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  1. #1
    Player
    Atmaweapon510's Avatar
    Join Date
    Aug 2019
    Posts
    165
    Character
    Rhaeyn Baelasch
    World
    Hyperion
    Main Class
    White Mage Lv 90

    Potency buff armchair design wishlist!

    Just for fun armchair design, throw whatever potency you think would make things balanced among all the jobs within their roles.

    Melee DPS

    Monk
    -Dragon Kick potency reduced from 320 to 310
    -True Strike potency increased from 300 to 310.

    Reduces the power of the memekick rotation and slightly reduces Monk's Perfect balance burst. Loses maybe 90 potency every 2 minutes. Other melee will catch up once people gear out of skillspeed.


    Reaper
    -Communio potency increased from 1000 to 1100.

    Reaper really doesn't need much help despite doomsaying. Gains about 300 potency every 2 minutes


    Physical Ranged

    Dancer
    -Fountain, Cascade, Bladeshower, Windmill, Fan Dance I, Saber Dance potency increased by 10. (includes enhanced versions)
    -Standard step potency increased from 720 to 800
    -Tillana potency increased from 360 to 400

    All around buffs meant to help close the huge gap between ranged and melee. Potency buffs are around 880ish every 2 minutes(including Dancer self buff)


    Bard
    -Burst shot, Refulgent arrow Ladon's Bite, Shadow Bite potency increased by 10.
    -Caustic Bite, Storm Bite, Iron Jaws initial hit potency increased by 50.
    -Apex arrow max increased from 500 to 600.
    -Blast Arrow potency increased from 600 to 700.

    More all around buffs meant to close the gap between ranged and melee. Slightly more impact than Dancer buffs to help equalize them at around 970ish every 2 minutes.

    Machinist
    -Clean Shot, Slug Shot, Split Shot, Scattergun potency increased by 10.
    -Flamethrower potency increased to 90.
    -Drill, Air Anchor, Chain Saw potency increased from 580 to 600.
    -Wildfire Potency per charge reduced from 220 to 180 and now detonates after 5 attacks. Wildfire is now a guaranteed critical direct hit.
    -At level 70, gain Blast Charge, a 1 second cast time 1.5 second recast 360 potency attack that does 75% falloff aoe damage and reduces the cooldown of Ricochet and Gauss round by 15 seconds. Can only be cast during Hypercharge and immediately ends the effect. Can move while casting. Potency increases to 480 at level 84.

    A significantly higher buff than the other two that adds more flair to Machinist Hypercharge. This is almost a 1500+ potency buff within the first 2 minutes without taking into account the scaling buff to Wildfire.

    [/I]
    Caster Ranged


    Black Mage
    -Fire III and Blizzard III potency increased from 260 to 290.
    -Thunder I/III initial hit potency increased from 30/50 to 80/100. Thunder II/IV initial potency increased from 50 to 80.

    These are actually pretty significant buffs that help BLM at low levels and closes the gap between the average BLM at high levels and ones that find every way to circumvent casting Fire/Blizzard III. Worth around maybe 500+ potency when factoring in Astral/Umbral modifiers.

    Summoner
    -Elemental Mastery moved to level 72 from level 86
    -Energy Drain cooldown reduced from 60 to 40 seconds at level 86
    -Summon Ifrit/Garuda/Titan II potency increased from 700 to 800

    Absolutely massive buff that gives Summoner 1400 potency every 2 minutes. Energy Drain at 40 seconds still lines up with the 2nd Bahamut phase at 2 minutes.

    Red Mage

    -Potency of all spells and Reprise increased by 20.
    -Potency of combo increased from 220-290-470-580-680-750 to 250-320-500-630-730-800.
    -Reprise no longer costs mana.
    -Reprise grants Spellforce stacks at level 80. Scorch and Resolution consume a stack of Spellforce to increase potency by 40 and generate an additional 3 Black and White mana

    Another massive buff that gives about 1450 potency every 2 minutes along with a mobility buff with the Reprise change.

    Tanks

    Warrior
    Fell Cleave (NOT inner Chaos) potency increased from 460 to 480.
    Upheaval potency increased from 360 to 370.
    Primal Rend Potency increased from 700 to 800.

    200 potency buff every two minutes on an auto crits and about 260 from non-auto crit.

    Paladin

    -Fast Blade, Riot Blade, Goring Blade, Rage of Halone, Atonement potency increased by 10.
    -Spirits Within/Expiation/Circle of Scorn now deal unaspected damage.
    -Expiation potency increased from 340 to 450
    -Circle of Scorn potency increased from 100 to 150. DoT potency increased from 30 to 40.

    This is around a total of 570 potency buff over 2 minutes.

    Most jobs retain their relative positions but the current massive 8-10% dps gap gets squashed to to 4-5%. RDM, SMN and MCH would move in front of DNC and BRD. Tank dps difference would also get squashed to be around 1.5-3% at the high end. The end goal being that dps checks should be negligible if everyone is playing correctly rather than being based on meta.
    (9)
    Last edited by Atmaweapon510; 09-10-2022 at 06:49 AM.

  2. #2
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    For once, I'm happy to see such a post.

    You don't modify too much classes, and instead, you touch the potency that can be a problem here and there.

    It doesn't feel like you made that post without some research and math first, which is great, and add credibility.

    You didn't touch GNB and DRK, and you are right, they don't need it.

    One thing for paladin I would like to change is the Divine veil :

    Divine Veil is quite hard to use if you don't synergize well with your healers. I suggest to make it similar to the shield the war has.

    The effect would be :

    10% of the PLD as shield for everyone (PALADIN INCLUDED) for 30 sec.
    Potency of heal to 400 for everyone.

    Thus allow the Paladin to be much more efficient in the defensive way and don't steal the spotlight from the WAR, and he won't need to rely on the healers to proc his shield because this version will have effect immediatly.
    (0)

  3. #3
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Why do you even want to get rid of the memekick rotation? People genuinely like it because it's so dumb. That just gets into "lolnofunallowed" territory. It's not even optimal, just viable.
    (0)

  4. #4
    Player
    Atmaweapon510's Avatar
    Join Date
    Aug 2019
    Posts
    165
    Character
    Rhaeyn Baelasch
    World
    Hyperion
    Main Class
    White Mage Lv 90
    There are two reasons I think MNK needs this change: Monks scale better with gear than any other job in the game due to how Chakra works, and the auto-crit buff ended up pushing them too far ahead of the curve to the point that they're top dps in the second raid tier, so they need a cherry tap nerf right now before the dps gap gets even worse (I doubt this would knock them from the top spot). Also, right now it's kind of awkward that what's supposed to be the first combo step does more damage than the next ones and this equalizes it so that Dragon Kick, True Strike, and Snap Punch are all 310 potency.

    Also, it's just a 3% nerf. Memekick still works compared to any other off-the wall rotation.
    (0)
    Last edited by Atmaweapon510; 09-11-2022 at 03:05 AM.

  5. #5
    Player
    Ferrinus's Avatar
    Join Date
    Jul 2017
    Posts
    283
    Character
    Ferrinus Prime
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    It's dangerous to outright buff F3 and B3 potencies on BLM because those spells might start to outweigh what's supposed to be your bread and butter despite their long cast times, but it'd be cool if they ignored the opposite-aspect damage penalty or even explicitly applied their own buff before calculating damage (perhaps in special cases, like only at 0 MP and no hearts for F3 and only at 3 hearts and 90+% MP for B3) in order to make swapping aspects the usual way less of a dps hit.

    Letting Thunder duration stack to double its base would be a nice change in lieu of increasing the spell's actual potency.
    (2)

  6. #6
    Player
    Atmaweapon510's Avatar
    Join Date
    Aug 2019
    Posts
    165
    Character
    Rhaeyn Baelasch
    World
    Hyperion
    Main Class
    White Mage Lv 90
    F3 and B3 only ever have to be below F4 and B4 potencies and they're already currently 50 potency below these two.

    There's no DoT that double stacks in the game for a good reason. DoT damage is calculated on application so what would happen is that any job that had it would simply double stack them during raid buffs. RPR's maintenance debuff isn't a DoT so that's why they can get away with it. The T3 initial damage buff is also meant to go along with the F3 buff which makes F3 deal 52 more potency under AF3, keeping the value of Sharpcast roughly where it currently is.
    (0)

  7. #7
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,437
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    The only things I'd add to the OP would be:

    - (MCH) Make Flamethrower generate heat.
    - (SMN) Move Elemental Mastery to the level 61-70 range instead
    (0)

  8. #8
    Player
    MichiKyou's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    248
    Character
    Mevra Noor
    World
    Balmung
    Main Class
    Pugilist Lv 81
    A shame flamethrower potency would be trash 1v1.
    (0)
    Square, can we have an OCE fanfest now?

  9. #9
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Raikai View Post
    The only things I'd add to the OP would be:

    - (MCH) Make Flamethrower generate heat.
    - (SMN) Move Elemental Mastery to the level 61-70 range instead
    The problem is that the level 70 summoner is extremely strong in old content like ultimates fight, so it's not possible to put the trait below lvl 70 without rebalancing overall lvl 50-70 spells potency.

    that would be too much work, and it's better they spend it to change how work the summoner in 7.0 .
    (0)
    Last edited by remiff; 09-15-2022 at 12:52 PM.

  10. #10
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,437
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by remiff View Post
    The problem is that the level 70 summoner is extremely strong in old content like ultimates fight, so it's not possible to put the trait below lvl 70 without rebalancing overall lvl 50-70 spells potency.

    that would be too much work, and it's better they spend it to change how work the summoner in 7.0 .
    Oh, you're right... I forgot how they're strong at the level 70 tier. Hopefully 7.0 adjustments can make the pre- Elemental Mastery summoner a little less boring.
    (2)

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