Forum Settings
       
Reply To Thread

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

#202 Apr 28 2011 at 5:15 PM Rating: Decent
Avatar
****
7,551 posts
DEF is pretty neglible at that level, especially in the realm of maybe 50-60 difference after gear. Evasion is also not really that important on either job because neither are going to get to the point of being able to reliably evade using DD gear. A WAR may have higher HP, and a slight advantage in stats, which will lead to a small % lead in overall survivability, but RNG is not a woe is me job, it is not the soft little muppet that people were trying to make it out to be, Id wager that a WAR would last longer, but that length is going to be eclipsed by the fact that a healer is going to be running out of mana either way. While the healer might last 5-10 seconds longer with the WAR(2 more big cures), at that point (7-8 minutes into a fight) your talking about maybe a 1-2% longer duration.

Edited, Apr 28th 2011 7:16pm by rdmcandie
____________________________
HEY GOOGLE. **** OFF YOU. **** YOUR ******** SEARCH ENGINE IN ITS ******* ****** BINARY ***. ALL DAY LONG.

#203 Apr 28 2011 at 5:54 PM Rating: Good
*******
50,608 posts
MrTalos wrote:
What's the standard hp difference between a WAR90 and a RNG90 if the same race and subjob?
Roughly 200.
____________________________
George Carlin wrote:
I think it’s the duty of the comedian to find out where the line is drawn and cross it deliberately.
#204 Apr 29 2011 at 7:46 AM Rating: Decent
Scholar
**
272 posts
spcwill wrote:
rdmcandie wrote:
BS kill speed is a huge factor. In fact it is so huge I would wager it the likely reason your WHM went OOM before the mob was at half. Kill speed is probably the 2nd most important factor in terms of survivability next to healing. Obviously your healer was capable of keeping your WAR up until the mob died, yet your RNG was eaten alive well before that point because the healer ran out of Mana.

Obviously it is a kill speed issue, because WAR really has no glaringly beneficial traits above and beyond RNG for surviving, especially considering you did not use any JA's. The largest issue with your RNG was lack of being able to sit in that sweet spot and deal solid damage, you failed not because the job could not survive, but because the job could not kill the mob fast enough.

The fact you lasted nearly 2 minutes longer on RNG before running OOM proves this.

Edited, Apr 27th 2011 3:55pm by rdmcandie

You misunderstand me. I only say the kill speed wasn't a factor in my test. I realize that had I been able to kill it faster on rng before my wife ran out of mp that I would have won the fight. I say that kill speed isn't a factor because I wasn't testing which job could kill it the fastest, only which job could win the fight at all under the same conditions.


Coming late to this discussion, but the conditions were not the same on the two tests: your wife used more MP on the second test. Given unlimited HP, any job could win the fight against any mob.
____________________________
Free Tibet!*

*With purchase of an additional Tibet of equal or greater value
#205 Apr 29 2011 at 8:22 AM Rating: Default
***
1,342 posts
Aliekber wrote:
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.


I did not do my little test to prove myself right in anything. I was disproving someone elses hypothesis. If you read up in one of my posts I said that in a previous post someone said that when a Rng takes hate, they die in 2 seconds and thus they need a hate dump ability. To which someone responded that War's and Rng's have the same ability to survive when they take hate and they don't see War's asking for a hate dump ability. That was what my test disproved. That when a War and a Rng take hate on they same NM, they both having differing levels of ability to survive(Which to me is obvious due to the fact that Rng's are crap in CQC unless geared specifically for it, and no Rng gears specifically for CQC).

Some of you seem to think that my test was designed to see who can take more hits without dieing and suggest that that would be a more effective test to show who can take more hits. Again, that is not what I was testing. My little test was meant to do nothing more than to disprove someone elses statement that when a War and a Rng take hate on they same NM they both have the same chances to come out of it alive. Obviously when a War and a Rng pull hate they are in CQC in which Rng fails at and where War excels at, thus the varing levels of outcome.
____________________________
99: Sam, Drg, War, Drk, Nin, Thf, Mnk, Rng, Pup, Blm, Smn, Bst, Dnc, Pld, Sch, Whm, Blu, Cor, Rdm, Brd.
#206 Apr 29 2011 at 1:40 PM Rating: Decent
Avatar
****
7,551 posts
You keep saying pull hate, which means they have taken it from the tank. A RNG is not going to die any more often then a WAR who pulls hate, infact the RNG has a higher chance o living because of its weaker DD output in close range when PULLING hate. The reason being is that a mob is going to hit the RNG for more than the RNG hits it, resulting in an overall drop in hate. Meaning that after several hits the mob will lose interest and move to the next person on the hate list, and judging by your test a RNG can take a mob hitting it for a long *** time, long enough for someone else to pull hate from it, or for it to give up and move on. Meaning that a hate dump is not required based on survivability, the only reason a hate dump would be required is to allow a RNG to continue to sit at range and not have the mob run to it, causing close range DD to chase, and lose DoT time by slow reaction. But as I said before you can bring a SCH to slow the rate of hate accumulation (should save about 10-15 seconds before pulling hate and in abyssea with fights taking 1-2 minutes with open DDing that is a generous amount of time.) or bring a THF to pretty much negate the RNG's hate by using Accomplice (or w.e it is) keeping the mob in melee range. Or bring a PLD to tank with the additional VE spikes to hold a mobs attention over capped CE of a RNG.

A hate dump is not needed but it would be nice so you do not require one of those 3 to keep the mob from running to range for as long as possible.

Again all you have proved is that a WAR does more damage up front then a RNG which is a "no ****" statement you have not proven anything but that.

____________________________
HEY GOOGLE. **** OFF YOU. **** YOUR ******** SEARCH ENGINE IN ITS ******* ****** BINARY ***. ALL DAY LONG.

#207spcwill, Posted: Apr 29 2011 at 3:14 PM, Rating: Sub-Default, (Expand Post) All of what you said is correct, however as none of it was a part of the statement I sought to disprove of "War and rng have the same ability to survive when they pull hate and I don't see war's asking for a hate dump ability", it was not included in the assumption. The statement was not, "War's and Rngs both gets thier faces eaten when they pull hate for a few seconds while a tank works to take back hate and I don't see war's asking for a hate dump ability."
#209 Apr 29 2011 at 3:46 PM Rating: Decent
Avatar
****
4,419 posts
spcwill wrote:
You keep saying the same thing that I do(That through War's superior offensive abilities in CQC they will likely come out better than a rng when they pull hate), then say that I am wrong. We are saying the same thing.


What we (well, "I", I'm not speaking for anyone else, here) are saying is that in big fights WAR's melee DD advantage isn't going to help them survive (and hence why while DD prowess can help with survival capability in certain cases, the two aren't synonymous).

The only reason WAR fared better in your test is that they weren't getting hit for as long, because they had already killed the mob before the WHM ran out of MP. WAR's survivability is only greater on weak wussy mobs like Gangly Gean that nobody cares about anyway, and even then only if the WAR sits there doing nothing until the RNG's WHM can "catch up". It's not that WAR is more survivable; it's that it had less total damage incoming in the first place. Run your same test on Glavoid, or Amphitrite, or Rani (or, better yet, don't--you'd be wasting a pop set) to see what I mean.

There was never any debate that WAR is better at slaughtering fodder by the truckload--but that wasn't the question. The question (or, rather, statement to test) is: "War and rng have the same ability to survive when they pull hate".

Consider the following scenario for a second. Let's say that in a given hard fight with a setup of WHM WAR RNG (we'll call the first fight Fight A), a RNG has used a Gnostic's Drink and--for the sake of argument--will never pull hate off of the WAR, who will always have hate. In Fight B, the WAR has used the magical Gnostic's Drink, so the WAR can DD to his heart's content, but the RNG will be tanking the entire time. Assuming the same damage output of the RNG and WAR in both fights A and B, and identical behavior from the mob, ask yourself the following question:

In which fight will the WHM run out of MP faster? Those of us who say they have the same ability to survive when they pull hate say the WHM will use MP at the same rate in both fights A and B. Those of us who say RNG has weaker survivability when they have hate than WAR must say that WHM B will run out of MP faster than WHM A, otherwise the word survivability doesn't even mean anything.

---

At any rate, the reason RNG needs enmity reduction (of whatever variety) is not because they are fragile little buttercups. It's because making the melee DD chase the mob around trying to hit it after the RNG WSes from the sweet spot is freakin' annoying.
____________________________
Aliekber
RDM BLU SCH DRG PLD BLM NIN WHM
Linkshell: CrimsonMercenaries Server: Carbamesh

Sandinmygum the Stupendous wrote:
Human (?) females look ugly.
Post in /K/ where the orbital laser system is now online.
#210 Apr 29 2011 at 4:57 PM Rating: Default
Sage
**
265 posts
Just as a side-note; if you are going to do a test to see what job has best surviveability, go on each job with a level 1 subjob and fight a monster as best you can until you die. Take the time you survived and there you go.

Once you bring a second char and subjobs into the picture it is not about one job anymore. Out of the two I'd think WAR win pretty easy just from -pdt and higher HP.
____________________________
Crasy of Alexander, Member of SplatRangers

Monk. Need I say more?
[ffxivsig]1529088[/ffxivsig]
#211 Apr 29 2011 at 7:16 PM Rating: Decent
Avatar
****
7,551 posts
TaimMeich wrote:
rdmcandie wrote:
But as I said before you can bring a SCH to slow the rate of hate accumulation (should save about 10-15 seconds before pulling hate and in abyssea with fights taking 1-2 minutes with open DDing that is a generous amount of time.)


Oh, PLEASE...


Evidently you are unaware that 5% reduction in enmity is a 5% reduction in the time it takes to cap. It should take a good RNG about 4 WS rounds to cap enmity (at range less at close range and evis or rampage) in 30 seconds+ (thanks lack of haste) so that is 120 seconds or 2 minutes with a 5% reduction to enmity generation you are looking at a 6 seconds more time per 2 minutes which is 20% of a WS, provided you are able to hit the damage high enough, lack of a MH crit WS could result in more time spent capping.

From experience id say a good RNG will cap in about 2-2.5 minutes, at that point he might pull hate. Depending on the strength of your tank, and their ability to avoid damage, you could see an additional 7-8 seconds before you are at serious risk of pulling hate, when the threshold is so fine that even an utsu shadow will cause a target change. Thus you are looking at a total of a 10-15 second on average increase to Ranged DD time before you can be expected to be the next target. Thanks to a 5% decrease in your per action enmity.
____________________________
HEY GOOGLE. **** OFF YOU. **** YOUR ******** SEARCH ENGINE IN ITS ******* ****** BINARY ***. ALL DAY LONG.

#212 Apr 29 2011 at 7:48 PM Rating: Excellent
**
480 posts
Um... Maybe I should have clarified. I will now:

Only 10-15 seconds of extra time not ******** the frontline is a joke. Half the blame is on the ridiculous -enmity the spell gives, but of course the other half is because of the really low enmity cap.

Edited, Apr 30th 2011 3:49am by TaimMeich
____________________________
Frejan - Ragnarok
SCH 99 PUP 99 WAR 99 RDM 49 NIN 49 SAM 49
Windurst Rank 10, ZM+CoP: The Last Verse, ToAU: Eternal Mercenary, WotG Champion of the Dawn.
#213 Apr 29 2011 at 7:54 PM Rating: Decent
Avatar
****
7,551 posts
By the time it actually happens (read 2:15 seconds into the fight) the mob should be dead. I can't think of a single NM that takes longer than 1-2 minutes to kill when all the DD are going out. You know after getting procs when you actually start to kill the NM. Besides as I mentioned earlier RNG isn't even that bad of a melee DD right now either, when/if it does pull a mobs attention it would likely be able to take it out with 1-2evis or rampage if your DD take longer than 40 seconds to get into range (which is terrible.)

Mob moving shouldn't affect melee DD anyhow, unlock and run with the mob you can continue melee DPS and if it takes longer that 20-25 seconds to reach the RNG tell them to stop running away, and run to the melee.

Long story short, in a good group, with smart people even if a RNG pulls hate in a fight that last long enough to do so, it shouldn't matter anyhow. As the RNG should be running into the melee, and the melee running to the RNG unlocked from mob and still dealing melee DPS.
____________________________
HEY GOOGLE. **** OFF YOU. **** YOUR ******** SEARCH ENGINE IN ITS ******* ****** BINARY ***. ALL DAY LONG.

#214 Apr 30 2011 at 5:32 AM Rating: Default
Scholar
Avatar
****
6,260 posts
So you're saying that RNGs should now get an exclusive buff from an otherwise plenty-busy party member so they can suck less.

That's retarded.

If your measure of the damage output of a job is constrained such that it cannot exceed the hate threshold of it's tank then every job does the same amount of f*cking damage because they all have the same hate threshold.

All of this is irrelevant. Once you start talking about DDs capping hate, the melee jobs with capped hate will be touching the mob and thus recapping their hate more often that it should only give the RNG quick glances. If they aren't you're retarded and not hasting them.
____________________________
I've seen things you people wouldn't believe. Airships on fire off the shoulder of Bahamut. I watched Scapula Beams glitter in the dark near the Three Mage Gate...

Nilatai wrote:
Vlorsutes wrote:
There's always...not trolling him?

You're new here, aren't you?
#215 Apr 30 2011 at 10:47 AM Rating: Good
***
2,552 posts
Quote:
By the time it actually happens (read 2:15 seconds into the fight) the mob should be dead. I can't think of a single NM that takes longer than 1-2 minutes to kill when all the DD are going out. You know after getting procs when you actually start to kill the NM. Besides as I mentioned earlier RNG isn't even that bad of a melee DD right now either, when/if it does pull a mobs attention it would likely be able to take it out with 1-2evis or rampage if your DD take longer than 40 seconds to get into range (which is terrible.)

Mob moving shouldn't affect melee DD anyhow, unlock and run with the mob you can continue melee DPS and if it takes longer that 20-25 seconds to reach the RNG tell them to stop running away, and run to the melee.

Long story short, in a good group, with smart people even if a RNG pulls hate in a fight that last long enough to do so, it shouldn't matter anyhow. As the RNG should be running into the melee, and the melee running to the RNG unlocked from mob and still dealing melee DPS.


Way to pull arbitrary numbers out of the ***. Many Heroes mobs will not be dead in 2mins, quit talking about Vision/Scars **** designed for level 80-85 cap players. At the current 90 cap, stuff like Pankorator/Apademak/T3 VNMs/Wyrms are the current "challenge" mobs and they won't be zerged down as fast.

Anyone who says RNG isn't "that bad of a DD" either hasn't played the class, has a case of "big numbers means they're doing good" or is simply ignorant of how slow ranged attacks can be. You even mentioning Evis/Rampage on Heroes tier mobs is laughable. You've now put yourself in AOE range as a subpar wannabe THF/WAR making your purpose for being there completely compromised.

I recall similar logic being used back when DRK was in serious trouble. "Just use dual axes, then you'll be fine! You don't need any patches to fix the obvious flaws with your class. No, no silly DRK."

When a RNG causes a mob to move, it puts people at risk of being hit with stuff they shouldn't be hit by. The low enmity ceiling makes it stupidly easy to do so currently. From Rasheph (easy heroes NM) to stuff like Maere (mob moves, Nightmare hits backline, game over) where moving the mob could lead to a fatal wipe, anyone who makes the mob move lowers the DPS of the frontline and makes themselves a burden on the support.

Telling the DD to play grabass with a mob you're dragging all over the place warrants a job fix.
____________________________
Sparthosx
90 WAR BLU BRD RNG PUP COR SCH DNC WHM RDM






#216 Apr 30 2011 at 6:07 PM Rating: Good
Thief's Knife
*****
15,054 posts
SparthosofLakshmi wrote:

Telling the DD to play grabass with a mob you're dragging all over the place warrants a job fix.


QFT

Edited, Apr 30th 2011 9:09pm by Lobivopis
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#217 Apr 30 2011 at 6:13 PM Rating: Decent
Avatar
****
7,551 posts
Quote:
Telling the DD to play grabass with a mob you're dragging all over the place warrants a job fix.


Only a ****** runs around with a mob chasing them in a groups (unless kite tanking obviously). If RNG pulls hate or anyone at range does, they should run to the melee, always. Less time spent as you said playing grabass the better. RNG isn't liked at the moment its not a top fight job but neither are 14 others so just quit ********* It is fine just how it is, abyssea is the issue not the job.
____________________________
HEY GOOGLE. **** OFF YOU. **** YOUR ******** SEARCH ENGINE IN ITS ******* ****** BINARY ***. ALL DAY LONG.

#218 May 01 2011 at 2:23 AM Rating: Default
Thief's Knife
*****
15,054 posts
rdmcandie wrote:
Quote:
Telling the DD to play grabass with a mob you're dragging all over the place warrants a job fix.


Only a ****** runs around with a mob chasing them in a groups (unless kite tanking obviously). If RNG pulls hate or anyone at range does, they should run to the melee, always. Less time spent as you said playing grabass the better. RNG isn't liked at the moment its not a top fight job but neither are 14 others so just quit ********* It is fine just how it is, abyssea is the issue not the job.


RNG isn't dealing damage while running to the mob.

RNG is doing greatly reduced damage while standing next to the mob.

RNG wasn't coming remotely close to the damage output of WAR MNK NIN THF DNC even when he wasn't pulling hate.

Even if the RNG runs to the melees they won't be doing any damage during that time because you can't hit a mob while chasing behind it because it will always be just out of range



RNG is a waste of a party slot when you can have that person come as something that's actually useful.

Doesn't have anything but RNG? Well then he's a leech that you should kick from your LS because he's just vacuming up loot that could be going to useful contributing members.



rdmcandie wrote:
Or bring a PLD to tank with the additional VE spikes to hold a mobs attention over capped CE of a RNG.


Or better yet just don't bring 2 useless jobs.


rdmcandie wrote:
It is fine just how it is, abyssea is the issue not the job.


RNG was useless before abyssea. So was PLD honestly.



Edited, May 1st 2011 5:36am by Lobivopis
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#219 May 01 2011 at 2:40 AM Rating: Decent
Thief's Knife
*****
15,054 posts
Raelix wrote:


All of this is irrelevant. Once you start talking about DDs capping hate, the melee jobs with capped hate will be touching the mob and thus recapping their hate more often that it should only give the RNG quick glances. If they aren't you're retarded and not hasting them.


But that's not what happens. It runs over to the RNG and out of range of the melees. If you are chasing a mob it's going to stay out of range until it stops and you catch up. So what happens is it runs over to the RNG smacks him and then runs back to the next person on the hate list while everyone else tries to chase it down and it becomes impossible to keep the mob in one spot. It also pisses off the melee because they start missing WS on their x hit builds, loosing TP when they use a WS just as the mob decides it wants to hit the RNG, and wasting JA timers (if your not hitting the mob while a JA is on you are wasting it)

It's starting to look like you and rdmcandie have never seriously played a melee job seeing how you seem to lack basic knowledge about the mechanics of melee DDing.



Edited, May 1st 2011 5:46am by Lobivopis
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#220 May 01 2011 at 2:58 AM Rating: Decent
Scholar
Avatar
****
6,260 posts
Lobivopis wrote:
It's starting to look like you and rdmcandie have never seriously played a melee job seeing how you seem to lack basic knowledge about the mechanics of melee DDing.

I just want to say: This tripe coming from Lobi is hilarious. Next time you use the current and popular damage model, take a look at who wrote the goddamn thing in usable form.

I melee plenty fine with ranged classes. A RNG in any situation described here is no different from a nuke-happy BLM, who also does less damage when the mob is in their face because of interrupts and whatnot.

I'm a DRK though. If the mob tries to run towards mages or Rangers I stun it and get hate back on me or the tank at leisure. It usually doesn't even touch them. I guess a THF wouldn't know about stuff like that since the only thing you have for the same application is a five minute JA.
____________________________
I've seen things you people wouldn't believe. Airships on fire off the shoulder of Bahamut. I watched Scapula Beams glitter in the dark near the Three Mage Gate...

Nilatai wrote:
Vlorsutes wrote:
There's always...not trolling him?

You're new here, aren't you?
#221 May 01 2011 at 3:10 AM Rating: Decent
Thief's Knife
*****
15,054 posts
Raelix wrote:
I guess a THF wouldn't know about stuff like that since the only thing you have for the same application is a five two minute JA.


ftfy

But these days THF is pretty much just ninja imitator who happens to have TH yes. Still puts them above DRK as a DD though. That might change next update however. But I have DRK and a half completed Caladbolg so I can jump on the bandwagon.

Raelix wrote:
A RNG in any situation described here is no different from a nuke-happy BLM


It's different in that BLM is useful and RNG is not.




Edited, May 1st 2011 6:21am by Lobivopis
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#222 May 01 2011 at 3:11 AM Rating: Decent
Scholar
Avatar
****
6,260 posts
Lobivopis wrote:
Raelix wrote:
[quote=Lobivopis] A RNG in any situation described here is no different from a nuke-happy BLM


It's different in that BLM is useful and RNG is not.

Then there is your reason to not bring a RNG, not mob-control issues.

And learn how to quote.
____________________________
I've seen things you people wouldn't believe. Airships on fire off the shoulder of Bahamut. I watched Scapula Beams glitter in the dark near the Three Mage Gate...

Nilatai wrote:
Vlorsutes wrote:
There's always...not trolling him?

You're new here, aren't you?
#223 May 01 2011 at 3:20 AM Rating: Decent
Thief's Knife
*****
15,054 posts
Raelix wrote:
Lobivopis wrote:
Raelix wrote:
A RNG in any situation described here is no different from a nuke-happy BLM


It's different in that BLM is useful and RNG is not.

Then there is your reason to not bring a RNG, not mob-control issues.


More like it's damage output is so low compared to other jobs that it's not worth putting up with the mob control issues.

Edited, May 1st 2011 6:34am by Lobivopis
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#224 May 01 2011 at 3:35 AM Rating: Default
Thief's Knife
*****
15,054 posts
(double post)



Edited, May 1st 2011 6:35am by Lobivopis
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#225 May 01 2011 at 9:04 AM Rating: Good
Avatar
****
7,551 posts
Quote:
RNG isn't dealing damage while running to the mob.

So what if he continued doing damage he would continue to stay at the top of the hate list longer.
Quote:

RNG is doing greatly reduced damage while standing next to the mob.

Again the point, if a RNG pulls hate his reduced damage output with the mob smacking him will allow a MNK to get hate back through CE bleeding.
Quote:

RNG wasn't coming remotely close to the damage output of WAR MNK NIN THF DNC even when he wasn't pulling hate.

Irrelevant, and because of abyssea. Never saw anyone complain about RNG when it was one of the highest DD jobs before abyssea.
____________________________
HEY GOOGLE. **** OFF YOU. **** YOUR ******** SEARCH ENGINE IN ITS ******* ****** BINARY ***. ALL DAY LONG.

#226 May 01 2011 at 9:11 AM Rating: Excellent
Guru
Avatar
*****
11,147 posts
Collaborator is on a 1 minute timer, actually.
____________________________
Violence good. Sexy bad. Yay America.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 0 All times are in CDT