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  1. #1
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    736
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    I wonder if they will try to buff sge and sch to an extent given the massive gap between them and the pure heals on m6s. Most likely this wouldn't be the case but who knows?

    It actually kinda interesting looking at in the one certain. All tanks have where the highest and lowest are 600. Then you have healers where the difference between highest and lowest are 2700.
    (0)

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,338
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Maltothoris View Post
    I wonder if they will try to buff sge and sch to an extent given the massive gap between them and the pure heals on m6s. Most likely this wouldn't be the case but who knows?

    It actually kinda interesting looking at in the one certain. All tanks have where the highest and lowest are 600. Then you have healers where the difference between highest and lowest are 2700.
    Presumably this is due to the add phase? WHM can bank Miserys to throw out on the pack, AST buffs everyone who's AOEing, but SCH can only Chain one enemy, and SGE is just SGE. SCH could be helped by doing something like having Energy Drain upgrade to Bane (allowing them to spread their DOT in the same way SGE can with E.Dyskrasia), and then having Bane able to spread Chain Stratagem. So long as the 'resets duration to maximum' effect that Bane used to have does not return, that'd prevent any 'infinite loops' from occuring. No idea how SGE could be helped, maybe reducing the AOE damage falloff on Phlegma and Psyche. Hell, remove the damage penalty on Toxikon entirely, so that using a ST shield on the Tank, then using the Toxikon it generates when breaking, is almost damage neutral in AOE (versus using 2 Dyskrasia casts), IDK

    But maybe it doesn't matter, because FFlogs excludes Add damage in some fights, and doesn't exclude it in others, seemingly without reason (or if there is some logic, I don't understand how they come to the conclusion they do). So if they exclude Add damage, then once we have gear we'll just target the main boss (so that the attacks that do count to the parse, aren't penalized by AOE falloff), and we'll kill the adds that we need to kill entirely via incidental cleave damage

    Unrelated, opinions on the tier: Cool mechanics design, but I expect that we'll be back to business as usual once we get gear, as we always do. The new mechanics/speed of fights do not suddenly 'solve' the Healer role's issues. In fact, with the way that mechanics are designed, I feel like Job redesign ideas (like mine, shameless plug) would actually fit even better with the new raid design direction. For example, 'BLM got changed because it needed to, to fit with how much mobility is demanded in the new raids', supposedly (It had like, 11 GCDs of straight instantcasts if you planned it out, so IDK about that one). But, what I have written for WHM would give it a damage rotation where up to 60% of its GCDs are instantcasts, so it'd be super smooth feeling (along with Aetherial Shift for getting into position quickly) in the fast pace of something like M8S
    (0)
    Last edited by ForsakenRoe; 04-09-2025 at 06:53 AM.

  3. #3
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,033
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Sage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    But maybe it doesn't matter, because FFlogs excludes Add damage in some fights, and doesn't exclude it in others, seemingly without reason (or if there is some logic, I don't understand how they come to the conclusion they do).
    To paraphrase Semirhage and maybe others (I don't know where this idea ultimately originated), the act of healing delays failure. Which is to say, the act of healing creates additional time during which the party can deal damage. And when the goal is "get the boss's HP down to zero," all that matters is damage, so creating more time in which to deal damage is surely a good thing, yes yes?

    And yet, FFLogs and XIVAnalysis make no attempt to engage with this observation. There is no attempt to credit a healer whose actions extended a fight's duration with rDPS.

    And so, everytime I see evidence that players are playing to FFLogs and not the actual game, I kinda cry inside.
    (2)

  4. #4
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,092
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Maltothoris View Post
    I wonder if they will try to buff sge and sch to an extent given the massive gap between them and the pure heals on m6s. Most likely this wouldn't be the case but who knows?

    It actually kinda interesting looking at in the one certain. All tanks have where the highest and lowest are 600. Then you have healers where the difference between highest and lowest are 2700.
    I do feel like a large part of my struggles in 6S have to do with my pure co-healers just...not healing because I've seen one of the tanks just go from full HP to dead without their health going up on multiple occasions while I'm dumping literally everything I have into the other tank just to delay their deaths until their mits are ready again.
    (3)

  5. #5
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,338
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by AmiableApkallu View Post
    And so, everytime I see evidence that players are playing to FFLogs and not the actual game, I kinda cry inside.
    I assume it's a case of 'well, we don't want people to be able to get higher parses by padding on adds (eg DOTting all 4 of the bird adds in P3S as a healer, putting DOTs on as many non-required adds as possible in stuff like Suzaku/O6S, etc), but this fight, you can still hit the boss. I'm less concerned with whether they exclude add damage or not, and moreso the seemingly inconsistent cointoss of 'this fight the adds do count, oh but this fight they don't count', what is the point in trying to have this 3rd party competitive aspect to the game if they can't even settle on a standardized ruleset regarding 'do adds count towards the parse'?

    And yeh, healer actions being unrecognized kinda sucks. If SE can work out a system wherein 'if your barrier is the thing that was the difference between living and dying, you get bonus LB', surely FFlogs could implement a similar system, wherein a barrier that keeps the party alive (and is therefore 'required') is at least partially credited? They changed the systems to credit 'damage prevented by mitigation effects' to count as HPS, after all
    (1)

  6. #6
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by KageTokage View Post
    I do feel like a large part of my struggles in 6S have to do with my pure co-healers just...not healing because I've seen one of the tanks just go from full HP to dead without their health going up on multiple occasions while I'm dumping literally everything I have into the other tank just to delay their deaths until their mits are ready again.
    that feels a lot like healing before they changed scholar and one was a cohealer back in the day. I died inside because i knew I was on my own for healing as the scholar was typically just there as green dps (until SE changed that to the screams of all the green dps scholars)
    (0)
    #FFXIVHEALERSTRIKE