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  1. #291
    Player
    Akiudo's Avatar
    Join Date
    Sep 2015
    Posts
    514
    Character
    Narumi Akiudo
    World
    Alpha
    Main Class
    Bard Lv 90
    Quote Originally Posted by Vendalwind View Post
    1st fight design. Ranged physical can fill amy role, but the game definately began with 2 melee 2 ranged as the ideal comp, this is particularily evident when you look at diagrams from before release.

    2nd was how the game was originally intended. (MNK, DRG, BRD BLM) SMN and NIN were released later.
    the game also originally intended for you to have one healer with strong shields but piss poor direct healing and one with basically no shielding options at all, that is the reason why ast originally was nothing but either a bad whitemage or a bad scholar, and what is still keeping them back as far as adding healers are concerned, "it was originally designed that way" is a non argument, monk was originally designed without any group buffs, Bard was originally designed being able to support others, fights 5 years ago being designed around having 1 of every of the original mustn't be an argument against change

    Quote Originally Posted by Vendalwind View Post
    3rd class role distribution. As time went on ranged split into 2 class roles, magical and physical. This was in part because thw ranged role was inflated, and in part because of the distinctive differences that developed post hw casting time wise.
    i'm really not sure what the ranged role being inflated should have to do with that, gonna let the cast time argument stand as a reason for the distinction because arguing that wouldn't lead to a satisfoctry result i believe, but "we have to many "ranged/casters" compared to melee, lets split them up into seperate groups" solves exactly nothing ? having 2 groups of 3 competing for 1 spot each if anything is worse than having a big group of 6 competing for 2 spots as far as enabling different class compositions, which was squares goal time and time again when "the meta" got brought up.


    Quote Originally Posted by Vendalwind View Post
    4th again role distribution. Currently there is two tank slots:4 tanks, 2 healer slots:3 healers, 2 melee slots 4 melee. 1 rng phys: 3 ranged and 1rng caster: 3 casters.
    This is in part why many people guess that the next big expansion will add another healer and maybe a new melee will follow later (side note my money is on a melee beastmaster hinted by ranjits combat style. Could be totally wrong tho). Currently melee needs the second spot more than either ranged by a small margin of class choice value options.
    which if the 4th slot would be free and classes were equal would sort itself out by itself, you would allways want 1 melee for a)the 1% buff and b)the melee lb, the by far most universally usefull dps lb. yes, you might not need that in every fight but you also might not need a physical ranged to kite some shitty mechanic in every fight. IF the 3 options would be equally viable, with no extra push from square to "take class x" , all classes were perfectly balanced, 2 ranged were a given (1 physical+1caster, you yourself said they were their own groups, which is actually exactly why i think they should be one group, than you could balance around 2/2 and would "only" need to keep the numbers of classes equal"ish") you would take 1 melee for the 1%+lb at least (remember, classes are really really well balanced in this scenario so no reason not to take a "free 1%buff+at least the option to single target lb") so why cant the 4th slot sort itself out ? you scared all these bards are gonna take away your ninja slot with their "free movement" which they won't use on any mechanic as there are allready 2 ranged doing them ?
    (0)
    Last edited by Akiudo; 09-09-2019 at 10:24 PM.

  2. #292
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by AikenDrum View Post
    Yes, i know that Balance and ability to clear are mostly unrelated, i.e. all jobs could be able to clear and be balanced, all jobs could be able to clear and be unbalanced, neither jobs could be able to clear and be balanced/unbalanced (though i guess content difficulty would be unbalanced in this case), and there could be a case where only some jobs would be able to clear and not other, but with current dps requirements for SE to screw up that badly there'd need to be a dps job doing literally 0 dps, thought i think it could still be able to clear?
    It's already screwed up.
    If you have a ranged in your composition, the 1% bonus to all stats is applied to the group.
    But this 1% is not even enough to justify the poor rDPS from the ranged, it's actually better to build a MNK/DRG/BLM/BLM group, the BLM replacing the ranged could miss many casts it would still bring a better rDPS.

    Remember that Ultimate is coming, SE can either set a tight DPS check or not in both cases:

    Relaxed DPS Check:
    -Comp without 1+ DPS Pantheon will be able to clear
    -Comp with DPS Pantheon will have a easy time


    Tight DPS Check:
    -Comp without 1+ DPS Pantheon might not be able to clear
    -Comp with 2+ DPS Pantheon will have a hard time

    If our comp replaced RDM with BLM and DNC with DRG we would have 4k additionnal DPS, for example.
    (3)

  3. #293
    Player
    AikenDrum's Avatar
    Join Date
    Jul 2017
    Posts
    132
    Character
    Mio Aiken
    World
    Louisoix
    Main Class
    Pictomancer Lv 100
    Yep, current state is every job can clear and they're very unbalanced, i'm not the one saying it's fine ^_^
    (1)

  4. #294
    Player
    Miminming's Avatar
    Join Date
    Oct 2018
    Posts
    447
    Character
    Arclest Aura
    World
    Belias
    Main Class
    Arcanist Lv 80
    -All dps difference between role should be within (party dps × 1%)
    -All dps difference inside the role should be between 3% to 8%
    -Pure dps pdps AND rdps should be higner on normal level play
    However synergy job should have higher rdps at optimal playing (where you need to alligned 8 people buff and burst) this should only be able to accomplice by having more pure dps than synergy in the party, since pure benefit from synergy more

    Just my opinion
    (2)

  5. #295
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by CKNovel View Post
    Is it impossible to clear with X jobs or X comps?
    No, you can clear with every 2 Tank / 2 Healers / 4 DPS comp

    The problem is that some comps using BLM, MNK, DRG, NIN and/or SAM will have a much easier time clearing content.
    Ranged DPS, SMN and RDM are taxed for utility/mobility that doesn't lives up to the cost.

    The other problem is that a bad MNK, BLM, DRG will do as much DPS as a ranged DPS/RDM/SMN, not rewarding their skill and job optimisation.

    You have the argument that since all jobs can clear so nobody should care, that the tax is deserved.
    And you have the argument that ranged/SMN/RDM's effort should be rewarded as much as any melee effort.

    For example about a "random" (One of the worst, I have to admit) FFLog Report on E4S:
    Machinist - 71th percentile - 12.678 rDPS
    Black Mage - 21th Percentile - 12.325 rDPS
    Monk - 13th Percentile - 12.510 rDPS
    Dragoon - 13th Percentile - 12.256 rDPS

    In other words, if their Black mage was a SMN/RDM or their MNK/DRG was a SAM/NIN they wouldn't have cleared E4S.
    Jobs DPS disparity is so big that if you can't do the mechanics right, shifting your comp to the highest DPS job becomes a pass for the clear.
    It's still crazy to me that 21st percentile on BLM and 13th on drg/nin are 12.3, 12.5, and 12.2k rDPS. Each fight is different of course but man those top 3 can put up some numbers no matter how poorly you play them.
    (3)

  6. #296
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Katie_Kitty View Post
    It's still crazy to me that 21st percentile on BLM and 13th on drg/nin are 12.3, 12.5, and 12.2k rDPS. Each fight is different of course but man those top 3 can put up some numbers no matter how poorly you play them.
    Meanwhile, DNC has to be around 90th percentile to hit 12.3k rDPS (when looking at averages for All Bosses - on mobile so didn’t dig deeper into separate fight values for it). It’s mind-boggling how far behind it it compared to the top dogs.
    (3)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  7. #297
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by HyoMinPark View Post
    Meanwhile, DNC has to be around 90th percentile to hit 12.3k rDPS (when looking at averages for All Bosses - on mobile so didn’t dig deeper into separate fight values for it). It’s mind-boggling how far behind it it compared to the top dogs.
    Yeah there's no doubt that clearing savage on meta jobs right now is definitely raiding on easy mode. The level of mastery required for the fight and the job you play is just significantly lower. Can you imagine if that 71st percentile MCH was grey and the other three were nearly purple? That log would've looked like a hard carry and they would've cleared so much more easily.
    (2)

  8. #298
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Lastelli View Post
    It's even easier thant that. Set a benchmark for a role and balance jobs belonging to that role to be as close to that benchmark possible. A reasonable benchmark would be, in my opinion, the following (in terms of rdps):
    Melee: 14k
    Casters: 13.5k
    Ranged: 13k.

    This ensures that a standard comp with 2 melee, 1 caster and 1 ranged is the optimal one.
    The absurd thing is that right now they're talking about how sam can make the most out of party buffs (we're talking about a 200-300 dps advantage here) when we have jobs with almost 2k rdps difference.
    A whole 1k penalty for the Ranged DPS huh?

    I don't think everyone's going to agree with that one.
    (2)

  9. #299
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Lastelli View Post
    It's even easier thant that. Set a benchmark for a role and balance jobs belonging to that role to be as close to that benchmark possible. A reasonable benchmark would be, in my opinion, the following (in terms of rdps):
    Melee: 14k
    Casters: 13.5k
    Ranged: 13k.

    This ensures that a standard comp with 2 melee, 1 caster and 1 ranged is the optimal one.
    The absurd thing is that right now they're talking about how sam can make the most out of party buffs (we're talking about a 200-300 dps advantage here) when we have jobs with almost 2k rdps difference.
    Why does 2 melee need to be apart of the optimal comp, being in melee range isn’t that much more risky than having cast times especially with 2 true north charges on a 45sec CD
    (3)

  10. #300
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Vendalwind View Post
    Couple simple reasons.

    1st fight design. Ranged physical can fill amy role, but the game definately began with 2 melee 2 ranged as the ideal comp, this is particularily evident when you look at diagrams from before release.

    2nd was how the game was originally intended. (MNK, DRG, BRD BLM) SMN and NIN were released later.

    3rd class role distribution. As time went on ranged split into 2 class roles, magical and physical. This was in part because thw ranged role was inflated, and in part because of the distinctive differences that developed post hw casting time wise.

    4th again role distribution. Currently there is two tank slots:4 tanks, 2 healer slots:3 healers, 2 melee slots 4 melee. 1 rng phys: 3 ranged and 1rng caster: 3 casters.

    This is in part why many people guess that the next big expansion will add another healer and maybe a new melee will follow later (side note my money is on a melee beastmaster hinted by ranjits combat style. Could be totally wrong tho). Currently melee needs the second spot more than either ranged by a small margin of class choice value options.
    These points are all silly, this game is vastly different than it once was and, we don’t need to look back at what was to determine how things should be. (Remember casting ranged physical dps) if we go back to HW, majority of that expansion had Caster Dps stronger than any other role until creator came where ranged got over buffed which they didn’t like, than Caster Dps returned to being the strongest role on average for majority of SB with RDM being the outlier until alphascape where it was closer to DRG and SMN and BLM were at the top.

    If anything, the past tells me that Casting DPS should in theory be the groups source of full damage but that’s not how balancing works and we can’t look at past metas in a vacuum. 2 range 2 melee was how it was in arr because that’s how many there were at the time. Those jobs were also strong too for their time as well. Limit break also existed and groups valued it a lot then too
    (1)

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