That’s the math for every single aoe arrow. Other people even confirmed it. You either don’t want to believe math for that. I can even give you even the thread that has the math.Entirely theoretical, and only applies when protracted over a long period of time.
In a 30s window you’ll have about 14 GCD’s max, or 12 if you haven’t stacked any Speed materia.
That’s not enough time to reap the benefits of a 5% increased speed buff. Your 13th/15th GCD at the end of that 30s window will come a second or two quicker, and not even a whole GCD quicker. That’s it. You’d need to be able to fit 20 GCD’s into that window to gain one whole extra GCD, and only Ninja could do that, but that would cause clipping and therefore cancel out all benefit of it.
If it was a permanent buff throughout a fight it would make a difference.
Yes, I get the math, but you don't get the execution of it.
You could increase my speed by 50%, but that’s useless if I clip all my GCDs and therefore don’t reap any benefits from it. Then that theoretical, mathematically proven 50% damage buff would amount to a 0% damage buff in practice.
This is why AST cards were all just flavour.
You see it as maths and percentages, but the DPS who you're putting these cards onto are the ones who feel the effects, not you, and they don't work for them.
I would like to point out the fact that the base healing potency of Aspected Helios was increased while the barrier amount when in Nocturnal Sect was reduced. That means this is a straight up buff to Diurnal Sect with a lateral shift for Nocturnal Sect meaning that Diurnal Sect has the advantage here.Aspected Helios:
・Healing potency has been increased from 100 to 200.
・Barrier's damage nullification reduced from 250% to 125%.
Multiple the number above by the number below to find your shield value.
That's breaking even. 250 potency shield for a 250 potency shield, but now with extra healing.
They also removed the +15% potency increase that used to come with simply being in Nocturnal Sect. Diurnal Sect only provided a +10% bonus to potency, which has also been removed.
That means that Nocturnal ALSO received an across-the-board direct nerf of 5% to every healing spell compared to Diurnal Sect.
Last edited by Llethander; 07-31-2019 at 07:49 PM.
Old aoe Cards did exactly that.Yes, I get the math, but you don't get the execution of it.
You could increase my speed by 50%, but that’s useless if I clip all my GCDs and therefore don’t reap any benefits from it. Then that theoretical, mathematically proven 50% damage buff would amount to a 0% damage buff in practice.
This is why AST cards were all just flavour.
You see it as maths and percentages, but the DPS who you're putting these cards onto are the ones who feel the effects, not you, and they don't work for them.
You did feel ur own cards. If you had a group arrow Helios and aspect Helios were faster so were ur single heals. With spear you had more crit heals or hot ticks. With ewer you could have used that on brd for getting foes back faster or even ur self if the mana whas badly needed or on ur co healer that died and used his mana gain abilities already. A bole could you even see in the hp that decreased less. There were options what happens when. Know it’s just dmg nothing more nothing less. And even less then before because now you only have single target and aoe is gated behind 2 mins cd and 2 seals
As I just said, an AoE Arrow was a no go if you have Ninja's or Monks, only SAM and BLM would reap any significant benefit from it.
Crit, as you said, was a smaller damage boost than you realise due to it being another layer of RNG, being mainly beneficial to Monks and Bards.
Neither of these were effective AoE spenders. unless you party was made up predominantly of those named jobs that benefited form them the most.
So for AoE's, it's about as effective as the three stages of Divination. Except now it's not riding on a single card draw, you have more control over it by building it up in three stages via seals.
For single targets, you're choosing the jobs that will benefit from the effects, Bards/Monks for Crit, Samurai/Black Mage for Speed, etc.
How is this any different to choosing which job as ranged or melee, to give a card to?
It's the same sort of decision process, you just have different targets for different cards now.
It's just different flavours, and the flavours are in your head.
It is nothing more than retraining the reward centers in your brain.
Instead of Spear>Bard=Success, it's Spear>Melee=Success.
And in fact, you have more options now.
What did you do if you drew a Spear but didn’t have a Bard or a Monk? You gave some other dps a less effective buff that equated to barely a 2% damage boost.
What if you had a Ninja and a Bard, and you drew an Arrow? Another ineffective card that barely increases damage by 2%, if that.
Now every card as a 50/50 chance of being effective for someone, and if you have at least one ranged and one melee in your party, every single card will be effective on someone.
Bole and Ewer being healer kit skills on RNG is bad design.
More effective Lucid/Lightspeed for MP management, and CI for mitigation (in Diurnal at least) is by far the superior design, and much easier to balance.
Oh and I've been kicked for using an Expanded Ewer by accident, so no, you couldn't use any cards you like.
Last edited by Seraphor; 07-31-2019 at 08:11 PM.
If you had decent dps that could adept aoe arrow whas not a no go. And yes spear whas most beneficial on brd or mnk but it whas still good on other jobs. The thing you say about flavors is wrong too just because the color is yellow doesn’t mean it’s pure yellow there are many different yellows and if you make a great painting knowing all the different sup colors can make a great artwork or just a picture that looks dull. Just because you thing it’s flavor doesn’t mean it is. The same you could say when drinking really old and good wine or some wine from a year ago I mean it’s just the wine flavor that is different. And to ur aoe ewer on accident getting kicked by these people doesn’t mean anything because in ff 14 you get kicked for a lot of things and I’m pretty sure you got not only kicked by that one ewer and more or less because of other things.As I just said, an AoE Arrow was a no go if you have Ninja's or Monks, only SAM and BLM would reap any significant benefit from it.
Crit, as you said, was a smaller damage boost than you realise due to it being another layer of RNG, being mainly beneficial to Monks and Bards.
Neither of these were effective AoE spenders. unless you party was made up predominantly of those named jobs that benefited form them the most.
So for AoE's, it's about as effective as the three stages of Divination.
For single targets, you're choosing the jobs that will benefit from the effects, Bards/Monks for Crit, Samurai/Black Mage for Speed, etc.
How is this any different to choosing which job as ranged or melee, to give a card to?
It's the same sort of decision process, you just have different targets for different cards now.
It's just different flavours, and the flavours are in your head.
Bole and Ewer being healer kit skills on RNG is bad design.
More effective Lucid/Lightspeed for MP management, and CI for mitigation (in Diurnal at least) is by far the superior design, and much easier to balance.
Oh and I've been kicked for using an Expanded Ewer by accident, so no, you couldn't use any cards you like.
You can believe what you want.
It was Rabanastre right after Hashmal, I'd drawn a Ewer and had no redraws, so to get rid of it I used it on myself, forgetting I'd already RR'd a Spire.
I see a "Seriously dude?" in the party chat, 10s later I'm out.
Everything had been smooth sailing up until that point.
Only time I've ever been kicked.
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