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  1. #1
    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 Aiscence View Post
    I absolutely loved SB's mch, it wasn't as random as people made it to be, a red mage or a dancer are wayyyy more random, and it wasnt impacting you as much, as the biggest dps was during 10 seconds. i'm totally with you for the lag part tho, not like people asked for a 11 sec WF/gcd based to compensate it for 2 years. I actually didnt mind flamethrower, as it was adding a layer of complexity and it asn't actually that bad after getting used to.
    There isnt really any complexity left to mch anymore, I think it's the dps with the lowest different between a low percentile a high one? you can optimize the use of Barrel stab to have one more hypercharge, summon your turret to catch the buffs and that's it.
    I'd argue ShB isn't that different from StB for Mach in terms of overall depth.

    If you didn't crit during wildfire, it didn't matter what you had as a set up going into it. 5 Crit Cooldowns beats double Clean non-crits.

    The variance is pretty easy to explain. The Hypercharge/Wildfire window in StB was much more strict, and as it was where we shoved something like 40% of our damage, it swinging high or low widened the end-result band. Mucking up wildfire was the only thing we could really do wrong, but doing it wrong lead to massive differences.

    Also given it measured primarily by tDPS, party composition influenced this more. Did you get cards? Was there a Dragoon? A ninja? Were buffs lined up? The perfect comp opener with a 5-crit wildfire could jump your final tally so high that perfect execution by someone without would never be able to compare.

    So in ShB, we have a flattened wildfire result (6 GCds will result in a standard 1200 potency for everyone), no RNG combos (not a big deal, but it could matter), two big potency dumps to cornerstone the rotation around, and a flexible dump in the Robot. The higher cast of repeated actions means they're much more likely to normalize, and you'll note your best runs are going to be disproportionate DCrit strings on AA and Robot.

    The shift of measuring metric for our data contributes as well. I bet if older data were recalculated using current methods, you'd see Mach's band tighten considerably. Not to the extent now, due to the above mentioned, but tighten none the less.

    A dragoon alone was close to an 8-10% boost, and despite claims to the contrary, parties existed without them, and Machinists were in those parties, and that data was uploaded.
    (5)

  2. #2
    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 Kabooa View Post
    I'd argue ShB isn't that different from StB for Mach in terms of overall depth.
    SB MCH was:
    Wildfire combo -> 1-2-3+use GR/Ricochet+Reset Hot shot buffs -> Repeat every 60 seconds.
    It wasn't a complicated job, simply that if you were lagging, your damage would drop. And flamethrower had a habit of suffering to packet loss.
    HW MCH was much more complex with Mildfire and full Wildfire.

    SB MCH wasn't tested either, at release Overheat status would grant 10% damage and it was quickly pointed as not worth compared to the Cooldown downtime.
    That's right, the whole Heat mechanic was flawed at the release.

    On top of that, damage could make a massive jump if you had a dragoon. And crits within Wildfire aswell, I think in the endgame Wildfire could go between 30k to 60k?
    In any cases, you had to play with RNG, the proc RNG and the crit RNG. I wouldn't go back to SB MCH, even when doing weekly dungeon I played Samurai instead.

    I doubt ranged are the top priority of SQEX, but I'd really like if Yoshida could share a bit more about their plan for jobs, especially SCH/SMN, healers and ranged.
    So far for MCH, I think they need 4 things: Make something different during 123, Less heatblast spamming, make the Queen more than a glorified dot and no more AoE/ST shared cooldown.
    (0)

  3. #3
    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 CKNovel View Post
    I doubt ranged are the top priority of SQEX, but I'd really like if Yoshida could share a bit more about their plan for jobs, especially SCH/SMN, healers and ranged.
    So far for MCH, I think they need 4 things: Make something different during 123, Less heatblast spamming, make the Queen more than a glorified dot and no more AoE/ST shared cooldown.
    I'd let the robot contribute to Wildfire. Adds more weight to gauge expenditure, and if the 5 second wind up before the robot does anything isn't supposed to be for coordinated set up, it should be.

    Reassemble having specialized bonuses for each gadget and Clean shot to vary its best use cases. Examples -
    1. Drill is the Auto DCrit. Your basic standby to judge the others.
    2. Bio Blaster has its DoT extended.
    3. Air Anchor builds additional battery
    4. Clean Shot hits twice.

    I'm mostly okay with Heated shot, but its primary function (1.5 / ammo charges) could easily be ported to just Overheat in general, and Heated Shot can be an overheat finisher. Like it deals 100 + an additional strike of 50 for every previous weaponskill used during overheat.

    Tie it all together, and your wildfire window is 60 minimum gauge Robot, a couple filler gcds, then OH/WF, 1 - 2 - Reassemble Clean - 1 - Heatblast - 2. Six hits from the robot, ten from the player, eleven if we count the extra clean for Heat Blast.

    A cursory glance would show this Machinist at about 6% higher than current, but if that's too great, we can turn back the potency buff given to the 123 combo and that would bring it to around 3%.

    For those curious, this total package, executed well, would mean wildfire for an i530 machinist goes from ~80,000 to ~215,000. Peeling back the potency buff means between 50k and 65k of that is removed from the 123 combo.
    (5)

  4. #4
    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 Kabooa View Post
    I'd let the robot contribute to Wildfire. Adds more weight to gauge expenditure, and if the 5 second wind up before the robot does anything isn't supposed to be for coordinated set up, it should be.

    Reassemble having specialized bonuses for each gadget and Clean shot to vary its best use cases. Examples -
    1. Drill is the Auto DCrit. Your basic standby to judge the others.
    2. Bio Blaster has its DoT extended.
    3. Air Anchor builds additional battery
    4. Clean Shot hits twice.

    I'm mostly okay with Heated shot, but its primary function (1.5 / ammo charges) could easily be ported to just Overheat in general, and Heated Shot can be an overheat finisher. Like it deals 100 + an additional strike of 50 for every previous weaponskill used during overheat.

    Tie it all together, and your wildfire window is 60 minimum gauge Robot, a couple filler gcds, then OH/WF, 1 - 2 - Reassemble Clean - 1 - Heatblast - 2. Six hits from the robot, ten from the player, eleven if we count the extra clean for Heat Blast.

    A cursory glance would show this Machinist at about 6% higher than current, but if that's too great, we can turn back the potency buff given to the 123 combo and that would bring it to around 3%.

    For those curious, this total package, executed well, would mean wildfire for an i530 machinist goes from ~80,000 to ~215,000. Peeling back the potency buff means between 50k and 65k of that is removed from the 123 combo.
    Wildfire
    I wouldn't do that for multiple reasons:
    -Queen takes 3 seconds to boot, nothing hard but you'd have to use it 2 GCDs before the actual wildfire.
    -You'd lose the Flexibility and makes the battery gauge always used at the same time.
    -Wildfire would remain Wildfire, AKA apply and forget.

    If Wildfire was heavily reworked, why not. But with the current version, you could simply remove Wildfire and MCH would even be better.

    Overheat
    Anything is better, yes. You could even make all 123 shining so you'd do a 3-2-3-1-2-3 at 1.5s GCD and it would already be funnier than spamming the same button.

    Reassemble
    I thought aswell of giving reassemble different effect depending on the machinery used. And I think it's a good idea but how to do it well?
    Refund cooldowns, allowing to freely use a Machinery action without putting the ability on cooldown? Things like that, that could be a nightmare to design.
    But I think "A button with multiple functions" is a good idea for Reassemble. Drill a guaranteed Crit/DH, turn Air Anchor into an AoE, Bio Blaster a stronger/longer dot...
    I think there's a good room to implement the multi-function idea and adding more AoEs without dedicating a whole new button with a shared cooldown on it.
    (5)

  5. #5
    Player
    Aiscence's Avatar
    Join Date
    Oct 2018
    Posts
    153
    Character
    Aiscence Amano
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by CKNovel View Post
    Wildfire
    I wouldn't do that for multiple reasons:
    -Queen takes 3 seconds to boot, nothing hard but you'd have to use it 2 GCDs before the actual wildfire.
    -You'd lose the Flexibility and makes the battery gauge always used at the same time.
    -Wildfire would remain Wildfire, AKA apply and forget.

    If Wildfire was heavily reworked, why not. But with the current version, you could simply remove Wildfire and MCH would even be better.
    You do it anyway for your turret to be in the buffs and end before the end of trick, so it wouldnt change anything in the end :/
    And I really hope they'll make wildfire a fun thing again and not just delete it, it was such a fun skill during HW/SB
    (1)

  6. #6
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,462
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by CKNovel View Post
    Wildfire
    I wouldn't do that for multiple reasons:
    -Queen takes 3 seconds to boot, nothing hard but you'd have to use it 2 GCDs before the actual wildfire.
    -You'd lose the Flexibility and makes the battery gauge always used at the same time.
    -Wildfire would remain Wildfire, AKA apply and forget.

    If Wildfire was heavily reworked, why not. But with the current version, you could simply remove Wildfire and MCH would even be better.

    Overheat
    Anything is better, yes. You could even make all 123 shining so you'd do a 3-2-3-1-2-3 at 1.5s GCD and it would already be funnier than spamming the same button.

    Reassemble
    I thought aswell of giving reassemble different effect depending on the machinery used. And I think it's a good idea but how to do it well?
    Refund cooldowns, allowing to freely use a Machinery action without putting the ability on cooldown? Things like that, that could be a nightmare to design.
    But I think "A button with multiple functions" is a good idea for Reassemble. Drill a guaranteed Crit/DH, turn Air Anchor into an AoE, Bio Blaster a stronger/longer dot...
    I think there's a good room to implement the multi-function idea and adding more AoEs without dedicating a whole new button with a shared cooldown on it.
    Wildfire... yeah, would remain Wildfire in the end of the day. I think a redesign is overdue on that. I hated the SB ping aspect of the ability, but the functionality: as in benefiting from your good hits to be more powerful in the end was better than just the number of weaponskills shoved into the timer like it is now. If they had the previous Wildfire iteration but without the whole ping downside? Maybe making it work like NIN's Bunshin?

    Overheat works... but it's so bland to press the same button 5-6 times, even visually, your character just loops in the same animation. I can totally see something like changing the 1-2-3 combo into unique weaponskills with effects that interact with each other in a non-linear way. Or at very least add something else to combo with Heat Blast during Overheat so we don't just see the same thing over and over again.

    I love your ideas with Reassemble, they could give a nice punch to the machinery without adding more buttons to the job, and they don't even need to rework the ability in itself, they can just give a trait between 81-90 to augment it.

    Just a QoL, I wish that Spread Shot, Bio Blaster and Auto-crossbow didn't require a target to use.
    (1)
    Last edited by Raikai; 04-20-2021 at 12:31 AM.

  7. #7
    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 Aiscence View Post
    You do it anyway for your turret to be in the buffs and end before the end of trick, so it wouldnt change anything in the end :/
    And I really hope they'll make wildfire a fun thing again and not just delete it, it was such a fun skill during HW/SB
    Yes, it works if there is permanent uptime. Actually, it would work in any cases if Wildfire was at 60s CDs.
    But for the "Wildfire Queen", you need the in between Queen to be used at the same battery level everytime so the Wildfire Queen would have enough battery for 10 seconds of non-stop punches.
    A 50 battery Queen is active for 7 seconds, if the in-between Queen is delayed by a few GCDs you could end up with a disappointing wildfire.
    Aaaand you'd have to take account the Roller Dash that is a weaponskill on 3 seconds compared to the 1.5s Arm Punch. So you would have to summon at melee ranged (Ha!) and the boss needs to remain static.

    And in the end, it remains the same ol' Wildfire. It should feel like a burst phase but it doesn't.

    Quote Originally Posted by Raikai View Post
    Wildfire, Overheat, Reassemble, AoE moves
    Kabooa's idea for Reassemble.

    With a few friends, we agree that Wildfire and Overheat are due a "Bunshin treatment". Ping is still an issue, a lesser one but... Bunshin treatment, the best thing that happened for Ninja and Monk.
    Honestly, Flamethrower is due a whole rework, not fixed by a trait. It could be the abilities that consume 50 heat to replace the 1 2 3 into new GCDs at a 1.5s, let's be crazy and replace Ricochet/GR at the same time!
    Every 60 seconds, you'd have the possibility of using a Flamethrower burst phase rather than the usual Heatblast spam. It takes less between 25 to 30 seconds, including Drill and Air Anchor, to get to 50 heat.

    With that, there's still one issue, the boring 1 2 3 outside of Overheat phases. For that I'd go with the chainsaw, but this time tied with the battery gauge. Same principle, replaces 1 2 3 for, let's say, 10 seconds.
    Summoning Queen would grant a Battery charge that could be used to enter Chainsaw phase. Problem with this idea is that it could remove a bit of the Queen's flexibility.
    But one can dream, I'm just crossing my finger real hard just for Wildfire rework, Flamethrower rework and more Queen Depth.

    Oh yeah a fun fact on Spread shot and AoE moves that requires a target: At maximum range, you won't reach the target. You can try with any jobs, any AoE that require a target. I hope this will get fixed.
    (1)

  8. #8
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by CKNovel View Post
    I doubt ranged are the top priority of SQEX, but I'd really like if Yoshida could share a bit more about their plan for jobs, especially SCH/SMN, healers and ranged.
    So far for MCH, I think they need 4 things: Make something different during 123, Less heatblast spamming, make the Queen more than a glorified dot and no more AoE/ST shared cooldown.
    You and me both CK but lets see how this pans out. My biggest fears is it gets more aoes but not fixing its current ones having no interplay or central mechanic besides auto spam. As a result its ST kit is the same **** as before which will just about kill the job for me and ill move on to better ones
    (0)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?