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  1. #1
    Player
    cjbeagle's Avatar
    Join Date
    Apr 2022
    Posts
    265
    Character
    Nishi Il
    World
    Jenova
    Main Class
    Samurai Lv 90
    Quote Originally Posted by LeonKeyh View Post
    The "issue" is the large range of damage; Midare was I think 720 potency? Ignoring Direct Hit you had 4 possibilities with Midare:


    No Kaiten, No Crit: 720 Potency
    No Kaiten, Crit: ~972 potency
    Kaiten, No Crit: 1080 potency
    Kaiten, Crit: ~1332 potency

    Midare averages at about 15% of the damage that Samurai did (in 6.0), having a range that is from X to almost 2X is a very big range given how important it is to the overall performance of the job. If it were a once every 2 minute ability or something that would either be 1% or 2% of your damage that would be one thing, but the way it was set up, it gave Samurai a wide damage range and they just wanted to pull that in.
    It was 660 potency before, not 720, but that's beside the point.

    The problem isn't so much with auto-crits as it is the loss of Kaiten's impact on potency.

    6.08
    Midare: 660 (but you never did this)
    Midare + Kaiten: 990
    Midare + Kaiten + direct: 1237
    Midare + Kaiten + crit: ~1584
    Midare + Kaiten + cirt + direct: ~1980

    6.1
    Midare: 600 (but you can't do this because auto-crit)
    Midare + crit: ~960
    Midare + crit + direct: ~1200

    Our auto-crit now is weaker than our non-crits were with Kaiten. If we still had Kaiten and were auto-critting for ~1440 every time and sometimes hitting direct as well for ~1800, I doubt there'd be an outcry.

    Some people would lament the loss of variance, but I suspect that the vast majority of people are lamenting the loss of potency, not the loss of variance.

    Of course, for balance, they can't just make 20% of our damage profile auto-crit (including Ogi Namikiri) - but they could have taken some potency away from filler abilities to balance; instead they did the exact opposite - buffed fillers at the cost of potencies that we actually care about.
    (4)

  2. #2
    Player
    RyuuZero's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    463
    Character
    Ryu Kusanagi
    World
    Cerberus
    Main Class
    Samurai Lv 100
    Quote Originally Posted by LeonKeyh View Post
    The "issue" is the large range of damage; Midare was I think 720 potency? Ignoring Direct Hit you had 4 possibilities with Midare:


    No Kaiten, No Crit: 720 Potency
    No Kaiten, Crit: ~972 potency
    Kaiten, No Crit: 1080 potency
    Kaiten, Crit: ~1332 potency

    Midare averages at about 15% of the damage that Samurai did (in 6.0), having a range that is from X to almost 2X is a very big range given how important it is to the overall performance of the job. If it were a once every 2 minute ability or something that would either be 1% or 2% of your damage that would be one thing, but the way it was set up, it gave Samurai a wide damage range and they just wanted to pull that in.
    which is why I had that Idea of "Hey if Midare now guaranteed crit.. just make Kaiten Direct Hit the following attack!", thus Kenki Management would still be rewarded (with Direct Hit) and you Guarantee Direct Crit Midare and Direct Crit Ogi!
    though I still would've have to test how Direct Hit Higanbana works on the DoT and Tenka Goken would still be ruined ^^;
    (0)

  3. #3
    Player
    AluneTempest's Avatar
    Join Date
    Dec 2021
    Posts
    84
    Character
    Yor Forger
    World
    Behemoth
    Main Class
    Blue Mage Lv 80
    SE need to understand that casual players dont care about damage numbers and damage fluctuation, they care about have fun playing the game, and they just kill the fun of the job.

    I'm a casual player rn, and my first melee job at 80 is SAM and i keep saying to my raiders friends that at some point im gonna want to raid and SAM will be my choosen job to do that. Now i leave my SAM at lvl 80 and im gearing other DPS jobs to start my savages, because for me now SAM is the most boring job of the game and i dont have any fun with my new, super and extremely innovator gameplay called SHINTEN SPAM.
    (8)

  4. #4
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    OP just came out of a coma; Wait until he hears about Summoner....

    /s



    Really though, it was a stupid change that barely touches action bloat (i.e. button presses) and is probably the 10th or 11th thing that should be done to clean up hotbars.

    I feel like there's an overall push that we're slowly seeing to pull back damage ranges as much as possible and THAT is the main reason for the change. I expect that they're going to pick a potency value, e.g. 700 and any attacks that are that potency or higher are going to autocrit. Kaiten was really just a way to punish bad Kenki management (Not saying that there's anything wrong with that, Kaiten was fun as hell) and increases the possible damage range for Midare/Hig.
    (4)

  5. #5
    Player
    Lustre's Avatar
    Join Date
    Feb 2022
    Posts
    486
    Character
    Tatsuya Sarugaku
    World
    Moogle
    Main Class
    Paladin Lv 90
    Took samurai for the first time into Bozja the other day since 6.1 kaiten removal. I was hitting mobs with midares and it felt.... underwhelming.

    I dont know why they didnt just make kaiten a guaranteed crit ability and raise the potency of midare (100p maybe? Idk I'm not a theory crafter). That removes both crit variance and keeps people happy?
    (5)

  6. #6
    Player

    Join Date
    Apr 2022
    Location
    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    There is just literally no logical reason to remove Kaiten the way they did


    - Button bloat argument
    Flawed. Even if mistranslated on Square's end... there are numerous solutions that serve as better alternatives vs outright removing Kaiten.

    - Action bloat argument
    Flawed. Even if Square meant Action Bloat, our APM/Skills cast amount did not reduce. At best 2 Less Kaiten casts perhaps, while littering our opener with Gyoten for optimized Kenki spending.

    - Meta argument
    Flawed. Many of us loved Samurai for it's gameplay, not for it being top-dog damage meta for us to complain. I know right? imagine, playing SAM cause it's fun and complaining about the the changes that impacted our enjoyment. Weird right?

    - DPS Variance argument
    Flawed, because damage fluctuations did not stop anyone from clearing all content " ever ". Kaiten removal was unnecessary to tackle this issue, keeping players who desire less DPS fluctuations, improving whatever developing issues Square had, and keeping Samurai players who love dishing out big hits happy, while reserving Kaiten.

    - Improving Samurai argument
    Flawed. A Shinten-Gauge isn't an improvement. Even if changes were meant as a setup for " New " improvements, these " New " improvements or no where to be seen to validate Kaiten removal. Why remove something good, when Square has nothing to show to replace it with?

    - Non-Interactive Argument
    Flawed. You will have read it before -> " it's a button you press every-time " <- Yes... so is Hakaze and every over job combo/resource spending button. By that logic all buttons that are a nuisance to your parse wittle fingies shoud be removed. Poor argument, unless anyone wants to convince me 6.08 with Kaiten is less interactive then 6.1+ Shinten spam without Kaiten.
    (10)

  7. #7
    Player

    Join Date
    Apr 2022
    Location
    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    I've added your thread to the " Compiled SAM threads against Kaiten removal ".

    Next update and yup still no word from Square, absolute radio silence. Somehow it's not surprising.
    (3)

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