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  1. #1
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,808
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Expansion: Higher/Lower theme
    HW: Evasive/Vampiric tank
    StB: Vampiric/Barrier tank
    ShB: Barrier/Vampiric tank

    If we look at the current expansion as flawed, that leaves us with no more precedent for DRK being a barrier tank than a vampiric one...
    ________

    Separately...

    Overall, I prefer WAR as the more integrally HP-generating and -utilizing tank, but it's not as if "lifesteal" alone makes up the core of an identity, nor that any action with both damage potency and cure potency need be identically considered as "lifesteal" any more than Thrill of Battle and TBN ought be considered identically "barriers". There are multiple procedures available to healing from offensive actions that could vary its apparent theme, even prior to situating and using those capacities differently.

    What's suggested here doesn't rely on lifesteal as a theme; it's just a capacity bump, varying from WAR in that the capacity is a good deal more choiceful, rather than simply part of the moment-to-moment rotation, a single bursty heal, or part of the "hit me harder" on demand miti CD. The far larger component, gameplay-wise, is the Abyss Gauge and Darkside.

    Shouldn't we be talking more about that, rather than treating parity in sustain capacity as an entire, overwhelming theme? Yes, this all may have started from the idea of giving DRK sustain, finding use therein for the MP gauge as more than just potency-per-minute (which is certainly a handier, more controlled form than available to the other tanks), but let's not ignore the revised Blood (now Abyss) gauge in terms of playflow and aesthetic.
    (1)
    Last edited by Shurrikhan; 02-20-2022 at 10:40 AM.

  2. #2
    Player
    The_User's Avatar
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    Feb 2022
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    199
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 62
    I have yet to find a better middle ground sorry. It could be tough if you have already decided that you won't budge from "Dark Knight's short mitigation must not have a cost". If not, I wonder what if there are alternate choice of TBN as a second short mitigation that's free? [but tbn isn't free]



    however my week end is about to over so I can't spend much time with this right now.


    *edit*

    I take a peek at your tbn vs shadow spike and wonder have you compared the potency gain between the 2?
    have you calculated the potency of single target combo vs aoe combo?

    what the opener is like?

    is there a problem with how gauge and mp build up?

    is there a button bloat problem?

    can you always expect to take the benefit of raid buff?

    are you always have to waste Bloodspiller life drain in raid buff?
    (0)
    Last edited by The_User; 02-21-2022 at 01:18 AM.

  3. #3
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by The_User View Post
    I take a peek at your tbn vs shadow spike and wonder have you compared the potency gain between the 2?
    have you calculated the potency of single target combo vs aoe combo?

    what the opener is like?

    is there a problem with how gauge and mp build up?

    is there a button bloat problem?

    can you always expect to take the benefit of raid buff?

    are you always have to waste Bloodspiller life drain in raid buff?
    To answer point by point:
    • None of the numbers are set in stone so I haven't done calculations on potency gains. Obviously the intent is for Spikes to be your go-to in W2W and TBN is your option for off-tanking, but I wanted to make an intentional choice for which one you use when main-tanking to encourage risk-reward. Spikes has higher potential between the uncapped MP gain and instant reprisal damage, but TBN will be more reliable for dealing with slower, heavier hits like tankbusters.
    • Your opener would be popping Delirium and going right into your Darkside combo. (Though there's room for you to delay for a few GCDs to line up with raid buffs.)
    • I shouldn't think there's any "problem" with the buildup...? I tuned up MP gain quite a bit, especially during the burst combo, but tuned down the gauge so you wouldn't spend significantly more time in Darkside than out of it.
    • There shouldn't be any bloat problem; all of the Darkside combo changes existing abilities, I added 3 new buttons (Spikes, Martyr and Darkside) but removed Oblation and the separate Edge/Flood/Shadowbringer buttons. Should be a net -1.
    • Aside from Delirium (which has 10 sec shaved off to reduce drift potential), all of DRK's gauge-building oGCDs are on a 60 sec compatible timer. You should have enough tools to burst in alignment with the raid window.
    • "Wasting life drain" is a bit of a non-issue in my book, considering you could make the same argument about wasted healing from Souleater, Brutal Shell, Storm's Path or any of PLD's spells, assuming you're off-tanking. You would avoid overcapping your MP per usual and would probably burst your entire bar during your Darkside phase, but MP gains have been tuned upward to allow for keeping some in the tank for use as-needed.

    EDIT: Re-added Delirium after all.
    (1)
    Last edited by Archwizard; 02-21-2022 at 06:59 PM.

  4. #4
    Player
    Archwizard's Avatar
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    Feb 2019
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    A café at the edge of the universe
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aluja89 View Post
    First of all, you're not understanding the tank fantasy. Being a "tank" has nothing to with how their abilities work but how they look with their equipment and what sort of role they play in combat. Tanks are those that look like the biggest threat and fight at the forefront, the reason tanks deal less damage is because tanks are the ones that engage with their opponents head-on clashing with their weapons while everyone else pokes from behind.
    ... What does this have to do with anything I said? How does it counter anything I said? Hi yes hello I know what a tank is. The point I was trying to make is that Dark Knight specifically has little precedent as a tank in previous FF games.

    Yes, it was a frontline fighter, but so were all melee jobs in the early FF games, so Monk and Dragoon were too. Didn't make them tanks.
    The early FF games didn't have any concept of "threat", just the back and front lines -- and many enemies would just fire randomly into the crowd, especially if they had any sort of ranged attacks to reach the back line too.
    If you didn't have some sort of Cover or Provoke option, your White Mage was just as likely to be murdered first as your Paladin. The concept of "tanking" was pretty nebulous until the MMOs, which are an entirely different genre of gameplay.

    But when you take certain elements from the strategy game and translate them to an MMO, things like "job centered around manipulating its own health pool" has to become a tank candidate in order to translate that element faithfully, or you end up with a DPS who is constantly examining the floortiles.

    So the argument you're making is... what, that Dark Knight's actual identity doesn't matter, just the glamour? Slap Cecil's helmet on a Gunbreaker and call it a day?
    In which case, why are you here...?

    But, you're also wrong on the barrier and general tank stuff. There are a few cases where something akin to it is employed.
    You really had to scramble for examples there. Ones that leave me quite confused as to your central point, actually.

    For starters, as I explained above,
    Quote Originally Posted by Archwizard View Post
    So I just focused on the element of "The DRK already sacrifices his HP in the course of being repeatedly lashed by his enemies." Mitigation skills give bigger MP returns (yay Blood Price precedent) and Living Dead gets easier to deal with, depending on the damage you were fed by the enemy.
    This is pretty much the compromise between "sacrifice HP to deal damage" and "absorb damage so other people won't have to."
    We agree on this aspect, this is an element I held onto. The difference is I also included the synergy of being able to climb back out of those stages once you have the boosts you want, which is necessary for a sustainable tank. A weakness of the current iteration of DRK.

    Second, you have more examples of attack power being raised there than defensive power, and even on the ones that do boost defense, it's an "all stat" booster. Looking at the Bravely Dark Knight they came from as a whole, the defenses are largely incidental.
    But also, I never once argued against a tanking job having mitigation. That's kind of a necessary thing for dealing with... taking damage regularly? Every tank has role actions and a 30% mit.
    The specificity was whether DRK's tanking style should be based on barrier effects that raise EHP to absorb/negate damage, or on leech effects from the damage it deals, and none of the examples you give cover how it would sustain itself once it's been pushed to cripplingly low HP for moderate defense boosts. Because in the examples you listed... it's not meant to be sustainable by an MMO metric.

    Now to your credit, the example here that DOES jump out to me as escalating your point is Absorb Magic. (Which is basically a Magic Knight's Runic skill by another name, but fine.)
    So there's two interpretations to this:
    • The literal one -- the one you emphasized before as "DRK needs to be a magic shield tank" with... somewhat ambiguous syntax -- is giving effects that target magic attacks specifically. Which is sort of Dark Mind's deal, except it doesn't give MP, but even if it did it would still be considered niche. In good faith I will assume you didn't mean this.
    • The spiritual one, where you have a barrier effect that refunds MP, which we have with TBN. Okay. What's Bravely's Dark Knight spend that on? Well, aside from a CC effect on demons...
      Minus Strike - Level 5 - Command - 16 MP - Damage one target by an amount equal to the number of HP you have lost. [Single-target] *Damage is capped at 9,999 when not using Bravely Second.
      ... Ah, more damage to complement spamming Dark Bane.
    Bravely's Dark Knight is a job that sits on low health for as long as possible so it can deal damage -- not exactly the pinnacle of reliable tanking, solid example of a DPS that drops from relatively durable to glass cannon though. Based on its optimal setup for maximum stats, if a non-spellcaster looks in its direction, they could sneeze too hard and kill it. Now luckily, its stat boosts are snapshotted based on damage taken and last for multiple turns, so it doesn't have to stay at low HP -- but it needs supplemental HP for the defensive buffs it receives to actually matter. And to replenish them once they run out.

    I mean don't get me wrong, if your idea was to have a tank who substitutes 75% of his health for barriers so that he can exploit a buff that gives him increased damage while he's at low health, that would be... a nightmare to balance but at least a cohesive interpretation of the smattering you've tossed out here. Except there's nothing you've written here that goes towards such a charitable interpretation of "barrier tank".
    (1)
    Last edited by Archwizard; 02-24-2022 at 12:09 AM.

  5. #5
    Player
    Aluja89's Avatar
    Join Date
    May 2018
    Posts
    466
    Character
    Aluja Bright
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    You really had to scramble for examples there. Ones that leave me quite confused as to your central point, actually.
    I actually replayed all 3 games not long ago.

    But the kicker is, the demands of a single-player turn-based strategy game are different from those of a real-time MMO.
    Turn-based strategy games don't have to follow the Holy Trinity. You can have debuffers, suicide bombers, turn manipulators, jacks-of-all-trades, all sorts of jobs that would be overpowered/underpowered/impossible to translate into competitive jobs in an MMO, and jobs that would be frustrating to play alongside in a cooperative manner if the whole party isn't being controlled by the same person.
    Bravely's Dark Knight is a job that sits on low health for as long as possible so it can deal damage -- not exactly the pinnacle of reliable tanking, solid example of a DPS that drops from relatively durable to glass cannon though. Based on its optimal setup for maximum stats, if a non-spellcaster looks in its direction, they could sneeze too hard and kill it. Now luckily, its stat boosts are snapshotted based on damage taken and last for multiple turns, so it doesn't have to stay at low HP -- but it needs supplemental HP for the defensive buffs it receives to actually matter. And to replenish them once they run out.
    That's not really fair is it?

    But also, I never once argued against a tanking job having mitigation.
    No, you said DRK was never meant to be a tank in past FFs. Yet it had a ton of mitigation tools and boons from getting hit, which is also a tank trait. Calling out its sustainability in a single player game is just bad faith. I mean, the Bravely DRK even has Living Dead basically.

    The point was, use past FF DRKs to form a tank identity in 14 and a DRK that's unique to 14.
    (2)

  6. #6
    Player
    Archwizard's Avatar
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    Feb 2019
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    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aluja89 View Post
    That's not really fair is it?
    The point I was making is that even in the games you mentioned, it was a damage specialist. All as part of my original argument that it historically wasn't meant to be a tank, so no kidding it had little precedent as a barrier tank like you insist.
    That's A to B to C, what part of that is unfair?

    No, you said DRK was never meant to be a tank in past FFs. Yet it had a ton of mitigation tools and boons from getting hit, which is also a tank trait. Calling out its sustainability in a single player game is just bad faith.
    Again, how?

    It's an extremely fair question -- especially when the central conceit of the argument is, once again, over what kind of tank Dark Knight should be. You got Paladin as the damage blocker with healing support, you got Warrior as reckless attacker that boosts EHP, and heaven knows what's going on with Gunbreaker. I'm arguing Dark Knight's prior sustainability was based on leeching, you're arguing... that it had mitigation that got stronger as it took damage, as precedent for being focused on... barriers?
    There isn't even correlation between your thesis and your examples.

    Even in the single-player games there are any number of jobs that had self-healing and life-leeching, any number of jobs that focused on evasion for multiple turns or negated damage entirely.
    And even among them, very few had gameplay loops centered around rapidly spending their own surplus health as a resource for their unique skills. Black Mage didn't even do that, and it could replenish its own MP with Osmose.
    So if you didn't have your pocket White Mage, how was your Dark Knight supposed to recharge his Darkside? Or in the examples you listed, his buffs, once they ran out and he was left without all of the health from damage he took to stack them in the first place? It's not like he could just mitigate damage to recharge them -- the effects specifically state how much health he has to lose to charge them in the first place.
    So once he shoots his load, how does he reload? Especially if you expect him to pull double-duty of getting beat on to protect any remaining back-row squishies?

    In Bravely? He didn't. He needed external healing. If you wanted to go with a Barrier Tank example, he could have used some exploitable substitute to take the damage for him and charge his effects, but that wasn't an option.
    In games where he had Blood Weapon or some variant of Drain? He used those, which formed a self-sufficient gameplay loop. Yes he still needed a healer if enemy damage was high, but he didn't just Darkside to death.

    I mean, the Bravely DRK even has Living Dead basically.
    You mean he put Doom on himself to increase all stats. Ignoring that Living Dead is getting reworked in 6.1 so this example will age like milk, it's been so bad we've been begging for it to be reworked for years (yet another point in the doc in the OP) and Bravely's version is actually worse, since "increase your defense stat by 50%" isn't even the same as "50% mitigation", and is a far cry from invincibility until the Doom takes you.

    But that also goes back to my point of "not having a tank [or any job, really] who sacrifices his HP for damage." Because having a job focused on killing himself is a nightmare for cooperative gameplay and is a big reason BLU is limited.
    (2)
    Last edited by Archwizard; 02-24-2022 at 01:29 AM.

  7. #7
    Player
    NightHour's Avatar
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    Oct 2021
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    306
    Character
    Night Hour
    World
    Odin
    Main Class
    Dancer Lv 100
    New raidwide defensive skill: “Martyr”, transfer incoming raid damage to yourself to regain MP
    If it's got a cap on the amount of damage it can transfer then it'll be good.

    We don't need tanks 1 shotting themselves because they used a defensive against a raid buster.
    (0)

  8. #8
    Player
    Archwizard's Avatar
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by NightHour View Post
    If it's got a cap on the amount of damage it can transfer then it'll be good.

    We don't need tanks 1 shotting themselves because they used a defensive against a raid buster.
    It gives the DRK a barrier for 100% of her max HP and can be stacked with personals. In exchange, it transfers 15% of raid damage to the DRK instead of her team.
    Bearing in mind, this does not come in lieu of Dark Missionary and can be stacked with it, reducing magic damage by an extra 10% (and possibly even double-dipping, just to add a layer of appeal to DM, unless they specifically write a bypass of DM into the transfer effect).

    So at worst in an 8-man team the DRK takes 205% damage from a raid buster, which initially sounds like 5% overkill... assuming she would have lost 100% of her max health in the first place if she hadn't pressed it.
    If she's topped off going into it, the raw damage would have to be at least 97.56% of the DRK's max health in damage -- after all raid buffs -- to be fatal to her. Given tanks have more health than any other role, that's enough damage that most of her raid team will be dead anyway, including any rezzers.

    I mean theoretically there's a scenario where a DRK is already at low health before the buster and the transfer is what kills her, but mathematically there's a very slim margin of health where DRK would have died taking 2.05x damage even with a barrier for 100% of her max HP, when she would have survived without the barrier by only taking 1.00x damage.
    (1)
    Last edited by Archwizard; 03-02-2022 at 02:14 AM.

  9. #9
    Player
    Aluja89's Avatar
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    May 2018
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    466
    Character
    Aluja Bright
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Again, how?

    It's an extremely fair question -- especially when the central conceit of the argument is, once again, over what kind of tank Dark Knight should be. You got Paladin as the damage blocker with healing support, you got Warrior as reckless attacker that boosts EHP, and heaven knows what's going on with Gunbreaker. I'm arguing Dark Knight's prior sustainability was based on leeching, you're arguing... that it had mitigation that got stronger as it took damage, as precedent for being focused on... barriers?
    There isn't even correlation between your thesis and your examples.
    If the game doesn't have a visual aid for barriers what do you suppose those mitigation effects are? BARRIERS! This is what I mean when I say unfair. In FFXIV there are visual ways to show the HP of barriers and they literally make use of it in this version's DRK and you're still trying to talk around it.

    Even in the single-player games there are any number of jobs that had self-healing and life-leeching, any number of jobs that focused on evasion for multiple turns or negated damage entirely.
    And even among them, very few had gameplay loops centered around rapidly spending their own surplus health as a resource for their unique skills. Black Mage didn't even do that, and it could replenish its own MP with Osmose.
    So if you didn't have your pocket White Mage, how was your Dark Knight supposed to recharge his Darkside? Or in the examples you listed, his buffs, once they ran out and he was left without all of the health from damage he took to stack them in the first place? It's not like he could just mitigate damage to recharge them -- the effects specifically state how much health he has to lose to charge them in the first place.
    So once he shoots his load, how does he reload? Especially if you expect him to pull double-duty of getting beat on to protect any remaining back-row squishies?

    In Bravely? He didn't. He needed external healing. If you wanted to go with a Barrier Tank example, he could have used some exploitable substitute to take the damage for him and charge his effects, but that wasn't an option.
    In games where he had Blood Weapon or some variant of Drain? He used those, which formed a self-sufficient gameplay loop. Yes he still needed a healer if enemy damage was high, but he didn't just Darkside to death.
    Because you still don't understand what tanking actually means, you think Adversity doesn't keep scaling? That you don't heal your DRK ever? It keeps popping all the way to 150% Just like the AI, people also focus on "weak" targets first. Have you played the old version of League of Legends' Poppy? She'd get stronger mitigation buffs the lower her HP got and every single time the enemy group would jump on a Poppy and fail to kill her wasting all their CDs, leaving themselves defenseless. Tanking isn't just about sustain, it's not that simple or linear.
    (1)

  10. #10
    Player
    Archwizard's Avatar
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    A café at the edge of the universe
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aluja89 View Post
    If the game doesn't have a visual aid for barriers what do you suppose those mitigation effects are? BARRIERS!
    No, mitigation effects (including percentile boosts to Defense or Armor, or just bracing for impact) translate into mitigation effects.

    If you wanted a precedent for barrier skills in previous FF games, you would look at examples like:
    • Completely negate some type of damage for one turn (Absorb MP/Runic like you listed)
    • Negate up to a fixed amount of damage (Stoneskin)
    • Temporarily raise maximum HP (Bubble)
    • Reduce incoming hits by a fixed (non-percentile) amount, nullifying weak attacks

    But also, and I need to stress this: You are cherrypicking examples of games where Dark Knight had consolation survivability to ensure it had time to utilize its stacking effects, and not examples that are common or iconic to the job across the series.
    Yes, potentially, it could be made a barrier job unique to XIV. But I'm arguing for lack of precedent in this regard, especially due to the job's iconic abilities across the series making it a glass cannon.
    Because its most iconic tools for its own survivability are Drain effects like Blood Weapon, so it can recharge its Darkside skills.

    We're talking in circles at this point.

    Because you still don't understand what tanking actually means
    I'm beginning to suspect this is projection.

    One, I didn't say "you don't heal your Dark Knight ever." I asked "If you don't have your White Mage, how does he recharge his unique job skills?"

    Two, tanking is quite simply:
    • Hold enemy attention so that squishier allies don't die
    • Survive as long as possible
    And I keep pointing out to you that the example you gave of Dark Knight, whose skillset is focused around churning out damage from low health, is counter to the second point without some element of sustainability. Unless the devs decide to go the Poppy route (for something other than an Immune skill), who judging by the use of "old version", I assume was horrifically overpowered and got nerfed in the end?
    And also, I assume that her damage output wasn't reliant on her having some amount of health to spend, rather than just sitting on 95% mitigation at 5% HP?
    (2)
    Last edited by Archwizard; 02-24-2022 at 01:41 PM.

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