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  1. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,860
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    I'm not really sure why you would want to use modular arithmetic to describe DoT truncation. Unless you just encountered it in an introductory number theory course and were really excited about the concept or something.
    DoTs surpass filler damage after a number of seconds. If the jumps make it so you're losing the ability to get that DoT's number of seconds to redeem itself, it screws over the DoT user. Call it modular math or whatever else you like, but it's not as if it's anything advanced. It was just one of many spitball ways to approximate relative value.

    The larger point, though, was merely that if a job is balanced around being able to use a given DoT every so often, and now there's a forced break in that that pace that reduces its uptime (or number of effective casts within a given total fight length), simply switching to a less screwed over alternative isn't about to bail out a DoT job. Just like having a jump occur right as your burst CDs or combo finisher (before the combo timers were so extended) would.

    You probably could design a DoT focused job from the ground up that conforms to the 'rules' of job synergy.
    Yeah, that'd be great. I'm not sure what 'rules' create anything as neat as your examples, but... I'd love to see that applied there and elsewhere.
    (2)
    Last edited by Shurrikhan; 01-03-2023 at 03:26 PM. Reason: typo; than/that