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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TaiyouSeishin View Post
    They should not provide so much rdps that it over shadows the pure pdps or other high rdps, but should still have a benefit.
    At present there is a sort of tier's worth of contribution difference between the more "selfish" dps and the more rDPS-heavy. Guess which is providing far more value to their parties on average. (Hint: It's not the rDPS-heavy ones.)

    Quote Originally Posted by Kabooa View Post
    Hi. I'm the guy that says "lose or share" the raise.

    If you have one DPS that does 12,000 DPS and -can't raise- and you have another DPS that does 12,000 DPS -and can raise-, which DPS is objectively better?

    What is an acceptable DPS margin to justify -not having it- while others -do-?

    I'll give you a hint. It's pretty close to the one we have now with Black mage.
    But that your example is far from realistic outside of early SB in movement-heavy fights. That's just not the case anymore. That or your example is purposely ignoring the gap we have now, which you mention only in your last line to the effect of it being somehow fine for a SMN to do almost 11% less tDPS (12% less pDPS) -- roughly 750k less damage over a 10-minute fight, at current gear levels in Savage content -- than BLM, so long as the SMN has Raise, which requires that the team has already suffered a massive loss to its damage rate potential to see any use at all?

    I don't think that's the case. And I don't think the devs think that's the case, either. SMN and BLM were neck-and-neck for rDPS after the balance adjustments of Stormblood -- BLM faintly outperforming SMN except when said SMN was paired with a BLM from which to milk extra Contagion rDPS, at which point SMN took the faint lead. That was when balance had been finally put into a good place, with most jobs' rDPS at max performance each performing within a scant couple percent of each other in their ideal compositions. Now we vary by over 15%. Which do you think is the better indicator of the balance philosophy -- generally tight balance after having smoothed everything as much as reasonable over the expansion, or the first week of progression?

    Raise is painfully overrated, imo, "useful" for progression except where progression should include building up muscle memory for ideal play, relying on loose DPS checks and less intuitive mechanics to see any significant value. And while I don't want to see resurrection made ubiquitous nor purge it from casters as a whole, I do not see the point in hitting jobs with nearly so hefty a "Rez tax" as we have now.

    Demanding that Rez have such a huge performance burden -- rather than, say, just compensating BLM utility through such forms as its old Apocatastasis or Mana Wall, etc., with the numbers within a more reasonable 3% rDPS -- just builds towards a "Banned from Prog | Banned from Farm" schism. We don't need that.
    (4)
    Last edited by Shurrikhan; 08-04-2019 at 05:26 PM.