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  1. #231
    Player
    Kisshu's Avatar
    Join Date
    Mar 2014
    Posts
    482
    Character
    Nica Kisshu
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 100
    The two big hitters, Final Sting and Self Destruct.

    Before:
    Final Sting 1500 + Bristle(50%) + Flute(50%) + Off-Guard(50%) = 3750 potency single target
    Oiled Self Destruct 1200 + Bristle(50%) + Flute(50%) + Off-Guard(50%) + Light(30%) = 3360 potency AoE

    Now
    Final Sting 2000 + Bristle(50%) + Flute(50%) + Off-Guard(5%) = 4100 potency single target
    Oiled Self Destruct 1800 + Bristle(50%) + Flute(50%) + Light(5%) = 3690 potency AoE

    So it looks like Final Sting and Oiled Self Destruct are both buffed.

    Light is seeing a major damage nerf, with a 50% increased duration.

    Single target damage is seeing a buff compared to old Off-Guard(50%) hits. Old Water cannon at 120+50%=180 vs. 200 potency now. Song of Torment getting a 100% buff on the DoT and same for Feather Rain DoTs.

    Primal abilities are seeing a nerf in their damage compared to old Off-Guard damage, but the drop-off damage on multi-hit is fixed at 50%.

    Over-all AoE sees a small nerf compared to old potencies if you aren't accounting for Light. Old Glower potency AoE 130 vs. 110 now.

    So all in all, stronger single target and death-burst, weaker AoE with the changes.
    (0)

  2. #232
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    2X, 3X, 4X, 5X

    The resistances of certain monsters has been adjusted.

    Read: You're not going to be able to tail screw mobs to level up or gain skills. Or tail screw fate monsters anymore
    (4)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  3. #233
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    One thing is clear from these balance adjustments: SE doesn't intent to turn Blue Mage into a solo monster that can one-shot trial bosses of equal level. They want its damage to remain relatively on par with other DPS jobs, and with the increased rate of learning actions when not in an undersized party, that's pretty much them saying "we want you to team up with others to learn spells."

    There's little reason to keep this job limited.
    (5)

  4. #234
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Crazy very unlikely theory, 5.15 is a "beta" for an omni role Blu, the skills we learn will more clearly define a "Tank" Blu, "Healer" Blue ect through stance skills and more skills specialised to those roles, by doing this they get data on how the Job performs at these roles in sync'd teams in a "safe" environment where the dont effect other roles and game balanc, so they can be further tweaked by the time theyre up to 70, then in 6.0 they role out at 70 starting level, with the ability to do multiple roles depending on which spec you pick.

    Or I'm just mad and desperate but oh well speculating is fun
    (2)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  5. #235
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Blueyes View Post
    One thing is clear from these balance adjustments: SE doesn't intent to turn Blue Mage into a solo monster that can one-shot trial bosses of equal level. They want its damage to remain relatively on par with other DPS jobs, and with the increased rate of learning actions when not in an undersized party, that's pretty much them saying "we want you to team up with others to learn spells."

    There's little reason to keep this job limited.
    100% agreed. It was sold as this job that was so overpowered that it would break group play, but to get the skills requires group play and all of the bosses are immune to it's strongest stuff.
    (4)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  6. #236
    Player
    Kisshu's Avatar
    Join Date
    Mar 2014
    Posts
    482
    Character
    Nica Kisshu
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Deceptus View Post
    100% agreed. It was sold as this job that was so overpowered that it would break group play, but to get the skills requires group play and all of the bosses are immune to it's strongest stuff.
    Ya, out of the current 49 spells, BLU only has a handfull that are really powerfull.

    Death-line spells(Tail Screw, Doom and Missile) are obvious, but most bosses seem to resist it anyway, meaning we would only use them on adds like in Ramuh.
    Self Destruct and Final Sting as they can be buffed to very high potencies, Self Destruct at a power over mage limit break 2 and Final Sting at 1.5 melee limit break 1.
    White Wind, a very powerfull healing spells.

    The rest of the BLU kit right now is very standard stuff, from a bit of CC and boost to straight DMG.
    (4)

  7. #237
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Kisshu View Post
    Ya, out of the current 49 spells, BLU only has a handfull that are really powerfull.

    Death-line spells(Tail Screw, Doom and Missile) are obvious, but most bosses seem to resist it anyway, meaning we would only use them on adds like in Ramuh.
    Self Destruct and Final Sting as they can be buffed to very high potencies, Self Destruct at a power over mage limit break 2 and Final Sting at 1.5 melee limit break 1.
    White Wind, a very powerfull healing spells.

    The rest of the BLU kit right now is very standard stuff, from a bit of CC and boost to straight DMG.
    And 5.1 is removing the super Final Sting/Self Destruct combos.
    (3)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  8. #238
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Kisshu View Post
    The two big hitters, Final Sting and Self Destruct.

    Before:
    Final Sting 1500 + Bristle(50%) + Flute(50%) + Off-Guard(50%) = 3750 potency single target
    Oiled Self Destruct 1200 + Bristle(50%) + Flute(50%) + Off-Guard(50%) + Light(30%) = 3360 potency AoE

    Now
    Final Sting 2000 + Bristle(50%) + Flute(50%) + Off-Guard(5%) = 4100 potency single target
    Oiled Self Destruct 1800 + Bristle(50%) + Flute(50%) + Light(5%) = 3690 potency AoE

    So it looks like Final Sting and Oiled Self Destruct are both buffed.

    Light is seeing a major damage nerf, with a 50% increased duration.

    Single target damage is seeing a buff compared to old Off-Guard(50%) hits. Old Water cannon at 120+50%=180 vs. 200 potency now. Song of Torment getting a 100% buff on the DoT and same for Feather Rain DoTs.

    Primal abilities are seeing a nerf in their damage compared to old Off-Guard damage, but the drop-off damage on multi-hit is fixed at 50%.

    Over-all AoE sees a small nerf compared to old potencies if you aren't accounting for Light. Old Glower potency AoE 130 vs. 110 now.

    So all in all, stronger single target and death-burst, weaker AoE with the changes.
    FYI, this isn't correct, buffs stack mulitplicatively in FF14 not additively, before Final Sting was ~5000 pot and Self Destruct was ~5200 pot not including the traited damage ups because I forgot if they interact the same way

    Now they are Final Sting ~4700 Pot and Self Destruct ~4200 pot

    So they have both been nerfed, same with the Primal Burst Seeing a larger nerf due to lack of multiplicative scaling.

    Edit: Maths in case you want to see what I mean

    Old:
    Sting
    (1500+750(bristle))*1.5(off guard)*1.5(Moon Flute)= ~5000 (if the trait also takes part in the multiplicative part of the formula ~7500)
    Self Destruct
    (1200+600(bristle))*1.5(off guard)*1.5(Moon Flute)*1.3(Pec Light)=~5200 ((if the trait also takes part in the multiplicative part of the formula ~7800)
    New:
    Sting
    (2000+1000(bristle))*1.5(Moon Flute)*1.05(Off Guard)= ~4700
    Self Destruct
    (1800+900(bristle))*1.5(Moon Flute)*1.05(Off Guard)=~4200
    (0)
    Last edited by ReiMakoto; 10-27-2019 at 12:13 AM.
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  9. #239
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    RIP RIPing yourself.

    We lie in protest of these changes! (While we still can)



    Killing myself so I can ask FC members for a raise to be annoying is all I use Blue Mage for these days.
    (2)

  10. #240
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Blueyes View Post
    One thing is clear from these balance adjustments: SE doesn't intent to turn Blue Mage into a solo monster that can one-shot trial bosses of equal level. They want its damage to remain relatively on par with other DPS jobs, and with the increased rate of learning actions when not in an undersized party, that's pretty much them saying "we want you to team up with others to learn spells."

    There's little reason to keep this job limited.
    "Pre 5.1 interviews with Yoshida by Famitsu,Dengeki,Game watch and gamer. (Summary translation)"

    "Level 5 death" will finally be added and you can kill bosses as soon as you enter the boss arena (didn't say all bosses). - Yoshi
    This is the same style ability that never works with Petrify. . . Color me doubtful it will work
    (5)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

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