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  1. #1
    Player
    Valence's Avatar
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    Oct 2018
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    4,181
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Yeah I also agree that as long as a role doesn't bring something VALUABLE and UNIQUE more than the others (which was the case of MP support or mitigations back then), it should do the same rdps no matter what. But I mean, most people justify the damage gap by comparing melees with rphys, not really rphys with casters... Especially since now SMN is struggling as well. I'm not sure it would achieve much more...
    (0)

  2. #2
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
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    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Oh it will for sure. The only reason for the current setup is the devs want to force you to run two melee and two ranged, and that's not going to change without them deliberately changing their entire approach to spread/stack mechanics in fight design. Tanks and melee don't want additional players in melee range, given the choice. It has nothing to do with utility or rotational difficulty.

    But it's also not fun to be guaranteed a slot just because a group is forced to take you. That's why rDPS parity is so important, and why this 'support/pure dps' separation in ranged is a problem.
    (1)

  3. #3
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    When was your first clear of any fight ever a genuinely flawless run? A lucky run will get you that clear sooner due to damage variance, sure. But there are always a lot of other controllable factors that you're executing incorrectly, and you clear comfortably when those are fixed. That's why being able to clear and farm are still two different things, and why a lot of week 1 strats get replaced with better ones that offer better uptime. They design the checks with a margin knowing full well that your first clear will be sloppy and luck driven, and nerf the check when players don't live up to the expected clear rates.

    You can do whatever you like to the multiplier, but players will still complain about damage variance. Oh, if only I crit all my attacks in a ten minute run. There's nowhere to draw the line.
    (2)

  4. #4
    Player
    aloneatsea's Avatar
    Join Date
    Apr 2022
    Posts
    158
    Character
    Reimu Hakurei
    World
    Sophia
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Lyth View Post
    When was your first clear of any fight ever a genuinely flawless run? A lucky run will get you that clear sooner due to damage variance, sure. But there are always a lot of other controllable factors that you're executing incorrectly, and you clear comfortably when those are fixed. That's why being able to clear and farm are still two different things, and why a lot of week 1 strats get replaced with better ones that offer better uptime. They design the checks with a margin knowing full well that your first clear will be sloppy and luck driven, and nerf the check when players don't live up to the expected clear rates.

    You can do whatever you like to the multiplier, but players will still complain about damage variance. Oh, if only I crit all my attacks in a ten minute run. There's nowhere to draw the line.

    A Week 1 clear should, by definition, be a "flawless" run. If you are accusing players who have spent 18+ hours optimising a fight in the first week specifically to overcome a DPS check of having poor play, then... I'm not sure what to say to that! I only get the feeling you wish to deny a problem exists in the first place in the face of a fair swathe of evidence, none of which you have refuted beyond waving your hand and saying "people always complain", which while a true statement, does not dismiss the fact that there is a problem.



    I was not even speaking to critting a specific number of attacks, you'll note. Only that critting during a certain timeframe is immensely more valuable than critting at any other point. To the point where having a 50% crit rate where you only crit outside of raid buffs will generally deal less damage than a 30% crit rate wherein you crit through your entire buff window. That seems a little strange, does it not?
    (13)

  5. #5
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by aloneatsea View Post
    I was not even speaking to critting a specific number of attacks, you'll note. Only that critting during a certain timeframe is immensely more valuable than critting at any other point. To the point where having a 50% crit rate where you only crit outside of raid buffs will generally deal less damage than a 30% crit rate wherein you crit through your entire buff window. That seems a little strange, does it not?
    Nah.

    You keep waving around 47%, but that's only for the person getting tethered and card'ed.

    Everyone else is mostly getting what they've always been getting over the years.

    5-10 from Ninja (60s-120s)
    3/5 from Caster (120s)
    3/5 from Bard/Dancer (120s)
    5 from Astro (varies - but for all intents and purposes, 60-120s)
    Nothing from tanks
    An indeterminable amount of DPS from Chain strategem (120s)
    Potentially something from the second melee, assuming it isn't Samurai.

    Putting this into perspective, were this Shadowbringers, this means the dance partner (Samurai) is getting approximately 1.05^4 x 1.06 (card) x 1.1 (Partner) = 1.41 multiplier. If it was a Monk, the extra Brotherhood would put them at 1.47

    If this were Stormblood, there is no dance partner, so the (Samurai) would be getting 1.1(Trick) x 1.05^2 (Replacing Dance with Hypercharge for ease of math, no Div) x 1.15 (Enhanced Balance) = 1.39 multiplier. If Monk, Brotherhood didn't provide the party with a damage bonus, but would still put the monk at 1.45 since it still buffed them.

    Though if we're being honest, if this WAS Stormblood, the actual dps comp was Ninja, Dragoon, Bard, and then a Mach / Caster, because dragoon and ninja were basically autolocked for Piercing and Trick respectively, Bard was autolocked because it was a god damned monster, and everyone else fought for the last slot.

    You were still a slave to crit in Stb and Shb. If you didn't crit during the big ole buff windows you lost out. That's how criticals work. Every ability you don't crit is damage you lost.

    The one thing that has changed is now everyone has a big dick 1200 potency dump that just so happens to naturally align at 120s, which is where the majority of all buffs were aligned beforehand, as most buffs were 60, 90, or 120s, with select few being 180. The 90s fell into can/can't delay dichotomy.

    As a fun bonus experiment, if we put Dancer into Stormblood, then at 2 minutes, the (Likely Black Mage) would have

    1.1 (Trick)
    1.15 (Enhanced Balance)
    1.05 (Tech)
    1.1 (Partner)
    1.05 (Foe + Bardsong)

    x1.46

    x.1.53 if it were a Machinist, Summoner.

    x1.6 if it were a Red Mage (1.75 technically as its self boost was 20%, but we'll use its "Party boost" instead to illustrate the point)

    Of course all of these selections would be a massive rDPS loss, so the actual 4th DPS in this set up would be Dragoon, which means whoever the dance partner is will get the Dragon's Eye for another 5% for x1.53.

    Edit: As a bonus round, a Heavensward buff stack looked like:

    Nin: Trick 1.1 60s

    Astro: at least 60s
    EBalance: 1.3
    SBalance: 1.1

    Sum: 1.1 Magic Garuda cooldown
    Bard: 1.1 Magic Foe's Req (MP)

    We're not including debuff resistances because while they were the most impactful, they can mostly be considered baseline.

    I don't recall if Machinist has Hypercharge in heavensward, so I won't include that possibility.

    Again, your party composition in HW probably looked like two tanks, a dragoon, a ninja, astrologian, scholar, and then two DPS depending on what the current gamestate was.

    When Balance(the card) was stupid, it was Bard and Machinist, ironically pumping up the Dragoon's RDPS metric so high it would have been the undisputed highest relative DPS in the game bar none considering any state the game has been in.

    And with just two buffs in Heavensward, the you either had the party buff at 1.21, or the feed at 1.43
    (4)
    Last edited by Kabooa; 01-28-2023 at 04:07 AM.

  6. #6
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by aloneatsea View Post
    ?
    The hard work that you put in to your first clear of anything has literally nothing to do with this conversation. You will always get better with more practice. If you don't think that your actual technical performance outside of gear improves from week 1 to week 8 from repeated exposure and fine tuning, I really don't know what to say to you.

    Also, you seem to not understand how expected value in probability works, because you're relying on your emotional response to where crits happen. You can distribute your burst however you like. If you have a constant crit rate it just factors out because of the distributive property. Your average performance remains the same regardless of distribution.
    (2)

  7. #7
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,181
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Crit variance comes directly from sqenix shooting themselves in the foot by introducing big potency nukes that literally triple or quadruple in comparison of the baseline potencies. When you have 1k or 1,2k potencies running around, of course that a cdhit on them or not is going to net insane variances.
    (2)

  8. #8
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    740
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Kabooa View Post
    .
    I don't recall if Machinist has Hypercharge in heavensward, so I won't include that possibility.
    MCH did have hypercharge but it was divided between the rook and the bishop turrets. Took was physical while bishop was magical. Both effects were a 10 percent increase for about 30 seconds.
    (1)

  9. #9
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90
    Regarding the 2 minute buff meta, personally it feels something artificial during gameplay and a way to streamline the "burst moment" something that particularly should be a reward for organizing your team and working together, so instead of adapting to a comp you just follow the same rule everywhere. Problem it brings that every class will have to have the same similar pattern to follow those 2 min peak moments not allowing much room to introduce particular skills to the classes in general.

    But thats part of the SE stance of no room for player mistake, thats why we will never see talent trees, new weapons sets for classes and so on.
    (2)
    Last edited by Takamorisan; 02-02-2023 at 03:45 PM.

  10. #10
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Hm, I don't know about that. I think a lot of the objection to talent trees comes from the playerbase and perceptions on how the game 'ought' to be played, and it's certainly been proposed a few times before. Branching options can co-exist with optimization. You just can't have a clear means of comparing the two.

    As an example, take a look at the tank 30% DR cooldowns. Vengeance is still the best of them all, just because it does everything the others do and has an added thorns effect. You could say that there's a 'mathematically correct' answer on which is best. Warcraft has min-maxing too, but its talent trees don't always have such obvious 'right answers'. Let's say that you have a gap closer that moves you forward a fixed distance (Roll). Do you want another charge of it? Do you want an upgraded version of the base action that gives you a temporary speed burst after (Chi Tornado)? Do you want a completely new action added in that lets you grant a movement speed boost to a single party member? You could argue for and against each of these in a fight-specific fashion, but you're not going to get a clear consensus on it.

    There are other applications for this approach as well. The development team started to look into ways to simplify jobs starting from around Midas, and one of the first targets were maintenance effects. And rightfully so, because there were a lot of complaints coming in around upkeep buffs. But what if your choice is between maintaining an upkeep buff for slightly more damage versus having a passive that does the work for you for slightly less damage (but more than if you were inconsistent with the maintenance effect)? The latter is more consistent, and if you know that you struggle with that it may actually be the better choice. It lets you keep jobs accessible without having to compromise the more interesting design elements for players who like them.

    I'm not arguing for or against this approach, but the reason why it is believed to 'not work' here is not because of the limitations associated with two minute buffs or even because it's actually been tested and failed. It doesn't work here because the community itself has very strict notions on what works and doesn't work, and that's a much bigger constraint than anything else the developers are faced with. If we were all a little more open-minded and a bit less resistant to change, there'd be a lot more room for creativity.
    (0)

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