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  1. #1
    Player
    hydralus's Avatar
    Join Date
    Jun 2016
    Posts
    1,299
    Character
    Keiho Fukiku
    World
    Balmung
    Main Class
    Warrior Lv 50
    Quote Originally Posted by Eorzean_username View Post
    It's to provide variance in psychological feedback, and somewhat of an RPG "staple".
    Yeah what you said makes a lot of sense. It's probably one of few ways they can instill variance with their by-the-numbers boss fights yet it still leaves a bad taste in my mouth. Sorta like games like Star Rail and Genshin Impact where for a long time it was just all about stacking as much crit/crit damage as possible. And for a lot of characters it's still like that.
    (0)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,016
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by hydralus View Post
    I'd prefer if they got rid of crit/direct hit. Why should damage output have a luck variable?
    I like it so long as it makes a difference on more than just the total damage dealt, but doesn't --directly or otherwise-- gate too many nor too significant of the rhythmic markers in our rotations. Take MNK, for instance. The crit gives some added APM. Because it has no margining, it also invites a bit of gambling: Do I hold for another GCD for RoF, which will increase TFC's value by 15%, risking waste of the 18% chance risk of 20% of TFC's value when overcapping? The best answer to that problem is pretty clear (hold it, unless you'd usually end said RoF phase 1 Chakra short of getting the last TFC in under that buff), but it invites a bit of foresight and dynamism because of that RNG. You're working with different timings and layers of potency contribution, improving the complexity of the math problem so that the optimization of your rotation elements is that bit more integrated with each other.

    Direct Hit, on the other hand? I'd happily purge it from the game (and perhaps Tenacity and Piety, too, from among the secondary stats), merge SkS and SpS, have MP ticks scale with GCD speed, bring back more crit procs and ways to leverage them across most or all jobs, and then enjoy the inherently increased amount of Det, Crit, and Speed, with the latter two being thereby capable of more impact on gameplay.
    (0)

  3. #3
    Player
    Thurmnmurmn's Avatar
    Join Date
    Aug 2021
    Posts
    897
    Character
    Thurm Webb
    World
    Lamia
    Main Class
    Red Mage Lv 100
    It would be cool if we could save our materia to glamour plates instead of to the actual gear. That way we could have the same gear but different materia depending on the job.
    (0)

  4. #4
    Player
    TomsYoungerBro's Avatar
    Join Date
    Oct 2022
    Posts
    475
    Character
    Tim Brady
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ForteNightshade View Post
    That's only because people didn't yet parse the adjustments. Dark Knight shifted to 2.5 as their default BiS midway through 6.1 and even Gunbreaker shifted over now, though there's more of a debatable on preference between fast and slow Gunbreaker.
    That is actually not true. The gear was still more beneficial at 2.45 during the asphodelos tier due to the crit/sks head/boots > the det/ten head and ten/det boots. The change to 2.5 came in 6.2 because of the gear setup
    (0)

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