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  1. #11
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Sandpark
    Should the DPS AoE in XP or story dungeons?
    Should the Tank Mass Pull in XP or story dungeons?
    Should the healer DPS in XP or story dungeons?

    Unless every single person says yes then this is debatable and there is no one in the absolute right here in that circumstance.
    Just want to point out the fault with the two bolded statements here: the math speaks for itself.

    Take a single pack of 5 chained mobs. Single pack. No double or triple chain pulls, just a single pack that consists of 5 mobs chained together. At this point, MOST DPS jobs should be using their AOE skills. I will use a couple different examples here.

    BRD: Mage's Ballad + Rain of Death versus Mage's Ballad + Bloodletter
    MB + Rain of Death: 100 potency (AOE) x 5 mobs = 500 potency
    MB + Bloodletter: 130 potency (single target) x 1 = 130 potency
    RDM: Single-target versus Scatter spam/Enchanted Moulinet
    Scatter: 200 potency (Dualcasted AOE; 100 potency per cast) x 5 mobs = 1,000 potency
    Enchanted Moulinet: 200 potency (AOE) x 5 mobs = 1,000 potency**

    Single-target (assuming Ver Ready procs): 570 potency (Verfire/Verstone + Verthunder/Veraero; single-target) x 1 mob = 570 potency
    Single-target (Jolt II; no Ver Ready proc): 540 potency (Jolt II + Verthunder/Veraero; single target) x 1 mob = 540 potency
    Single-target (Impact; no Ver Ready proc): 570 potency (Impact + Verthunder/Veraero; single target) x 1 mob = 570 potency

    Single-target melee + Verflare/Verholy nuke: 470 potency (Enchanted melee combo; single-target) + 550 nuke (Verflare/Verholy) x 1 mob = 1,020 potency**

    **Consider Enchanted melee combo + nuke versus Enchanted Moulinet-- at 90/90 mana, you get 3 Enchanted Moulinets at 200 potency per mob. So, in this example: 5 mobs at 1,000 potency per Enchanted Moulinet for a total of 3,000 potency versus the single-target 1,020 potency.
    MNK: Snap Punch versus Rockbreaker; Bootshine versus Arm of the Destroyer
    Snap Punch: 170 potency (single target; flank potency) x 1 mob = 170 potency
    Rockbreaker: 130 (AOE) x 5 mobs = 550 potency

    Bootshine: 140 potency (single target) x 1 mob = 140 potency
    Arm of the Destroyer: 80 potency (AOE) x 5 mobs = 400 potency
    BLM: Fire II versus Fire IV
    Fire II: 80 potency (AOE) x 5 mobs = 400 potency
    Fire IV: 260 potency (single target) x 1 mob = 260 potency
    The math speaks for itself here. When it comes to a "right," AOE in a "larger pull" (3+ mobs) is the "right" thing to do. The math doesn't lie here. Not trying to argue you specifically, but just saying that you (general "you") can't really argue with the numbers (although I know that some people try to).

    Hopefully my math is all correct...double and triple checked everything but I haven't slept in several hours so I'm kinda like @.@ right now....
    There is no fault in the statement depending on where you are coming from.

    Are you coming from everyone should do 100% best effort because story or normal dungeons are the difficult content? They are not hence we have hard,extreme, savage, super savage.

    I am not speaking about math. You may very well be right mathematically about AoE vs Single target. I am speaking about the intent and purpose of normal or MSQ dungeons. The intent or purpose of any FF game in the story or introduction dungeons is to progress, often these fights are not meant to be the epitome of difficult content, but a segue into later gameplay.

    If you are coming from a I play rpgs to explore and experience content/story that includes playing/experimenting in a style I enjoy. Then even if the math says otherwise, as long as you can win, then it may be more fun. Games are supposed to be fun first before a job. Locking players out of the basic progress or encouraging players to question to kick is going against that grain.

    I came from FFXI, not as difficult as this game in terms of execution but still a more fun game in terms of open playstyle. Combat was more oriented towards group synergy versus self rotations in this game. It's like XI was a team based strategy game with coordinated plays while this one is more but not entirely about how good or fancy I can dribble or break ankles or drive down the lane.

    Someone mentioned that 5 X <xpotency> is better than 1 X <xpotency>

    If that is true then single target skills potency needs to be increased. My main point is that it's fine if AoE is better than single target, but when it becomes a must have or you get kicked from the casual normal or story MSQ, then it either needs to be nerfed or a better option is to allow players to progress casually through normal and MSQ with friends or npcs. No strenuous barriers to getting to max level, it's already bad enough sometimes you have to come to a halt in story progression due to queues. Let's not make that more terrible by getting kicked because someone doesn't want to AoE or risk getting kicked.
    (0)
    Last edited by Sandpark; 09-22-2017 at 07:41 AM.

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB