Maybe throw in some ignore positional requirements somewhere. Given that melee (Aside from SAM) don't care about cast time reductions.A party capable of clearing Omega12 is doing 42,000ish total dps.
Melee Limit Breaks per use are about 370k.
The Ranged Limitbreak doesn't -only- have to boost damage.
At 5% increased damage, it takes about 180 seconds to surpass Melee Limit Break, assuming it has the same cast time. To put this down to a sane time limit, we can increase this to 20% (thus reducing the TTP to 45 seconds)
LB1: Grants 20% movement speed for 30seconds.
LB2: Grants 20% movement speed and reduces Cast times by 100% for 30 seconds.
LB3: Grants 20% movement speed, reduces cast times by 100%, and increases damage dealt by 20% for 30 seconds.
You get to be Ranged!
And YOU get to be Ranged!
WE ALL GET TO BE RANGED!
Sure, Tanks get the short end of the stick, but ehh... Since when have SE ever cared about them anyway...
I'm sorry, I guess a 20% damage increase wasn't generous enough.
Well, Casters are getting 20% damage increase AND bypassing their one weakness.
mDPS/rDPS are getting only the 20% damage increase (Also only on level 3)
That said, this also is very tilted towards RDM because then they can just spam their Verthunder/Veraero constantly for the duration >.>
Let me point out that if we added the "Ignore positionals" part, then your criticism is that Tanks, who are ignored in your opinion, don't get anything while everyone else gets to play like them for a short duration.Well, Casters are getting 20% damage increase AND bypassing their one weakness.
mDPS/rDPS are getting only the 20% damage increase (Also only on level 3)
That said, this also is very tilted towards RDM because then they can just spam their Verthunder/Veraero constantly for the duration >.>
Except for, you know, the being able to survive stuff part.
Tanks don't get anything extra because the only thing they -could- get is extending their melee range to 25y.
They already factor in LB into the balancing of raid fights so I don't see an issue with rebalancing. *shrug*
LB3 heal should recover MP for all pt member as well, not just the one who down
The sad irony of the limit break is that no one wants to use it. And in that vein, please please please do not make me LB any more than I already have to, thank you.
I'd be interested in a more multidimensional LB system, rather than just the five we have, but it would be difficult for them to balance probably. Say each individual melee LB gives something different to the party on top of just single target damage, and the tanks LB gives boosted magic defense for DRK and boosted physical defense for PLD on top of the damage reduction it already gives.
It's tragic that the "coolest" skills in the game are looked on with disdain because they are personal losses.
Last edited by Llugen; 04-20-2019 at 12:49 AM.
They do not. This was stated before in interviews. It's a bonus option meant to help you recover or clear faster. Limit Break damage is never required except in rare instances like Ultimate Raids, or when attempting a new Savage Raid at the onset of it being opened, when everyone is at the minimum iLvl.
I think Yoshi said they approximately base raid boss HP off of:
-Total DPS of 4 DPS doing standard rotations + 2 tanks in tank stance (doing enmity combos) over 10-12 min with minimum ilvl.
Then, they subtract 15% from that to account for mechanics, less than perfect rotations, 1-2 deaths and then you arrive at the boss's HP. What wasn't accounted for in raid boss HP, was Healer DPS, tanks in DPS stance, stat potions, food, and limit break damage. Through those aforementioned extra things, players were able to topple new raids in min ilvl. Not intended by devs, but not unwelcomed either.
Remember, Yoshi said numerous times in past interviews that they never EXPECTED players to beat savage raids at minimum ilvl. They intentionally ALLOWED players to ATTEMPT to challenge savage raids at minimum ilvl, so they can learn the first few phases of mechanics, while simultaneously increaseing their ilvl over time from normal raid gear and tomestone gear until they have the proper DPS to clear. Hardcore players, being as clever as they are, took advantage of numerous creative ways to increase their survivability (VIT overmelds) and extra sources of damage (healers with accuracy gear; tanks with STR melds and stance dancing; stat pots, shield crit HP LB meter cheesing) to beat them. We think of it as a no-brainer now, but healer DPS was not something that even existed until final coil or Gordias Savage, really.
Devs knowing this, it's unknown if these things are now taken into account since healer DPS no longer relies on accuracy, and tank DPS has increased vastly. But I still suspect limit break damage is not taken into account, because that would presume that melee LB is the default only proper use of LB, wherein I would imagine when designing the fights, the LB is sort of a wildcard SOS type move
Last edited by Jonnycbad; 04-20-2019 at 05:00 AM.
I think it would be neat if Ranged DPS were the only class that could use partial limit break bars. Let's say they could trigger an LB that consumed 50% of a single LB bar dropping the total amount held by the party. This would remove all Debuffs including weakness and instantly fill the party's resources for TP and MP. It would be a setback in terms of DPS from using a Melee or Caster LB but could set the ship aright during a Rez fest when Healer LB 3 isn't available yet without ruining the chance to get an LB3 later. It would also be available before the first limit break bar is filled. Being able to remove Vulnerability Stacks that otherwise might wipe the party would be really interesting.
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