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  1. #1
    Player
    waterboytkd's Avatar
    Join Date
    Jul 2019
    Posts
    86
    Character
    Andrew Waterboytkd
    World
    Cactuar
    Main Class
    Samurai Lv 90

    Melee DPS and MP

    One thing that bugs me for melee dps is that none of the 4 of them make us of their MP bar. It's just this vestigial thing on your UI. And yet, at least three of the 4 could all easily use it instead of gaining a "unique" resource.

    For Samurai and Ninja, it really just cleans up the UI a bit. For Monk, it would actually be a big QoL thing, too, as they have this really weird RNG aspect to their oGCD usage. For Dragoon, it could also represent a QoL buff in that, with my suggestion, you would have a bit less stress on managing so many oGCDs that all want to be used on cooldown, and it would give a touch more mobility as you would have a bit more freedom of when and how you use your Jumps/Dives.

    The ideas:

    Samurai
    • Kenki becomes MP.
    • Simply add two zeroes to the end of all Kenki values.
    • Biggest hiccup here is that Samurai would then start fights at "100 Kenki". This can be addressed by either toning down some Potencies on his oGCDs, or upping the MP cost on a couple (Senei/Guren, maybe Shinten/Kyuten).
    • Considering the passive MP gain is technically a dps boost, adjusting potencies is probably the best route for balancing Sam's output.

    Ninja
    • Ninki becomes MP.
    • Simply add two zeroes to the end of all Ninki values.
    • Passive MP generation is a dps boost, so:
    • Adjust the potencies of Bhavacakra and Hellfrog Medium to balance Ninja dps output.

    Monk
    • Chakra just becomes MP. This even fits the lore of Chakra in game.
    • Change The Forbidden Chakra and Enlightenment to cost 10k MP.
    • Meditate grants 2k MP when used in combat, 10k MP when used outside of combat.
    • The best part of this change: no more RNG on Chakra!
    • Deep Meditation I gives 1k MP (50% of a chakra) on a crit. Deep Meditation II gives 1.4k MP (70% of a Chakra).
    • Meditative Brotherhood from the Brotherhood ability gives 600 MP (30% of a Chakra) when your party member uses a weaponskill.
    • The likelihood of overcapping MP is very high (ie a server tick gives you MP before you can press TFC or Enlightnment), but I feel this is offset by the fact that you also have passive MP gain, which would translate into "10% passive Chakra gain on server ticks."
    • This isn't even a power bump, because Monk should be starting every fight with all 5 Chakra already open. Well, I guess the passive MP recovery is a power bump, but that's pretty small, and potencies can always be adjusted as needed.

    Dragoon
    • This is the hardest one to make use MP, but I think it would actually be a huge QoL boost--mostly because it takes away a little of the stress of managing so many oGCDs that have to be used on cooldown.
    • Make Jump/High Jump, Spineshatter Dive, and Dragonfire Dive cost 5k MP each, all share a recast timer, and have a recast timer of 2.00s.
    • Make the potencies between High Jump and Spineshatter Dive equal.
    • Spineshatter Dive and Dragonfire Dive both grant Dive Ready, as well.
    • The idea is you're no longer using Spineshatter Dive or Dragonfire Dive on cooldown, but as your "eye opener" depending on the situation:
    • High Jump and Spineshatter for single target, and varies based whether you want to close the gap, or return to your position.
    • Dragonfire Dive is for AoE situations.
    • For MP generation, you can get MP on Vorpal Thrust (1000 MP), Wheeling Thrust (500 MP), and Fang and Claw (500 MP).
    • A given rotation, which is 10 GCDs long, would give 4k MP. That, plus server ticks, is enough for 1 Jump/Dive per rotation.
    • To prevent Dragoons from entering LotD immediately in a fight, increase the recast timer on Mirage Dive to 30s.
    • As far as leveling goes, create two new abilities, Dive and Blasting Dive. These are gained when Spineshatter Dive and Dragonfire Dive would be gained, respectively.
    • Dive would have the same potency as Jump. Blasting Dive would have a potency appropriate for its AoE nature, relative to the potencies of Jump and Dive.
    • At 74, when Dragoon gains Jump Mastery, Dive and Blasting Dive upgrade to Spineshatter Dive and Dragonfire Dive, respectively, and maybe also have their animations sped up?
    • Can adjust Jump/Dive potencies to balance dps output, or even MP generation to balance the rotation.
    • And to also keep it inline, give Elusive Jump a 10s recast timer, but have it also cost 1000 MP.
    • And just so Piercing Talon doesn't feel quite so lame on the hotbar, give it the Enpi treatment. Have it recover MP on use, and have Elusive Jump grant Dragon's Talon for 15s, which buffs the potency of your next Piercing Talon to ~320.

    I know the classes can work fine as they are, but this would clean up the UI a bit for Samurai, Ninja, and Monk, and act as a nice QoL boost for Monk, as well as (I think) a QoL boost for Dragoon.
    (3)

  2. #2
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,161
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I get wanting them to do something like this; it’s annoying having a bar stuck on your screen that has no relation to the job.

    That said, MP really only seems to exist now to limit caster raise spam and for Black Mage’s mechanics (since the core is about moving between fire/ice for mp management). Ranged DPS have no use for MP in any way, Summoner only ever runs out of MP if it’s spamming Raise, and I believe the same applies to Red Mage. Black Mage has always had infinite MP.

    Personally, I do like there being variety between a playstyle where you have to manage your MP, and ones where you manage job gauge resources instead. It could risk making jobs feel weird to play or restrictive if they had an MP cost for things like weaponskills.

    Even in terms of healers, the vast majority (all) of your healing is done by oGCD instant abilities with no MP costs. Unless you’re going crazy with Raises, you’re never going to run out of MP unless you go out of your way to spam something expensive like Adloquium or Aspected Helios.

    So even on jobs that do use MP, it’s management consists entirely of ‘use Lucid Dreaming off cooldown’. The entire mechanic may as well not be there (except for BLM) and in terms of how the jobs play very little - if anything - would actually change. I honestly can’t think of any situations as a healer where I’ve had to say ‘ok I should use Physick instead of Adloquium because it’s cheaper MP’, because the answer is always ‘use neither and just use Lustrate because it’s better for DPS’. And this applies to all three healers. ‘Why would I ever use [healing spell] when I can use [healing ability] instantly and for free’? The result is that healer jobs, where you’d expect some degree of MP management, can just ignore their MP bars and focus on maximising DPS output over any kind of efficiency management (choosing the right heal for the right time etc).

    This applies less in extreme cases where a large amount of raises are needed, but I’ve honestly found that pretty rare outside of 24-man content in the first week or two after release
    (2)
    Last edited by Connor; 11-14-2019 at 01:13 AM.

  3. #3
    Player
    waterboytkd's Avatar
    Join Date
    Jul 2019
    Posts
    86
    Character
    Andrew Waterboytkd
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Connor View Post
    Lots of stuff
    You are correct here. When MP management is "done right", it's like MP doesn't even exist. Your class will generate the MP you need for your rotation. The only times MP does run out, it's because you have access to an "emergency spell" (Raise for SMN or RDM, Clemency for PLD) that you're forced to spam.

    Even DRK: it can blow all its MP on Edge, sure, but it has a priority system as part of its rotation that has you always keeping enough MP for a TBN, and, periodically, you build up MP for burst damage phases. But it doesn't really have the ability to blow its MP on saving the team because TBN has a long enough recast timer. And successful TBN use means you still get your Edges. So, even though DRK seems like it "cares" about MP, there's never really a decision point for the class about blowing your MP on utility and sacrificing dps.

    So really, especially for melee dps classes, using MP just changes the gauge they manage to a different one. I guess SE could also just remove the MP gauge from classes that don't use it, and accomplish almost the same thing.
    (2)

  4. #4
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Honestly the easiest solution to MP not fitting physical jobs is to rename it to AP for action points and voila everyone can use it alongside their unique resource.
    (1)

  5. #5
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Brightshadow View Post
    Honestly the easiest solution to MP not fitting physical jobs is to rename it to AP for action points and voila everyone can use it alongside their unique resource.
    Good idea, but I think "Tactical Points" aka "TP" sounds cooler... oh wait.

    On a serious note, the reason jobs use resources other than MP is that it allows for different resource "characteristics". You've already brought up the problem of MP starting at full out of combat, but there's more issues, like passive regeneration and being affected by eathers. While these can be solved with special stances like in case of BLM and old DRK, it requires to add another button or mechanic to a job, just to do something that's already better accomplished with a separate resource.

    Furthermore, you mention "screen clutter" likely referring to job gauges, but removing separate resource gauges goes directly against the reason for those gauges being implemented in the first place - to have a separate, more visible piece of UI to represent your job's mechanics.
    If their look bothers you so much, you can use the simplified mode, which is more similar to regular HP/MP bars, as well as resize and move them around to wherever they don't interfere.
    (3)

  6. #6
    Player
    giwaman's Avatar
    Join Date
    Jun 2014
    Posts
    202
    Character
    Donna Shanao
    World
    Carbuncle
    Main Class
    Summoner Lv 70
    Is this a troll post? If so its 10 out of 10!!!
    (1)

  7. #7
    Player
    Lodi's Avatar
    Join Date
    Jun 2019
    Posts
    172
    Character
    Eijala Wyman
    World
    Louisoix
    Main Class
    Red Mage Lv 80
    I agree that MP is a largely unused resource for most classes.

    It matters a lot for healers (these healing spells are expensive, and even spamming our filler nuke costs more MP than we passively generate), which is why every healer has 2-3 MP management tools; it's a core mechanic for the BLM class, and a large part of the DRK toolkit too.
    And that's pretty much it.

    PLDs rarely need to watch their MP unless they need to spam Clemency, and SMN and RDM can just use Lucid every two minutes and get away with it.

    Every other tank, melee and physical ranged never use their MP, as far as I can tell. So yeah, 5 classes who actually care about their MP bar, and 3 more who occasionally take a glance at it unless the situation demands it.
    (0)

  8. #8
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,620
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    All I want is the ability to remove the MP bar from jobs that don't utility it. That way I can fit the gauge next to my HP bar.
    (1)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  9. #9
    Player
    IntrovertAnt's Avatar
    Join Date
    Mar 2017
    Posts
    177
    Character
    Mogbert Manderville
    World
    Faerie
    Main Class
    Warrior Lv 80
    Holy cow, we’ve come full circle. When did the game get rid of TP? Was it last expansion? Now people want TP back? Holy balls, 10/10 troll post.
    (2)

  10. #10
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by IntrovertAnt View Post
    Holy cow, we’ve come full circle. When did the game get rid of TP? Was it last expansion? Now people want TP back? Holy balls, 10/10 troll post.
    We don't want TP back necessarily what we want is MP converted to a universal resource similar to how octopath traveler has a universal resource AP for all jobs. Truth be told MP isn't a match for all jobs but something like TP/AP sure is.
    (0)

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