so how i do not one shot all things now in low lvl dungeons? they scale the stats, you just do the same for skills.
but i can hell you. they just scale the skills to the dungeons level same as they do stats. as at lvl 90 you got more that at 30
so how i do not one shot all things now in low lvl dungeons? they scale the stats, you just do the same for skills.Considering how strong you get over the levels, it just isn't feasible.
let's look at how strong PLD's AoE gets over the levels:
Starting AoE = 100 potency per GCD
Level 90 AoE rotation = 405 potency per GCD
(The maths: https://forum.square-enix.com/ffxiv/...=1#post5789193)
So, if PLD were to take everything into, say, Sastasha, things would die much much quicker. Not that anything lats long in there regardless, so having a long rotation is completely pointless as you wouldn't even get the chance to use it. However, how would you change the numbers to suit your needs? How would this then change when you have to balance for Cutter's Cry, the first dungeon PLD gets access to Prominence, which increases the potency per GCD, or Holminster Switch where Magic Circle is available.
However, this was only talking about level 90 rotations, what would happen if you were level 72 with Magic Circle and went into Cutter's Cry? That would require a different balancing formula because your potency per GCD is less than level 90 but still above level 40. Bear in mind, this doesn't take into account Circle of Scorn which is oGCD or Spirit's Within getting upgraded to Expiacion which is ST to AoE.
Even if you figured out something that takes all that into account, we can now move onto the single target combo and all the different iterations for that based on starting level and the level of the dungeon and this is just one job, which also happens to be a tank who has a simple rotation. How would this change based on a DPS? They have far more actions to take into account for both AoE and ST and you would have to balance it all for every job at every level. This also hasn't taken into account defensives or healing as someone else pointed out.
It just is not feasible.
Also, the tomes and exp etc. are your reward for the 'punishment'. If that isn't a good enough incentive, then don't do them. There are plenty of ways to get tomes or exp outside roulettes so you never have to touch them if you don't want to.
but i can hell you. they just scale the skills to the dungeons level same as they do stats. as at lvl 90 you got more that at 30
That was the whole entire point of the post, there is no magical solution and it would have to be manually worked out for every level. The time commitment just is not worth it when they already have a perfectly fine solution.
its not as much work as you think and the "perfectly fine solution" is kill any form of fun for older players
Last edited by magitekLuna; 01-01-2023 at 02:01 AM.
If it isn't that hard, show me how you would do it. The link in my original post has all the calculations for potency per GCD for PLD for every level it learns an AoE (excluding oGCDs). Balance every possibility so that you don't completely overpower the enemy. Bear in mind, you would then theoretically have to do this for ST and for every other job. Then we haven't even looked at defensives or healing, but that can be saved for later.
its take some short time but wont be to hard for people that do this job any ways. but then just look how WAY WAY WAY WAY WAY more complex games do it fineIf it isn't that hard, show me how you would do it. The link in my original post has all the calculations for potency per GCD for PLD for every level it learns an AoE (excluding oGCDs). Balance every possibility so that you don't completely overpower the enemy. Bear in mind, you would then theoretically have to do this for ST and for every other job. Then we haven't even looked at defensives or healing, but that can be saved for later.
Unless you are going to do the work yourself, you cannot comment on how long it will take. It took a little while to work out the potencies associated with the PLD rotation, and now I need to compare everything. Oh, and it can't just be, work it out and have some sort of multiplier to change things, as, if you change the potency on something, you would need to work out that multiplier again, you would need some sort of dynamic scaling factor that takes everything into account. oGCDs alone complicate matters. How are you going to change Monk's Blitzes for example, that is a massive potency spike for both AoE and ST. How about Life of the Dragon for Dragoon? You have a period where you get 3 Nastronds and a Stardiver. This isn't potency you can just scale down, as it is just more damage lower levels do not get.
Also, from what I have heard, when other games try to do something similar, it becomes very unbalanced to the point the newer players is contributing basically nothing, if they can even do anything in the first place. That would suck for the newer player.
However, we still haven't talked about defensives and healing potency and not just GCD healing, oGCD healing as well. Did you know, WHM gets Assize with does both healing AND damage at the same time? How are you going to balance that? How about AST getting cards, the various shields and powerful regens.
Infact, if you really want a taste of what it would be like, take SCH into any of the first 3 dungeons. The fairy can effectively solo heal everything, meaning you are just a green DPS, and this is just a small flavour of what all the additional actions would bring to the table.
Even if, by some miracle, you can come up with a solution for damage, you cannot get a solution for the abundance of healing/mitigation you get at later levels that the lower level stuff just has not accounted for.
Or, crazy thought, just not give you access to those skills at that level?
It’s not as simple as scaling level and ilvl. That’s just a matter of capping stats to the max for that content, how do you rebalance the stats of an entirely different rotation for every level of content? It’s not like the potency of these skills has just gone up, you have entirely new moves adding in entirely new factors that they didn’t even have to account for at that level.
For example, enochain didn’t exist at level 50 it’s just a straight damage increase over what you had at 50, so how are they going to rebalance that? Make it do 0 damage? So, remove it at that level?
Furthermore, if you’re going to limit the damage to be equal to that of a fresh 50, why would you want to perform a more complex rotation than necessary for the same damage?
Trust me, I get it, I hate having to remember a different rotation or which skills I had access to at this level every time I enter synced content too. But the answer isn’t to just give us those skills at lower levels.
Last edited by Cabalabob; 01-01-2023 at 02:22 AM.
and then its NOT FUN TO PLAY as most of this content was made ina time where you did have more skills at that lvl.Or, crazy thought, just not give you access to those skills at that level?
It’s not as simple as scaling level and ilvl. That’s just a matter of capping stats to the max for that content, how do you rebalance the stats of an entirely different rotation for every level of content? It’s not like the potency of these skills has just gone up, you have entirely new moves adding in entirely new factors that they didn’t even have to account for at that level.
For example, enochain didn’t exist at level 50 it’s just a straight damage increase over what you had at 50, so how are they going to rebalance that? Make it do 0 damage? So, remove it at that level?
Furthermore, if you’re going to limit the damage to be equal to that of a fresh 50, why would you want to perform a more complex rotation than necessary for the same damage?
Trust me, I get it, I hate having to remember a different rotation or which skills I had access to at this level every time I enter synced content too. But the answer isn’t to just give us those skills at lower levels.
but its not. its how games like GW2 do it.
Let's see how much fun you're having when SAM's Ogi is reduced to around 85-120 potency in order to properly scale it down to a lv15 dungeon. Even though this would not be the true potency, it's how scaling works. Very much like how Embraces from SCH's fairy is not the same as if the SCH heals for the same potency from their own abilities. The discrepancy only gets bigger and bigger the higher the level of the SCH. If the devs granted players the ability to utilize their full max level rotation in lower content, your abilities will be nerfed right into the ground in order to accommodate the HP values of the enemies. They can't raise the HP levels of the enemies and bosses, otherwise the players who just meet the requirements for the instance would be placed at a huge disadvantage.
Lv sync does not exist to coddle players who have yet to reach the higher levels in the game. It exists to place all the players in the instance on the same and equal playing field. If this is not fun for you, then don't run lower level content.
Your time in roulette's is a community service. It's not there for you. It is to help out the community at large, and you are rewarded handsomely for your time. Roulettes for the most part are a chore. Most players like to get them out of the way so they can venture into the content they actually enjoy playing. I suggest you do the same.
way more fun that i got now. that is what i asking for for the most parts.Let's see how much fun you're having when SAM's Ogi is reduced to around 85-120 potency in order to properly scale it down to a lv15 dungeon. Even though this would not be the true potency, it's how scaling works. Very much like how Embraces from SCH's fairy is not the same as if the SCH heals for the same potency from their own abilities. The discrepancy only gets bigger and bigger the higher the level of the SCH. If the devs granted players the ability to utilize their full max level rotation in lower content, your abilities will be nerfed right into the ground in order to accommodate the HP values of the enemies. They can't raise the HP levels of the enemies and bosses, otherwise the players who just meet the requirements for the instance would be placed at a huge disadvantage.
Lv sync does not exist to coddle players who have yet to reach the higher levels in the game. It exists to place all the players in the instance on the same and equal playing field. If this is not fun for you, then don't run lower level content.
Your time in roulette's is a community service. It's not there for you. It is to help out the community at large, and you are rewarded handsomely for your time. Roulettes for the most part are a chore. Most players like to get them out of the way so they can venture into the content they actually enjoy playing. I suggest you do the same.
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