherwise we could say "Warrior's fell cleave does 500 potency, and it can do it five times in a row! It's not fair to mages! Nerf it!"
    (4)

  7. #7
    Player
    EllieShadeflare's Avatar
    Join Date
    Sep 2016
    Posts
    332
    Character
    Elatus Shadeflare
    World
    Balmung
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Symon17 View Post
    It doesn't make sense to pick two random spells from each job's roster and compare potency. A job's potential damage is determined by it's entire kit being used together optimally. Otherwise we could say "Warrior's fell cleave does 500 potency, and it can do it five times in a row! It's not fair to mages! Nerf it!"
    Techincally, Warrior's Fell Cleave made BLACK MAGE look unfair, due to the way Astral Fire works with potency. You can't trust the potency given by the tooltip, since they're "base" potencies.

    Back in HW (and maybe still now), Astral Fire affects damage like this:

    1 stack: 40% increased damage (1.4x)
    2 stacks: 60% increased damage (1.6x)
    3 stacks: 80% increased damage (1.8x)

    And old Fire IV was its base potency of 280. This meant our base, bread and butter attack spell was 504 (529after Enochian) potency when all things were said and done, equivalent to an OFF COOLDOWN NUKE.

    Fire IV's potency nerf looks a little bad, now at 468 (though technically 491 after you remember Enochian is a thing), but no less formidable. Plenty to catch up with the 570 potency per Dualcast, though we can put out 468 per cast without waiting 2.3-2.5s for recast afterward.
    (1)
    Last edited by EllieShadeflare; 07-04-2017 at 11:07 AM. Reason: derped the current practical potency

  8. #8
    Player
    Symon17's Avatar
    Join Date
    Jun 2011
    Posts
    93
    Character
    Mikah Frost
    World
    Mateus
    Main Class
    Summoner Lv 70
    Quote Originally Posted by EllieShadeflare View Post
    Techincally, Warrior's Fell Cleave made BLACK MAGE look unfair, due to the way Astral Fire works with potency. You can't trust the potency given by the tooltip, since they're "base" potencies.

    Back in HW (and maybe still now), Astral Fire affects damage like this:

    1 stack: 40% increased damage (1.4x)
    2 stacks: 60% increased damage (1.6x)
    3 stacks: 80% increased damage (1.8x)
    Oh I know! I used to main BLM. I just thought getting into it would complicate the point.
    (0)