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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by MikoRemi View Post
    It's decent outside of dungeons and very fine in dungeons, nice correction. And thank you for doing basic math, that's how basic AoE's work when they scale more based on even more enemies.
    Ffs.

    Look at your ST ppgcd.
    Now look at your AoE ppgcd.

    Hell, just take any given spender with both choices, such as Fell Cleave (520 potency) and Decimate (200n potency).

    Do they both do the same potency per target?

    If not, you're again missing/avoiding the point.

    What question? That there's a vocal minority whining about something that's doing pretty good?
    There's people who care more about gameplay that merely being FotM complaining about their kit being shallowed out so that their job can be optimized by 5-year-olds.

    And the "question" was literally yours: Why is tank sustain roughly balance in all raids, trials, etc. (they're not, but we'll run with your false premise, I guess), but not in dungeons.

    To which the answer is, again, literally just the way EW Nascent/Bloodwhetting's power scales, which is not equivalent to general AoE power scaling, because every other AoE in the game deals less per-target than their ST alternatives while EW Nascent/Bloodwhetting does not.

    if all people wanna do is try to tear down a nice tank
    Tfw asking for a mere return to some actual kit interaction and depth more than microns deep is trying "to tear down" a tank...
    (4)

  2. #2
    Player
    MikoRemi's Avatar
    Join Date
    Apr 2022
    Location
    Limsa Lominsa
    Posts
    195
    Character
    Miko Remi
    World
    Gilgamesh
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Snip
    And again you're simply boiling it down to technicalities. Yes, you do 200 potency per target, but it doesn't change the effective damage output increasing the more targets you put up. You seem to be the one not understanding how it maths out. Whether it's 3 enemies or something like 18 enemies, AoE's will always be stronger regardless. This is true of things like Decimate as it is for Bloodwhetting. If you can't math that out then I don't know what to tell you.

    Welcome to FF14 where guard rails have to be implemented because these same 5-year-olds can't hit Diversion or Mana Shift the healers to make sure they don't run out of mana. The game has unfortunately had to get easier over time since players can't be trusted with a single thing. In terms of WAR though since everyone loves to rail on it here, back in SHB it's basically just throw out Nascent Flash since it would heal. Long as it healed, even the 20% mitigation from Raw Intuition didn't matter much. They eventually changed it so there's a reason to use a single target or the support version.

    The question has long since answered yet the wrong conclusions repeatedly get drawn out. Clearly it isn't balanced considering the start of the thread, so the solution is to...weaken WAR? Yeah that won't change much but make unhappy WAR's. Making Dark Mind actually good though, maybe even throwing in a bone with Blood Price? The only people who hate that are the same ones wishing for Stance Dancing back because it just took so much skill.

    Congratulations on explaining why AoE's work better than ST in general. This isn't different from Nascent and Bloodwhetting. The actual potencies aren't even needed, 3+ or more, things that hit multiple enemies are indeed more effective, and get even stronger with more enemies. It's not the potency itself going out that boosts, it's how many that feeds into it(Bloodwhetting) or how much goes out in general(3 vs 18).

    Or instead of looking at something that hasn't been a problem, look into something that repeatedly gets brought up. I want DRK to be stronger, that'd be nice to see. WAR is fine, needs the bind part of HG removed entirely and the physical reflect on Vengeance I could care less if it was there or not, but otherwise it's doing quite fine. Going backwards is just using Nascent Flash once more and ignoring Raw Intuition, again. That's less kit interaction and more of finding the viable button.

    Guess well just have to see what comes next in Dawntrail though eh? Cheers to DRK hopefully.
    (0)
    *Job effectiveness will vary depending on player skill