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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Mikey_R View Post
    Whilst the hypothetical is fine, what you then have to do is give each one a reason to exist. Why should I do 123 over 132 for example. Without duplicating, you have 6 possibilities (123, 132, 213, 231, 312, 321) and each one needs to have a reason to exist. So, let's try. One is going to be a pure damage, one a DoT, one a damage buff, maybe a debuff...maybe an oGCD makes one stronger, maybe go the Monk route and have one combo make the damage one stronger (in the same way DK makes BS stronger).
    Ideally, this. Every key should ideally have a reason to exist at every step.

    Though, that's also so far above what we have now that it's asking for divine quality while living in eradiated fecal waste. I'd therefore be content with every key having a reason to exist at almost every step, and at least a majority of steps giving every key a reason to exist.



    Interesting to note, too, though, is that we can also differentiate even that ideal state with more dynamic combos.

    At the moment, difference in "combos" is just how many forks they have and how often one can actually engage in them. SAM ST has 3 forks, available every 2-3 GCDs. DRG has 2, effectively available only 1 in 10 GCDs (though instead 1 in 5 GCDs in two-target combat). WAR and NIN ST have 2, available per 3 GCDs. GNB, DRK, and PLD each have just 1, which is effectively none / no decision-making around/regarding combo choice.

    That's effectively just... a competition in how wasteful they can be.

    By comparison, more dynamic combos could instead feature differences like:
    • Synergies (Skill A has synergies with multiple follow-ups, perhaps at multiple steps, allowing for a differently advantaged combo from the paths leading through them) vs. Replacements (using Skill A vs. B for the opener literally changes what options come thereafter).

    • Discrete Finisher[s] (you have a discrete key to fast-burst from the opener at resource cost, stop your combo short, or finish off an empowered combo) vs. Prepped Finishers (skill becomes a finisher once its prior use has already been performed -- open rune -> burst rune, so to speak) vs. Fixed Length (the combo always uses its nth GCD as a finisher, so you don't need any key).

    • Repeatable Actions (you can, during at least one combo step / Form, repeat a certain action that keeps you from moving to the next step yet -- useful for GCD sync), Cumulative Actions (repeatable, but ramping in intensity of its own throughput or buff provided -- also useful for situational burst), or Neither.

    • Unidirectional combos (only proceed in a single direction of options opened up) vs. Bidirectional (can move back towards previous steps, which then wouldn't necessarily be any less powerful, but only by one step at a time) vs. Freeform (capable of jumping even to non-adjacent steps, akin to Monk during PB).

    • Etc., etc.
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    Last edited by Shurrikhan; 06-01-2023 at 06:29 AM.