It's 5 yalms radius, not diameter. Surface for cone (if top edge is 8 yalms wide) is 32 square yalms (8 squared halved), surface for circle is ~78.5 square yalms.
Edit: yeah, top edge was 16 yalms (8 radius, not diameter), so cone was 64 square yalms.
Last edited by Terhix; 04-12-2022 at 06:44 PM.
You're right, it's 10 yalms diameter, 5 yalms radius. But while the circle does cover a bigger area it is still a range nerf in the only direction that really matters during pulls, in front of you.
If you are pulling a pack ahead of you, sure. If you are pulling first pack in w2w with backwards overpower you do it, well, backwards, which means you have to run further before you grab agro than you'd with a circle. Once you've grouped the mobs the range doesn't really help you, since you have other AoEs that are 5 yalms range anyhow.
Actual ranges to scale:
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If you are pulling a pack ahead of you, sure. If you are pulling first pack in w2w with backwards overpower you do it, well, backwards, which means you have to run further before you grab agro than you'd with a circle. Once you've grouped the mobs the range doesn't really help you, since you have other AoEs that are 5 yalms range anyhow.
Or you just use Mythril Tempest, maybe? Having both is kinda nice because the cone is simply better, and when you mess up you can just compensate with Mythril Tempest.
If a tank can't grab aggro using *both* of these then I don't know anymore, just hang the axe on the wall, and take up fishing, I suppose.
That image is just wrong, the cone sticks out well beyond the border of your circle since it's 8yalms long, while the circle is only 5.
Points of origin are obviously different. I've overlayed them since that makes the surface area easier to compare. And yes, circle is 10 yalms long (5 yalms radius), which is more than 8 yalms range on cone, where as cone is 16 yalms wide at max range (8 yalms radius).
Edit: Same picture, points of origin being same:
If there is any mob outside of purple, you had to move between Tempest and Overpower.
Last edited by Terhix; 04-12-2022 at 07:38 PM.
New Overpower looks cool, it doesn't need changed back.
I'm fine with this change. I didn't really have strong feelings one way or the other but if I had to choose, I'd go with circular AoE.
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I have no idea why you keep focusing on the total surface area when we've already established it doesn't practically matter because you shouldn't have mobs bunched all around you anyway as it makes life harder for quite a few other classes when mobs aren't properly positioned (DRG, notably).
Sure, once the pull is done the "extra" range of Overpower doesn't usually get you much (unless someone pulled a mob off of you during the pull and decides to stand just outside of your circle range, which ironically ime is quite a common place for healers/ranged to go stand, so...), but neither should the additional surface area the circle gets you.
In fact, the more I think about it the more I start feeling we should just change all the tank AoE rotation starters into cones. But given the direction things have been headed I think it's more likely all AoE is just turned into circles because heavens forbid any semblance of thought should be put towards positioning. Next on the chopping block of streamlineliness: Flood of Darkness and DRG AoE.
Because when you are making a pull, as in before the mobs are properly positioned, the larger the surface area is, the more mobs you can hit. That is not opinion, that is math.I have no idea why you keep focusing on the total surface area when we've already established it doesn't practically matter because you shouldn't have mobs bunched all around you anyway as it makes life harder for quite a few other classes when mobs aren't properly positioned (DRG, notably).
For the record: I wouldn't hate it.
Last edited by Terhix; 04-12-2022 at 07:57 PM.
You're supposed to hit the mobs in front of you, and keep them there, even as non-WAR, so the additional surface area does not matter. Sure it's there, but it might as well not be. Hell, it probably shouldn't be, because it encourages lazy, and outright bad, tanking habits that will make your DRG cry.
It would make other tank jobs finally enjoyable to play outside of single-target endgame content. WAR was the only tank that was even remotely enjoyable to play in dungeons, because setting up pulls effectively actually took some brain activity, and they just had to ruin it.
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