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  1. #1
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jeeqbit View Post
    I do like high-potency attacks. They feel good. But they don't need to be that high. I remember a "high potency attack" used to be something like 400, 500 or 600 potency, not 1200. But maybe it's the stat squish and how high level we are now. Maybe we just need to condense levels so ARR goes up to 30 instead.
    I don't think Level have actually to do anything in this. For exemple, the potency of the bard are mostly low. Other classe like Reapers can hit almost twice as strong with any attack they have. If anything, it's more a balance issue over Crit and DH than anything else.

    To be more precise, Having DH and Crit on top of each other is actually a design that will bring incredible Variance. The formula work like this : Base Damage * Crit DMG% * DH DMG

    Usually a Crit DH goes around 1.8x to 2x the base damage (if not higher) which create those huge variance.

    For me, We should only need Crit to reduce that variance and rework Direct hit to be something else.

    Unfortunately, doing such a thing will require SE to rebalance the whole game. A fast solution would be to increase potency in accordance to the potential DPS loss of DH removal, but it will only be a bandaid and not an actual solution.

    Variance is of course needed inside a game, but it should be kept inside a certain window to not break balance completely or make classes impossible to play on Savage or Ultimate because of bad crit rate inside a burst window.
    (1)

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,947
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    Quote Originally Posted by TabrisOmbrelame View Post
    To be more precise, Having DH and Crit on top of each other is actually a design that will bring incredible Variance. The formula work like this : Base Damage * Crit DMG% * DH DMG
    True.

    For me, We should only need Crit to reduce that variance and rework Direct hit to be something else.
    I just hope that whatever they change it to isn't Accuracy.

    Unfortunately, doing such a thing will require SE to rebalance the whole game.
    SE has not usually rebalanced the whole game when they've changed things anyway. That's why, even reducing yourself to the Minimum Item Level, old content still becomes such a joke, like how MINE ARR extremes still had a significant amount of things being skipped compared to their unreal versions.

    I think as long as the old content still has a bit of life to it with MINE settings then they don't worry about making changes.

    A fast solution would be to increase potency in accordance to the potential DPS loss of DH removal, but it will only be a bandaid and not an actual solution.
    Arguably, DH is one of the reasons old content dies quicker, because it is a pro-damage stat even at small amounts, whereas Accuracy was just preventing your attacks missing and combos from being missed. We have 100% Accuracy + DH now.

    If we're talking about removing DH entirely, then for Stormblood and higher content, we could just pretend we've only ever stacked crit and determination. In theory content should have been clearable with this since it was meant to be a choice.
    (0)