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[dev1010] Job Adjustments (4/22/2011)Follow

#177 Apr 27 2011 at 9:43 PM Rating: Decent
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Don't forget MA Crit WS issues, which are also solved by a RNG meleeing instead of shooting. I mean if BRD and RDM are so
awesome (which they aren't but they are easily 85% of a big DD) why can't RNG be awesome too since it can equip the same **** and use the same WS. (better if you include Barrage as a source of close range TP gain).
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#178 Apr 27 2011 at 9:45 PM Rating: Decent
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And rampage> evisceration anyway.
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#179 Apr 28 2011 at 1:37 AM Rating: Good
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Bleh, stupid power outage killing half my day. Anyway, another fault with the earlier "test" is that there's possible level variance between the spawns and the fact that no two fights will be the same given the choices in spells and TP moves the mob could've made.
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#180 Apr 28 2011 at 3:19 AM Rating: Default
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louispv wrote:


And you're still ignoring the fact that, if a RNG melees for TP, it ignores the sweet spot problem, ignores the monster movement problem, ignores the "aoe killed the mages problem, and ignores the Haste> ranged attack problem. ALL of RNG's problems in this thread!

Edited, Apr 27th 2011 11:36pm by louispv


And it also ignores the fact that you could put a real melee DD in that party slot and get much more damage.

louispv wrote:
]No, if there's no COR in the group, there's no reason for the RNG to be competing with a COR that doesn't even exist. It's not as if you ever compete for a slot, when there absolutely no reason not to bring 18 people.


If the RNG has any other melee DD leveled he's going to be told to come as that and not RNG. And if all he has is RNG then he is leeching off his LS.

Also who brings alliances to anything these days?

rdmcandie wrote:

I assume you are referring to Evisceration, with proper atma. Which RNG can also use, so I fail to see how RDM and BRD are going to out DD a RNG by a large margin, since they all wear pretty much the same gear, and have the same weaponskill spamming (see evisceration), and very similar melee stats. Outside of abyssea RNG pulls further ahead by being able to eat meat thanks to it crazy amount of ACC traits thus allowing it to produce higher eviscerations than both BRD and RDM on average who will have to use ACC gear on relevant (should SE make relevant again) mobs.


RNG with daggers or axes is like DRK with axes. It's better than their intended main weapon but that doesn't mean it's good. You'd still be better off replacing them with a job that is actually useful.



Edited, Apr 28th 2011 6:43am by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#181 Apr 28 2011 at 3:43 AM Rating: Decent
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RNG with daggers is like DRK with 1H axes. It's better than their intended main weapon but that doesn't mean it's good. You'd still be better off replacing them with something that doesn't suck.


Except currently any job with a Multi Crit WS with the right Atma selection is a pretty solid DD. RDM BRD WHM all melee better than DRK and SAM for example. Basically you are gimping yourself if you do not play by the new rules. Welcome to melee fantasy 11.
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#182 Apr 28 2011 at 3:50 AM Rating: Good
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rdmcandie wrote:
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RNG with daggers is like DRK with 1H axes. It's better than their intended main weapon but that doesn't mean it's good. You'd still be better off replacing them with something that doesn't suck.


Except currently any job with a Multi Crit WS with the right Atma selection is a pretty solid DD. RDM BRD WHM all melee better than DRK and SAM for example. Basically you are gimping yourself if you do not play by the new rules. Welcome to melee fantasy 11.


Solid compared to what? Certainly not MNK WAR DRG NIN THF or even DNC. These are the yardstick that damage dealing is measured by these days and RNG or DRK with axes don't come remotely close.

So how can DRK and RNG be considered "solid DD's" when they are so far behind the curve?
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#183 Apr 28 2011 at 7:46 AM Rating: Excellent
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rdmcandie wrote:
Then again you could always bring a SCH. Who can drop threat. Or a THF who can steal it then plant it on a Tank.


SCH can give you -5 enmty for 3 minutes. Please tell me how is this going to help substantially a RNG. Yep, they'll cap enmity a wee bit later... Now what? Animus Minuo and Animus Augeo are placebo buffs that I use when I don't have anything better to do, and only remotely useful if done at the very beginning of the fight. Those are not enmity control tools, are enmity control jokes.
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#184 Apr 28 2011 at 8:24 AM Rating: Good
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Fynlar wrote:
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Read up, no ja's were used as using a ja that the other didn't have would invalidate the test.


OK, yeah, your test was a total waste of time. But hey, some people dig that, I guess.

Of coarse it was a waste of time. Finally you begin to understand. Doing most anything on rng is a bit of a waste of time with things as they are vs. most any job let alone war.
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#185 Apr 28 2011 at 9:40 AM Rating: Decent
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Of coarse it was a waste of time. Finally you begin to understand. Doing most anything on rng is a bit of a waste of time with things as they are vs. most any job let alone war.


I think it has more to do with you trying to test the difference between two things, by limiting the things used to what they have in common...Are you really so stupid you don't see a problem here? Not only that, but you have no ******* clue what survivability is, let alone how to test it.
#186 Apr 28 2011 at 9:44 AM Rating: Good
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Hey guys, I just did my own test. First, I ate an apple. Then I ate an orange and it TOTALLY DIDN'T TASTE LIKE A STRAWBERRY. That goes to show that Ranger needs an enmity dump ability.
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#187 Apr 28 2011 at 10:22 AM Rating: Good
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SCH can give you -5 enmty for 3 minutes. Please tell me how is this going to help substantially a RNG. Yep, they'll cap enmity a wee bit later... Now what? Animus Minuo and Animus Augeo are placebo buffs that I use when I don't have anything better to do, and only remotely useful if done at the very beginning of the fight. Those are not enmity control tools, are enmity control jokes.


Finally, I thought people were going to let rdm continue spouting obvious nonsense without calling him on it.

Animus spells are junk and serve no purpose other than being something unique to SCH. The "threat control" won't do sh*t because enmity is so easy to cap in Abyssea and you can cast it till you're blue in the face and it wont fix RNG nevermind any other DD taking hate. Outside Abyssea? Same deal. Animus spells are about as useful as Dokumori: Ichi or Absorb-CHR.

Anywho...

What I've learned from this thread are that most people are ignorant regarding how Ranger works, just want to stir the pot for lulz or are suggesting things that are so silly that they make the point that the class needs some native enmity sheds.

Firstly is the argument that RNG can use evisceration if they want to "do damage". Ok, fair enough. You could probably get some passable numbers using dagger given the broken aspects of atma and crit hits in general but that puts you in aoe range, your DoT will be pathetic and you aren't ranger anymore moreso a horrible THF imitator.

Unless you can use Evisceration from 14' away and I simply overlooked that fact.

Even when the game leaves Abyssea, jobs like DRK and PUP (whipping boys) are going to be better as a functional class than Ranger will. DRK will be a middle-tier DD capable of doing its job while RNG will still be stuck dragging monsters around and shooting slower than a DD meleeing in full Hecatomb.





Edited, Apr 28th 2011 12:22pm by SparthosofLakshmi
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#188spcwill, Posted: Apr 28 2011 at 10:29 AM, Rating: Sub-Default, (Expand Post) Except it was a simple 5 minute test to see how similar the two were, not how different. Ever heard of the Ceteris paribus assumption? I guess not.
#189 Apr 28 2011 at 12:05 PM Rating: Good
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Even when the game leaves Abyssea, jobs like DRK and PUP (whipping boys) are going to be better as a functional class than Ranger will. DRK will be a middle-tier DD capable of doing its job while RNG will still be stuck dragging monsters around and shooting slower than a DD meleeing in full Hecatomb.


Well PUP has always been pretty strong, but Abyssea has made it one of the most powerful DDs in the entire game. 6hit crit WS, strong weapons, and big-numbered, hateless, unlimited mp nukes make it very good. The problem is most PUPs suck.

DRK just got one hell of an update however, making them a top tier DD again. At this point, if DRK ever did get Insurgency made into a crit WS, they would probably surpass WAR by a decent margin until you bring in more outside buffing than is common these days.
#190 Apr 28 2011 at 1:12 PM Rating: Good
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spcwill wrote:
Except it was a simple 5 minute test to see how similar the two were, not how different. Ever heard of the Ceteris paribus assumption? I guess not.


Except that WAR/SAM and RNG/SAM have the exact same defenses, namely Sei3rdEye. RNG does have lower native evasion, but any WAR worth their salt is using Bergressor, so any enemy worth caring about (and I'm talking XP-level here) will have capped ACC on both, and higher pDIF on WAR.

You were comparing their offensive output, not their survivability. Your WAR would have died at exactly the same time as your RNG if the mob weren't already dead, given identical behavior from the mob. You know, an actual ceteris paribus assumption?
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#191spcwill, Posted: Apr 28 2011 at 1:36 PM, Rating: Sub-Default, (Expand Post) Already explained above. For jobs that are offensive in nature, offensive ability is the method of survival. Offensive ability is included in the assumption by means of the jobs nature. Offensive animals to not out survive other animals by being a turlte and defending against threats. They out survive other animals by being more offensive.
#192 Apr 28 2011 at 1:55 PM Rating: Good
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spcwill wrote:
Already explained above. For jobs that are offensive in nature, offensive ability is the method of survival. Offensive ability is included in the assumption by means of the jobs nature. Offensive animals to not out survive other animals by being a turlte and defending against threats. They out survive other animals by being more offensive.


Well shut my mouth, then. I guess WAR has better survivability than RDM, because while my RDM can survive indefinitely against Gangly Gean, WAR can kill it faster. You heard it here first, folks.
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#193 Apr 28 2011 at 2:38 PM Rating: Good
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spcwill wrote:
Aliekber wrote:
spcwill wrote:
Except it was a simple 5 minute test to see how similar the two were, not how different. Ever heard of the Ceteris paribus assumption? I guess not.


Except that WAR/SAM and RNG/SAM have the exact same defenses, namely Sei3rdEye. RNG does have lower native evasion, but any WAR worth their salt is using Bergressor, so any enemy worth caring about (and I'm talking XP-level here) will have capped ACC on both, and higher pDIF on WAR.

You were comparing their offensive output, not their survivability. Your WAR would have died at exactly the same time as your RNG if the mob weren't already dead, given identical behavior from the mob. You know, an actual ceteris paribus assumption?

Already explained above. For jobs that are offensive in nature, offensive ability is the method of survival. Offensive ability is included in the assumption by means of the jobs nature. Offensive animals to not out survive other animals by being a turlte and defending against threats. They out survive other animals by being more offensive.


sigh you are totally misunderstanding what was argued above. In a comparison between your WAR and RNG in which you used no defensive tools other than base stats (evasion, defense, parry) Your WAR survived because you killed the mob in 4-5 minutes, where as your RNG did not survive because it was unable to kill before the WHM went OOM. It lasted several minutes longer (I think it was 3 based off your numbers). The only discernible difference between your two jobs was kill speed. Which proves only one thing, that WAR is better at close range combat than your RNG (duh.)

They have near identical survivability stats, war i slightly ahead but to no real degree, which is shown by the fact your RNG survived 7-8 minutes. In your scenario the only difference in surviving was that you killed the mob on WAR before the WHM ran out of mana. (which was 3 minutes later).

Furthering the silly result you determined was that you are comparing WAR in its ideal damage location against a RNG in its secondary damage location.

Your test did not prove WAR survives better your test proved it can kill with enough time to spare for the WHM to not run out of Mana.

Kill speed in general is a survivability tool. Even for a defensive juggernaut like RDM, a RDM that can kill in 10 minutes is less likely to run into mana issues or pathing mistakes, or mis cast than a RDM who kills in 15. It is a highly valid point to consider when discussing survivabilty between equal terms (ie a RDM and a RDM) but you are comparing a class that excels in close range damage, vs one that is average in close range damage. Which greatly skews the results in surviving via kill speed. As shown by your report on the scenario.

For the last time all you proved was that WAR can kill before a WHM goes OOM at close range, if you want to run a real test don't try and kill the mob, go out ad get a low level Gaxe, and a low level set of Daggers or Axes to minimize the damage while keeping parry in effect. Then determine which one dies faster. If both survive until the WHM goes OOM then both have equal RELATIVE survivability, if one dies before the WHM goes OOM then that job has weaker RELATIVE survivability.

Apples + Oranges = ****** up answers.
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#197 Apr 28 2011 at 3:17 PM Rating: Default
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rdmcandie wrote:
spcwill wrote:
Aliekber wrote:
spcwill wrote:
Except it was a simple 5 minute test to see how similar the two were, not how different. Ever heard of the Ceteris paribus assumption? I guess not.


Except that WAR/SAM and RNG/SAM have the exact same defenses, namely Sei3rdEye. RNG does have lower native evasion, but any WAR worth their salt is using Bergressor, so any enemy worth caring about (and I'm talking XP-level here) will have capped ACC on both, and higher pDIF on WAR.

You were comparing their offensive output, not their survivability. Your WAR would have died at exactly the same time as your RNG if the mob weren't already dead, given identical behavior from the mob. You know, an actual ceteris paribus assumption?

Already explained above. For jobs that are offensive in nature, offensive ability is the method of survival. Offensive ability is included in the assumption by means of the jobs nature. Offensive animals to not out survive other animals by being a turlte and defending against threats. They out survive other animals by being more offensive.


sigh you are totally misunderstanding what was argued above.

...

For the last time all you proved was that WAR can kill before a WHM goes OOM at close range, if you want to run a real test don't try and kill the mob, go out ad get a low level Gaxe, and a low level set of Daggers or Axes to minimize the damage while keeping parry in effect. Then determine which one dies faster. If both survive until the WHM goes OOM then both have equal RELATIVE survivability, if one dies before the WHM goes OOM then that job has weaker RELATIVE survivability.

Apples + Oranges = @#%^ed up answers.

Thats all my silly test was designed to prove, lol. Someone some pages back said something along the lines of "When a rng pulls hate they get thier face eaten in 2 seconds, rng needs a hate shed ability" to which someone replied with something along the lines of "War and Rng have the same survival ability and I don't see War's asking for a hate dump ability." I thought the comment was a bit silly so I did a silly test to show that when the 2 jobs take hate on a mob, War has a better chance to make it out alive than a Rng does. Which I feel, my little test proved fairly decently.
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#198 Apr 28 2011 at 3:44 PM Rating: Decent
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Thats all my silly test was designed to prove, lol. Someone some pages back said something along the lines of "When a rng pulls hate they get thier face eaten in 2 seconds, rng needs a hate shed ability" to which someone replied with something along the lines of "War and Rng have the same survival ability and I don't see War's asking for a hate dump ability." I thought the comment was a bit silly so I did a silly test to show that when the 2 jobs take hate on a mob, War has a better chance to make it out alive than a Rng does. Which I feel, my little test proved fairly decently.


The correct answer is to stop digging deeper and try to walk away from it with dignity.

Edited, Apr 28th 2011 5:45pm by Return1
#199 Apr 28 2011 at 4:03 PM Rating: Decent
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spcwill wrote:
Which I feel, my little test proved fairly decently.


No, you don't get it.

First of all, I don't actually care whether RNG is more than, less than, or equally survivable as WAR. I am unbiased on this issue, because the results make no difference to me. If the experimental results tell me I should change my beliefs, then I will change my beliefs. If the experimental results tell me I should not change my beliefs, then I will not change my beliefs. If the experimental results are inconclusive, I will ask for more information.

What does make a difference to me (and hence why I am talking to you) is that your test results do not prove what you seem to think they do. If you had been trying to prove that WAR has better damage output in melee range (duh), then I wouldn't have said anything. Alternatively, if neither job had been able to kill the NM before dying, but the WHM had run out of MP 5 minutes faster on the RNG due to needing to curebomb more, then I wouldn't have said anything. In both cases, your experiment would have proved your point. Unfortunately for you, that's not what happened.

Contrary to popular belief, experimentation (a.k.a. Science) is not a tool you use to prove that you are right. It is a tool you use to become right. Your experimental result did not support your hypothesis (nor did it refute it), no matter how much you want it to, or try to convince people it did.

Go run a test where WAR's melee DD advantage is negated (i.e. where neither job will be able to kill the NM, either due to its increased strength, or by using weak weapons on WAR and RNG), and show that RNG dies faster than WAR given the same healer capacity, the same amount of time on the mob, and using the same defensive capabilities.

While I don't actually care what the result is, I anticipate that you won't get a statistically-significant difference in the survival times of RNG and WAR, if all else is equal. But, if you're that convinced there will be a difference, go run the above test. Despite what you may think, I'm a rationalist: I'm always willing to be convinced. My only caveat is that the evidence needs to be strong enough, and needs to correctly support the claim.
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#200 Apr 28 2011 at 5:05 PM Rating: Excellent
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I would also like to note that this issue is only relevant at all in Abyssea, due to the death of the VE+CE tank. Tanking in abyssea is who is dealing the most damage (CE) with no care in the world for using VE to keep a slight lead over others. A PLD for example would use Flash on cool down to spike its hate higher and higher, this meant even though people would cap CE (which happened all the time) the PLD would be able to maintain hate on a mob.

This is why NIN had trouble because it lacked the required VE tools that allowed it to spike hate. RDM was a solid tank because it had several forms of CE and VE builders, which is why NIN/DRK was popular since it used the same VE spike abilities RDM did such as posion, and blind.

Essentially now you have all kinds of jobs riding the CE edge, and eventually they all cap, and as the mob deals damage (and lowers CE) certain ones will maintain higher hate levels than others. This is why MNK is so delicious in a counterstance mode because more often than not when it is hit, it counters and prevents that enmity loss. However for a job such as RNG who is not getting hit by incidental AoE, the times when a MNK takes damage but does not counter the RNG could become the next target on the hate list.

More often then not though the mob will be dead by the time that happens. The MNK tank will have been keeping hate through procs and when all procs are registered it will have a sizeable lead over the generic DD and the mobs will die in 1-2 minutes often before everyone has capped CE.

But if you take to long to kill the mob when going all out DD (see such things as people healing the mob by mistake etc) then you do run the risk of riding that fine hate line after a couple minutes.

Now what does this mean in the sense does RNG need a threat dump, yes and no, realistically it doesn't because more often then not the issue will never arise that it will be in a hate race with a tank, PLD tanks will have a sufficient VE lead, while MNK (or other CE based tank) will have a sizeable enough CE lead in order to tank a mobs life expectancy.

I think RNG needs one not because its survival method is weak, but because it needs to be able to keep range on a mob to be optimal. RNG is in no way a weak little sponge (as evidenced by your own testing) It just lacks the up close focus, however that being said, my RDM does about 85% of WAR's DRG's and such on the front line with Evis spam (that is being a DD and not buffing others but myself. when I carry buff cycles it falls to about 70-75%) A RNG should be able to do this just as well, which will keep its DPS higher than running or ******** like a little girl. Long enough to get hit in the face 2-3 times to bleed CE back to the MNK.

Or you could bring a SCH (5% CE generation can slow you enough to save you a dozen or so seconds before getting the mobs attention, which is nearly another full WS cycle and 10% of a mobs expected lifetime) a THF (who can take 50% of your CE and dump it away.) Or if it stresses you out having to resort to a 2K Rampage or Evis a couple minutes into a fight for a dozen seconds, over a 3K w/e the **** non Multi hit crit WS comes from a bow is now adays, bring a PLD.

TLDR.

The reasons that RNG needs a enmity dump are not because it is weak or can't deal decent numbers up front, the reason they need one is too keep the jobs identity as a ranged attacker, and to prevent the mob from running away from your heavy hitting close range DD. The issue is not on the RNG's damage or survivability (it can fare well in both regards in abyssea) the issue is with the current CE heavy tanking we have these days, in the sense that the hate line gets to the point where the only way to tank is to lose hate and let the mob smack someone else so you can get the lead again.

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#201 Apr 28 2011 at 5:07 PM Rating: Good
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So I gather long story short is stats like def or evasion have no significant impact on the outcome of a battle? Tests would show that if a naked WAR90/WHM1 /heal'ed in front of lets say a level 79 mob the WAR would die in about the same amount of time a RNG90/WHM1 would when they /heal'ed? I know that there are always factors that can't be predicted but the jist of it would be they die at the same time? What's the standard hp difference between a WAR90 and a RNG90 if the same race and subjob?
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