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  1. #1
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70

    Hate Math, proposed modification to single target hate chains

    After running endgame dungeons for a few weeks as PLD, Ive gotten to thinking... why is our hate combo so back-ended? TBH this is not a huge issue, but it is a sticking point for almost every time a new mob needs to be aggroed after you finish a Halone combo.

    Here are the simple numbers.
    Fast Blade, 150 pot, 1x hate mod (no mod) = 150 hate pot.
    Savage Blade, 200 pot, 3x hate mod = 600 hate pot.
    Rage of Halone, 260 pot, 5x hate mod = 1300 hate pot.
    Total hate pot = 2050. Of that, Fast is 7.3%, Savage is 29.3%, and Rage is 63.4%.
    In other words, Fast Blade generates so little aggro, that a solid heal can pull the mob off you. We need to get off Savage Blade for the hate combo to be remotely worthwhile. *Also note that Shield Lob is 120*3=260 hate pot, twice that of Fast Blade...

    My suggestion is as follows. Change the hate mod coefficients to make the combo's hate generation less backloaded.
    Suggested values:
    Fast Blade, 150 pot, 3x hate mod, 450 hate pot, 21.5% of total (calculated later)
    Savage Blade, 200 pot, 3x hate mod, 600 hate pot, 28.7% of total
    Rage of Halone, 260 pot, 4x hate mod, 1040 hate pot, 49.4% of total
    Total hate pot with new hate mods = 2090. 2% higher than original coefficients.

    As you can see, with the suggested hate mods, all we really did was move a chunk of Halone's hate to Fast Blade, giving us a significantly larger buffer on that first hit so we can actually land the 2nd hit, not chase after the mob while the healer runs.

    For maximum hate generation, you still need to use the entire combo, so we wont run into the issue of people spamming Fast Blade like idiots. But this just helps smooth out the hate generation process.
    Besides, what dps class has a rotation where the 2nd hit is 4x the first, and the 3rd hit is 2x the 2nd? Even BLM, going from 0 stacks of Astral Fire to 3 stacks, will only see about a 2x increase in damage from Fire.

    Just food for thought. If people agree on this, then it should be a fairly easy thing to change. Of course, these values should be equally relevant to Warriors as well.
    (4)

  2. #2
    Player
    PessimiStick's Avatar
    Join Date
    Sep 2013
    Posts
    266
    Character
    Ippon Seionage
    World
    Diabolos
    Main Class
    Gladiator Lv 63
    It's probably so that you can "DPS" while not tanking or something equally dumb. Fast Blade --> Riot is no threat, so that's presumably what you'd use. I agree that your proposal would be nicer, but it's unlikely to change, IMO.
    (0)

  3. #3
    Player
    Nupss's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Nupss Ionian
    World
    Moogle
    Main Class
    Marauder Lv 50
    It's this way for a reason, to make it challenging! If the first hit in the chain had a multiplier, nothing would ever be in danger of leaving your grasp and would make tanking succesfully a lot less satisfying in my opinion. When I'm grouping with a couple of good dps, I need to plan out my hits in order to maintain aggro on all mobs. Do I skull sunder (200x3) this mob before the healer takes aggro? Do I butcher's block (280x5) the main target or am I good to go? Garuda's add is about to spawn, better plan ahead and save up a Butcher's Block for instant hate!
    (0)

  4. #4
    Player
    Kenka's Avatar
    Join Date
    Oct 2011
    Posts
    184
    Character
    Kenkh Pirrenka
    World
    Phoenix
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kenji1134 View Post
    things
    That's an interesting solution (for something that i don't think is broken, but still). I would make the Fast Blade multiplier conditional on Shield Oath. If you are in Shield Oath stance then grant additional multipliers to some skills (other than Shield Oath's built in x2).

    Quote Originally Posted by Nupss View Post
    Other things
    This might very well be the case, and why we have to Tab tank distributing our combos across mobs
    (0)
    Last edited by Kenka; 09-17-2013 at 04:21 PM. Reason: How do I grammar D:

  5. #5
    Player
    CianaIezuborn's Avatar
    Join Date
    Sep 2013
    Posts
    192
    Character
    Ciana Iezuborn
    World
    Cactuar
    Main Class
    Armorer Lv 50
    RoH is 100 x 5 x 2 => 1000 hate pot even if not used in the combo. You can use it if you need a little more oomph at the start, or directly after provoke to lock the mob in.

    In fact just spamming RoH has a tps potential of 400 versus the full combo of 547 (assuming a 2.5s cooldown).
    (0)
    Last edited by CianaIezuborn; 09-18-2013 at 10:16 PM.