Heres the thing. Machinist situation improved at least because all you got was damage buffs. Was that enough? Not likely. That being said, Samurai got electroshocked right now. They have auto-crit abilities that got tuned down and which anti-synergizes with the party. They lost a core ability. Not only do they feel and are weaker, but their identity was butchered.



I need to report a murder/assault. SAM dead on arrival with MCH and SMN heavily wounded and bleeding profusely.
6.1 Changes:
Math checked using a hacked together rotation sheet, which just for full disclosure ends on a Midare entering a 9minute burst window with 65 Kenki and 1 Meditation banked. Dumping the potency of that 65 all at once at the end(a flat 702 potency) makes the number 8923.839.
The autocrit rotation is identical except it turns all that extra Kenki previously wasted spent on Kaiten into more scattered Shintens. This means that instead of ending with 65 Kenki banked, it has a full 100 Kenki banked. Dumping this full 100 Kenki potency at the end(a flat 1000 potency) makes the new number 8920.721.
If we ignore that Kenki potency dump at the end it's 8891.179 vs 8871.439 just for reference. We're basically at parity with before.
According to the balance. So Sam gets small nerf to dps, and doesn't synergise with dancer, sch, or dragoon anymore. Overall, these changes just make Sams perform worse in certain teams. Ironic since this is a team game.



Did the Balance factor in the multiplicative nature of buffs? Because the numbers I've seen put the new Midare/Ogi auto-crit damage at barely on par with raid-buffed non-crit Kaiten+Midare/Ogi damage, and far less than Kaiten+Midare/Ogi crit damage.6.1 Changes:
Math checked using a hacked together rotation sheet, which just for full disclosure ends on a Midare entering a 9minute burst window with 65 Kenki and 1 Meditation banked. Dumping the potency of that 65 all at once at the end(a flat 702 potency) makes the number 8923.839.
The autocrit rotation is identical except it turns all that extra Kenki previously wasted spent on Kaiten into more scattered Shintens. This means that instead of ending with 65 Kenki banked, it has a full 100 Kenki banked. Dumping this full 100 Kenki potency at the end(a flat 1000 potency) makes the new number 8920.721.
If we ignore that Kenki potency dump at the end it's 8891.179 vs 8871.439 just for reference. We're basically at parity with before.
According to the balance. So Sam gets small nerf to dps, and doesn't synergise with dancer, sch, or dragoon anymore. Overall, these changes just make Sams perform worse in certain teams. Ironic since this is a team game.
Maths here:
Not only did they go through with removing Hissatsu: Kaiten, they also nerfed the damage of Midare Setsugekka and Ogi Namikiri. Holy shit.
Including the extra 200 potency from the 20 kenki we don't spend on Kaiten (assuming it's spend on Shinten instead), this is a SLIGHT potency increase on non-Kaeshi Midare Setsugekka, from an average 1138.5 potency to 1160 in BiS raid gear with 25% crit chance and 60% crit magnitude. But including Kaeshi, which did not require 20 kenki for a Kaiten cast, it's a nerf from an average 2277 potency to 2120. That's a 7.5% nerf to one of our biggest burst window GCD combos.
Ogi Namikiri, which is always used with its Kaeshi counterpart, is a nerf from an average 3105 to 2760. That's 12.5%!
This gap only widens under any sort of crit raid buff, as these skills no longer benefit from them. The extra 20% crit chance from Devilment, for example, would buff the average Ogi/Kaeshi combo to 3429 potency, 24% more than the one in 6.1.
A guaranteed crit Midare Setsugekka in 6.1 is going to do less damage than a basic, non-crit Kaiten-buffed Midare from 6.0. It's almost like they don't understand why SAM is fun.
For the one posted in the previous message, no raid buffs are factored in. However, the balance did another comparison, factoring in certain buffs.
What this does affect highly are crit-based comps - Using the same examples as before with the following buffs enabled:
Devilment (7.2s first usage)
Technical Finish (6.5s first usage)
Standard Finish (affects all GCDs)
Dragon Sight (5.2s first usage)
Battle Litany (7s first usage)
Chain Strategem (7.7s first usage)
The comparison changes to 10533.939 vs 10212.023, a 3% nerf compared to a 3 DPS nerf (these numbers include the Kenki potency dump)
So old Sam performs significantly better with crit buffs, but I think we all knew that already.



Figured as much. Thanks. Disappointing to see but somehow not all that surprising.For the one posted in the previous message, no raid buffs are factored in. However, the balance did another comparison, factoring in certain buffs.
What this does affect highly are crit-based comps - Using the same examples as before with the following buffs enabled:
Devilment (7.2s first usage)
Technical Finish (6.5s first usage)
Standard Finish (affects all GCDs)
Dragon Sight (5.2s first usage)
Battle Litany (7s first usage)
Chain Strategem (7.7s first usage)
The comparison changes to 10533.939 vs 10212.023, a 3% nerf compared to a 3 DPS nerf (these numbers include the Kenki potency dump)
So old Sam performs significantly better with crit buffs, but I think we all knew that already.
Good for the rdm mains, I think they are in a good spot, although I pretty much use engagement 99% of the time
Its a bit worrying that the people most happy about the changes are the one whose jobs mostly didn't get touched kek
I haven't looks at the healer and tank threads, but I imagine the drks and whms are finally allowed to be happy for once. I never thought the blood weapon changes would come personally
Just took drks like 5 years to fight for blood weapon changes, if the Sams and nins work together, we can revert the changes in 2027!
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Do you prefer the MCH changes or the SAM ones.
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