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  1. #1
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100

    AoE Fall off damage.

    Is fall off damage still necessary? I'm not sure why it's there to begin with so I'm genuinely curious.
    (1)

  2. #2
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,138
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Pictomancer Lv 100
    Diminishing AoE serves a purpose on AoE actions that are also included in the single target rotation. It allows them to have a potency worthy of the time/effort it takes to put them into a single target rotation, without making them overpowered when they're actually being used on groups.

    However, I feel that AoE that is strictly for AoE should just be a flat potency across all targets, since it doesn't need to take single target vs AoE balance into account.
    (11)
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  3. #3
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Rongway View Post
    Diminishing AoE serves a purpose on AoE actions that are also included in the single target rotation. It allows them to have a potency worthy of the time/effort it takes to put them into a single target rotation, without making them overpowered when they're actually being used on groups.

    However, I feel that AoE that is strictly for AoE should just be a flat potency across all targets, since it doesn't need to take single target vs AoE balance into account.
    Ah. That makes sense. Thanks for the info
    (0)

  4. #4
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,060
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I find it odd that they're largely buffing AoE by giving all tanks/melee an AoE combo and providing new AOE options for most classes in the 70-80 range.

    Makes me wonder if they tweaked trash mob health to compensate or if they just intend to have mass add phases in raids more often now.
    (0)

  5. #5
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Before AOE Fall off black mage, white mage teams spamming flare and holy absolutely destroyed dungeons, they added falloff so the skills were still powerful, but not as effective in large packs
    (6)
    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"

  6. #6
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    For the most part, AoE fall off damage is to stop mass pulling and AoE spam being an effective strategy.

    ... Oops

    With some specific skills, such as Foul (Pre-ShB) being designed so that they can be incorporated in both ST and AoE rotations without being broken in AoE.

    At this point, they seem to be getting rid of all the AoE skills used in ST rotations (Such as implementing Xenoglossy to replace Foul) which means that the falloff for now AoE only skills just makes no sense. Especially while things are still just "Mass pull until the dungeon literally stops you from advancing then AoE everything down"
    (3)

  7. #7
    Player
    MaraD_'s Avatar
    Join Date
    May 2019
    Posts
    290
    Character
    Hede Devaul
    World
    Mateus
    Main Class
    Fisher Lv 80
    Quote Originally Posted by Rongway View Post
    Diminishing AoE serves a purpose on AoE actions that are also included in the single target rotation. It allows them to have a potency worthy of the time/effort it takes to put them into a single target rotation, without making them overpowered when they're actually being used on groups.

    However, I feel that AoE that is strictly for AoE should just be a flat potency across all targets, since it doesn't need to take single target vs AoE balance into account.
    partly correct, but mostly incorrect.
    as the 2 posters above me stated, its to prevent mass pulling in 2.0, when most jobs lacked good AoE options. (and speed run Wanders Palace in a few minutes, instead of 20-30minutes)
    The more enemies you pull, the less damage you deal.

    (and originally, only the jobs who actually were solely picked for the purpose of mass pulling were effected. WHM doesnt use, nor never used Holy in single target)

    If they wanted to do this to Flare, which was a spell incorporated into single target uses, it could have a smaller potency on hitting every target after the 1st, but it didnt need to continue to get lower after the 2nd, then 3rd, then 4th, etc.
    It could do the same damage to every target, except the primary target, and be fine.

    (But in all honesty, having a PLD super pull, hallowed ground, BLMs Flare, WHMs Holy, BRDs refreshed MP, while AoEing, and you couldnt do this with other DPS, nor WAR/SCH. Part of the reason WAR gained more -x% of the enemies damage style mitigations in 2.1)
    (0)
    Last edited by MaraD_; 05-31-2019 at 09:58 PM.

  8. #8
    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
    It does nothing but try to keep players in content for longer periods (dungeons).
    (2)
    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]

  9. #9
    Player
    Tharne's Avatar
    Join Date
    Aug 2015
    Posts
    120
    Character
    Vaida Tharne
    World
    Spriggan
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by KageTokage View Post
    I find it odd that they're largely buffing AoE by giving all tanks/melee an AoE combo and providing new AOE options for most classes in the 70-80 range.

    Makes me wonder if they tweaked trash mob health to compensate or if they just intend to have mass add phases in raids more often now.
    It's to counterbalance the loss of SCH's AoE.
    (0)

  10. #10
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,138
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by MaraD_ View Post
    partly correct, but mostly incorrect.
    Sorry, I might have been unclear with the first part. I didn't mean to say this is how it works. I meant that this is how I think it should work.

    I know it's really for discouraging mass pulls; I just don't think that's a particularly good reason. We're going to mass pull anyway. If an AoE skill is too powerful, they should lower the flat potency rather than adding a sharp decrease in damage to additional targets.
    (2)
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