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Thread: BLM DPS

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  1. #1
    Player
    Mikey_R's Avatar
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    Apr 2014
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    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Turtledeluxe View Post
    I think the philosophy of selfish dps should be consistent.
    It IS consistent. BLM, being the selfish DPS caster, has the highest DPS of the casters. Sam has the highest for melee and MCH has the highest for physical ranged. The only issue you have is that BLM isn't topping the charts like SAM, but in order to do that, you have to ignore any balancing concerns that will arise. But, you don't care about that, because all you care about is the fact numbers aren't the same.

    This is the same shallow view on DPS metrics that lead to topics like this. Numbers low, therefore bad, whilst ignoring everything else that comes together to determine how to balance the DPS of a job, which again, is not an easy thing.
    (5)

  2. #2
    Player
    Valence's Avatar
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    Oct 2018
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    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Mikey_R View Post
    Because, in the past, melee had less uptime, and so to compensate, they had higher damage.

    The fact fight design has shifted so that melees basically have full uptime, just like every other job, is a more recent change, of which I have acknowledged, if fight design stays as it is, then all jobs need to be looked at, not just BLM. However, until such a time, it is still based on the older balancing model.
    Melee superiority hasn't changed since before ShB. It just made melee dps work harder for it to overcome uptime and deal with more positionals and more loss from missed positionals. Which in essence made the top percentiles literally unchanged where the lower ranks dipped harder as a result. It's always the same song: we're dealing with jobs that technically only have 2 very clean DPS caps (the actual DPS and the taxed 1% party garbage DPS), but with sometimes wildly different complexities of basic requirements and execution that completely mess balance at lower levels.

    The only difference was SMN that hung up there with the rest.
    (3)

  3. #3
    Player
    Shiroe's Avatar
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    Character
    Ohlala Chica
    World
    Zodiark
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    Alchemist Lv 100
    for heavy movement, Blm has tools.., but it it generally still is a dos lose (unlike Smn), unless they can use Tripplecast.., butthey can't always use Trpplecast

    => Blm usally lose dps, when there is movement (even if they can keep uptime), since it ruins their F4 rota (throwing in fire- & thunder-procs, or Xenos.., unless its in the perfect moment of the rotation)

    ... Omega protocol, P1 loop, blm are bad there, they struggle and end up with only ok-ish, as they need to save Tripplecast for panto
    ...

    a 3rd Tripplecast could fix Blm a bit (if a 3rd is not being taken into account from devs for long movement, like panto needs 2x Tripplecasts,)

    since with Tripplecast, Blm don't lose dps, but with other movement tools they usually do, umless lucky with the timing and only for very short movement

    => don't buff blm, give Blm a 3rd Tripplecast (just don't make mechanics, that need 3x tripplecasts)

    (but than, would Blm be too mobile / simple?)
    (0)

  4. #4
    Player Ransu's Avatar
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    May 2014
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    Leaving my SAM in Kugane
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    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Shiroe View Post
    for heavy movement, Blm has tools.., but it it generally still is a dos lose (unlike Smn), unless they can use Tripplecast.., butthey can't always use Trpplecast

    => Blm usally lose dps, when there is movement (even if they can keep uptime), since it ruins their F4 rota (throwing in fire- & thunder-procs, or Xenos.., unless its in the perfect moment of the rotation)

    ... Omega protocol, P1 loop, blm are bad there, they struggle and end up with only ok-ish, as they need to save Tripplecast for panto
    ...

    a 3rd Tripplecast could fix Blm a bit (if a 3rd is not being taken into account from devs for long movement, like panto needs 2x Tripplecasts,)

    since with Tripplecast, Blm don't lose dps, but with other movement tools they usually do, umless lucky with the timing and only for very short movement

    => don't buff blm, give Blm a 3rd Tripplecast (just don't make mechanics, that need 3x tripplecasts)

    (but than, would Blm be too mobile / simple?)
    P7S with the back and forth on the two platforms to drop circles had me pulling my hair out lmao. I was practically begging for a third triplecast.
    (0)

  5. #5
    Player
    Lyth's Avatar
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    Meracydia
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    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    All DPS subroles and jobs should have rDPS parity across the board. It's the primary thing that we focus on as players, and all other considerations are secondary to that.

    There's no reason whatsoever why occasionally stopping to cast a spell, moving to hit a positional, or remembering to hit a proc should be considered 'unmanageable'. If you think that one of these things are particularly 'difficult', that's just a reflection of your own personal weaknesses as a player, and you should work on practicing to rectify that deficiency rather than demanding to be compensated for simply doing your job. This constant pleading for dps advantages and handouts on the forums because jobs are supposedly 'difficult' is a big part of why we're seeing a downward rework spiral in so many jobs right now.

    If we all cooperated and were genuine in our feedback about the jobs rather than seeking out ways to wrangle short term personal gains at the expense of others, then we'd have a much better game environment. This is unlikely to happen due to human nature, however. Tragedy of the commons and all that.
    (4)

  6. #6
    Player
    Tint's Avatar
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    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Lyth View Post
    There's no reason whatsoever why occasionally stopping to cast a spell, moving to hit a positional, or remembering to hit a proc should be considered 'unmanageable'. If you think that one of these things are particularly 'difficult', that's just a reflection of your own personal weaknesses as a player, and you should work on practicing to rectify that deficiency rather than demanding to be compensated for simply doing your job.
    There is also no reason why you should invest the time to get better and still have the potential to mess up when you can just play a physical ranged instead and get the same result.
    (7)
    It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.

  7. #7
    Player
    Turtledeluxe's Avatar
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    Kinda Hungry
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    Siren
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    Black Mage Lv 100
    Quote Originally Posted by Tint View Post
    There is also no reason why you should invest the time to get better and still have the potential to mess up when you can just play a physical ranged instead and get the same result.
    This is also how I feel and I just think maybe it's not so much an issue of buffing or nerfing but just looking at r
    fight design and job design overall and asking ourselves if this game is really fun to play in its current state-- maybe not fun period but is it AS fun as it could be? Imo no
    (0)

  8. #8
    Player
    Leiron's Avatar
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    Sep 2013
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    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Mikey_R View Post
    People always underestimate how mobile BLM actually is, between Triplecast, Swiftcast, 2 Sharpcasts, 2 Xenoglossy and at least 1 Ice Paradox, per minute, that is already 9 casts per minute that are instant cast (the actual is higher as an FYI) and this is ignoring Amplifier every 2 minutes, Fire 3 and Blizzard 3 have very short casts that allow for extra mobility there, you also have Aetherial Manipulation to instantly take you to someone else and Between the Lines to go back to your Ley Lines. So, when played right, BLM is very mobile, more mobile than many people give it credit for.
    .
    People also forget, however that these abilities are used to manage points where the BLM is forced to be mobile, thereby costing potential damage.
    This is due to Fire IV and other spells being longer than the gcd.
    So using leylines with your insta casts provides a DPS gain overall. The problem becomes that unlike some classes where you pop these abilities for an increase they are used more for utility to make up for mobile moments that melee does not have to necessarily factor due to instacasta.

    Its why people view BLM needing an exception to the rule. Leylines being the only true dps buff because you are constantly sparing your insta cast abilities for the sake of mobility rather than a gain.

    Granted I have no stake in it but I do wish to point out the instacasts ideally would be used for that damage in a less mobile fight.
    (1)

  9. #9
    Player
    Mikey_R's Avatar
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    Mike Aettir
    World
    Cerberus
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    Paladin Lv 100
    Quote Originally Posted by Leiron View Post
    People also forget, however that these abilities are used to manage points where the BLM is forced to be mobile, thereby costing potential damage.
    Whilst it is a potential loss i a vacuum, when you put it into practice, it isn't. If you have the choice of using Triplecast for Fire 4 and are forced to move later, or, not using it on Fire 4 and having to use it for movement later, which one are you going to pick? In the first instance, moving whilst not casting is going to cost you alot more potency than using the Triplecast for movement, which means the potential damage is higher to use it for movement when you can.

    As a bit of additional info, you can work out the potency lost per second between one or the other. Fire 4 under AF4 is 496 potency (IIRC, AF is a 60% boost), so, comparing the potency between hardcast and swiftcast, you get the following:

    Hard : ~177.14
    Swift: 198.4

    This gives a potency difference of ~21.26 potency per second per GCD. In the grand scheme of things, that isn't alot, not to say it isn't important. However, melee do also have concerns about uptime as well. If they cannot attack a boss, just with Auto Attacks, there is a potential loss of 143 potency, or about 62.26 potency per Auto Attack lost (SAM specifically), not to mention any potential losses from having to use a ranged attack, which pushes your rotation back by a GCD.

    All this to say, yes, you can say, in a vacuum, one thing is higher potency than another, however, once you put these things into an actual fight scenario, you might find the damage potential between the 2 options shifts. This isn't as easy as just looking at that specific case in a specific part of the fight, you have to look at the areas around as well to determine, or at least try to make an educated guess, as to which option is better. This is the case with all jobs, some more than others.

    Now, the conversation could continue about how easy a jobs rotation is compared to the amount of adaptability they need to consider but at the end of the day, these things aren't easily quantifiable. What is easy for one person is going to be hard for someone else, so, is it really a good metric to base DPS around? Should the theoretically easiest job have the lowest DPS, or should it be balanced around the slot it intends to fill? And that is the important point.
    (2)

  10. #10
    Player
    Turtledeluxe's Avatar
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    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    I would say I agree that you cannot adjust BLM without also adjusting RDM. I still think ITT a lot of people are glossing over the bottom line: MCH and BLM as selfish dps are still a variety option compared to SAM (i.e I just want to play with a ranged tax) and I find that to be a problem worth looking at for for the sake of the game overall (and not necessarily with respect to TOP alone). Imo the goal should be to bring DPS within permissible ranges to one another BUT ALSO there should still be a damage tax on classes that bring strong utility to the fight.

    Why do we play classes? For looks, gameplay, or role in the fight (i.e) what they bring to the fight. Classes with incredible defensive or healing ability simply should have adjusted DPS for that reason because otherwise what is the point of any class??? At their basic level tanks add survivability to the party (essential), healers heal (essential for most classes not all) and DPS are split between hybrid dps (mix n match utility) or pure DPS. These are basic things the team should be balancing..instead we are doing two minute burst window, melee ez mode fights, and I just don't find what I've played that fun lately to be honest. I'm mostly doing other things in the game personally. Maybe that's a me thing but it doesn't seem that way based on posts.
    (0)

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