
Originally Posted by
MitsukiKimura
1:You CAN however draw back to back cards resulting in only melee cards or Range cards. I've had this happen countless times using all my redraw stacks before a pull on a raid.
Well, knew that would bite me before I could get home to a PC to edit. God forbid I rely on contextual understanding.

Originally Posted by
Shurrikhan
Then reduce the RNG through Redraw chances: make it so you can't draw the same card twice in any draw period.

Originally Posted by
MitsukiKimura
2: 30 seconds of not using 1 "balance" card is not going to kill your damage support. The devs already implemented a MP cost reduction -100 which is honestly why bother
3: It's not the point, the point of the different aspect of having a direct hit card is for variety and also timing this with a dancer's Devilment can be really good btw
4: Why make it a channeled skill if we're just suppose to instantly break it after using it? Serves no Purpose
5: It is my job to give party support yes but making it only "Damage" cards is not fun. A lot of people don't seem to understand that.
I'm honestly tired and I'm done ranting about it. SE you need to go back to the drawing board. End Rant
- Even once per 5 minutes is already a 10% reduction to your total card output.
- The multiplicity bonus works the other way; a scalar which multiplies that Direct-Crit damage alongside all damage, does more than one that simply increases the chance of a Direct-Crit occurring.
Let's say we have a 15% natural crit chance (enough crit for 50% bonus damage) and a 15% direct hit chance. You have therefore a 12.75% chance Crit, a 12.75% chance to Direct Hit, and a 4.5% chance to Direct-Crit. This grants a total bonus of 11.8125% damage, up from the 11.25% damage they'd do if they could neither stack nor conflict (until each over a sum of 100% chance). Thus, the multiplicity is responsible for exactly 5% of their damage bonus.
Now, let's say we increase the Crit chance by 20% via Devilment. On its own, at our current Crit Bonus, this should amount to an increase of roughly 10% damage if there were no multiplicity, for a total of some 21.8125% damage bonus. Instead, it gives 22.5625%, 0.75% higher.
Now let's say we have the choice of an added 5% damage or an added 20% Direct Hit chance (raising each to 35%, which is the best case scenario for multiplicity).
Damage: 28.690625%
Direct Hit: 29.3125% (~.62% higher or a relative increase of 2.2%).
But let's pretend for a moment that 35% of each chance is just such a pitifully small stat value that we just can't yet see the miracle of multiplicity reach its full potential, to where it could really outshine there mere +/- 5% damage modifier attached to every skill. In fact, let's go to the maximum: 80% of each chance naturally, or 100% each under Devilment/Spire.
Starting from the Devilment alone: 72% damage increase.
Adding Spire: 100% damage increase.
Adding Damage: 80.6% damage increase.
Finally, we can see multiplicity pay off. But, if that's what you're hoping for from XIV, you really ought to consult our stat charts: you would need over 4500 Crit just to reach a 30% Crit chance. You are unlikely to hit any point at which even the optimal addition of Direct Hit chance (raising it to one's already buff-inflated Crit chance) would outperform its nominally equivalent basic damage buff by more than a few scant percent. And, as they tend only to follow multiples of 5 once dealing with relatively large numbers, unless Direct Hit is balanced for nominal equivalence (that is to say, without relying on multiplicity whatsoever, a (Direct Hit) Spire will never outpace a (Damage) Balance within the lifetime of this game. A 15% added chance of 25% more damage and its Crit-multiplicity will never compete with a 10% Damage buff within the gearing lifespan of this expansion, even when stacked atop CS, BL, and BV, simply due to how limited our stats are.
Direct Hit is therefore, for all intents and purposes, just another Damage bonus, effectively indistinct from Balance.
- Why make Passage of Arms a channeled skill when its optimal to flash it? Why were Anatman and Meditate previously flashed despite being channeled resource-generation skills? Why is Flamethrower still so lackluster? I'm all for changing the whole lot of them, but it makes no sense to find this one uniquely problematic, nor is there at present any place for it if used as a channel given how strong AST mitigation and regen tools are already. At best your complaint is likely to force the skill onto the GCD in the fashion of Anatman, Meditation, and Flamethrower, without seeing it meaningfully buffed in any way.
- I never said we should be limited to damage cards; I'd rather have the full slew of card effects back (I merely dislike throwing out so many different flavors of the same card, as Direct Hit and Damage would be, whereas Speed and Crit at least have more versatile and varying usefulness). But, if you're begrudging the use of damage utility just because it isn't strictly labeled "Support", don't. It's probably the best way prog runs have of avoiding wipes, certainly better than what AoE Bole could do within the raid damage dealt in the fight designs we've seen so far from ShB.