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  1. #1
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Physical damage is only more common when it comes to auto-attacks and magic damage is the more prominent one for every other source of damage.

    This savage tier specifically seems to have gone for a more even split in that regard...which kind of sucks because casters having to contend with raidwides that deal 140K+ raw physical damage on top of their lower HP pools is unpleasant.
    (2)

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,878
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by HyonaCookie View Post
    I don't see why magic only mitigation still exists when magic damage rarely happens in content
    It happens all the time. Just look for the mage staff symbol.
    especially trash packs of dungeons where mitigation is most needed.
    A lot of them do physical attacks because the casters used to just stand still and cast, which was really annoying because tanks couldn't resposition them. The ones that do are often sprites or casters but usually you are just beating up monsters.
    Magic only mitigation just means there's one less mitigation in the long run
    While true, if it's the same as all the other mitigations then it further homogenizes everything and the community has been complaining about everything being the same. SE can't win it seems, because either way someone complains.
    makes people forget about it entirely.
    If you mean Dark Mind, it gets forgotten about but so do most other tank flavor abilities:
    • Thrill on WAR is arguably not really needed for anything and may as well not exist. Yes it increases heal potency, but do we particularly need more?
    • Camouflage is 10% plus physical parries so it's bottom of the barrel what you use when everything else is exhausted (which it won't usually).
    • Bulwark while probably the best one used to not be due to RNG and only working on physical attacks - but PLD has so many tools that it's often hard-pressed to get round to needing Bulwark anyway!
    Essentially, these flavor abilities are useless or used randomly to many players but are something that a skilled player can try to make use of in the right situations ie. buffed heal potency on WAR could help in a niche situation, Dark Mind can be like a bonus mitigation if actually used on magic and Camouflage can possibly be paired with certain other things. Bulwark can be timed for when it doesn't need to fight DoTs.

    How I used Dark Mind back in Shadowbringers was against a DoT-buster in E1S. There were a number of tank busters in a short space of time but one of them was especially devastating, with a Damage-over-Time potency depending on your mit. So Dark Knights had an advantage because of it being magic where they could use an extra mit so that the ticks were trivial.
    (0)

  3. #3
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,445
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Dark Mind is either insanely broken or worthless. It being worthless is the price it pays for being the most busted cd in the game most of the time. It doesn't really bother me.

    Missionary and Heart of Light are bigger issues.
    (3)

  4. #4
    Player
    royox's Avatar
    Join Date
    Jun 2016
    Posts
    69
    Character
    Royox Burrfoot
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Most raid wide attacks are magical based....and OH BOY in Dawntrail they hit my poor SMN like trucks.
    (0)

  5. #5
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,894
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Magical damage is far more common which invalidates part of this comment but the idea that dark missionary and heart of light are just completely inferior to shake it off and divine veil is sorta justified

    The old balance in ShB of the 4 skills was basically “magical mitigation is stronger against multiple hits while shield mitigation doesn’t have diminishing returns and affects all damage types” but ever since they buffed SIO and DV as much as they did in abyssos the only time DM and HOL win out is magical soft enrages and we haven’t had any of them since curtain call before the buff

    Right now the magical mitigations are just kinda there
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  6. #6
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,675
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    How to address xyz-only mitigations:

    Option A: Create a polar counterpart with a shared CD and make us learn damage typing of attacks.
    Example: Add Dark Dance as a 1:1 physical counterpart to Dark Mind with shared CD.
    Example 2: Since WHM needs extra mit apparently - add Protect & Shell as 60s CDs for example (10% mit for the correct type) to serve as a baseline effect.

    Option B: Feint/Addle treatment for those cooldowns. If an ability only mitigates magic damage, give half of its mitigation also as physical, and vice versa.
    Example: Dark Mind receives 10% phys mit, Dark Missionary, Heart of Light and Magic Barrier all receive 5% phys mit as a bonus.

    Option C: Drop the typing altogether and instead add additional effects to make the action more unique in its own right.
    Example(s): Dark Missionary 10% pure mit and 10% recovery boost. Heart of Light 10% pure mit + takes Brutal Shell, doubles it and spreads it to all allies.
    (1)

  7. #7
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,340
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Magic damage is overwhelmingly used by Trial and Raid bosses... Which in itself is kind of a bad design, as they probably should kind of use a variety of both physical and magical, as only having one type of damage gives more mitigation to some Jobs over others...
    (0)

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