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Make Paladin Great Again
By Rostein 2019-05-26 17:21:48
68% PDT + an Ochain shield block(66%) is a -89.12% dmg reduction. Phalanx to 0 dmg.
Haven't done super rigorous tests, but did a few and I'm almost sure that, just like with Aegis' mdt, you cant go above 87,5 pdt when adding the shields reduction to your dt set. (which would make Priwen worse than expected I guess)
Maybe this is old news but anyway :o
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Valefor.Omnys
Serveur: Valefor
Game: FFXI
Posts: 1,759
By Valefor.Omnys 2019-05-26 22:42:18
You can literally see 0s vs damage from mobs (of the right level) based on whether you’re facing the mobs or not.
Valefor.Omnys
Serveur: Valefor
Game: FFXI
Posts: 1,759
By Valefor.Omnys 2019-05-26 22:59:50
there are only 2 tanks in the game in contrast to other classes like DD. in this case you don't face the situation where one job stands out OP and you have to nerf him or do lots more work by buffing all the others.
BRD vs GEO all over again, perhaps caused by a glitch too, /shrug.
Ragnarok.Martel
Serveur: Ragnarok
Game: FFXI
Posts: 3,001
By Ragnarok.Martel 2019-05-26 23:58:51
68% PDT + an Ochain shield block(66%) is a -89.12% dmg reduction. Phalanx to 0 dmg.
Haven't done super rigorous tests, but did a few and I'm almost sure that, just like with Aegis' mdt, you cant go above 87,5 pdt when adding the shields reduction to your dt set. (which would make Priwen worse than expected I guess)
Maybe this is old news but anyway :o Super rigorous aside, how about you start with presenting any actual test data at all? Cause frankly that's a fairly outlandish claim.
Shield blocks are a separate term from PDT. They are not additive like MDT and MDT II. So shields and PDT work more like MDT and vallation/valliance's interaction. Which btw, used together can reduce magic dmg by more than 87.5%.
So this claim doesn't make a whole lot of sense with regards to how shield blocks work.
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By Rostein 2019-05-29 23:28:22
68% PDT + an Ochain shield block(66%) is a -89.12% dmg reduction. Phalanx to 0 dmg.
Haven't done super rigorous tests, but did a few and I'm almost sure that, just like with Aegis' mdt, you cant go above 87,5 pdt when adding the shields reduction to your dt set. (which would make Priwen worse than expected I guess)
Maybe this is old news but anyway :o Super rigorous aside, how about you start with presenting any actual test data at all? Cause frankly that's a fairly outlandish claim.
Shield blocks are a separate term from PDT. They are not additive like MDT and MDT II. So shields and PDT work more like MDT and vallation/valliance's interaction. Which btw, used together can reduce magic dmg by more than 87.5%.
So this claim doesn't make a whole lot of sense with regards to how shield blocks work.
I don't know if it makes sense or not, I'm just stating what I saw, so yeah I might be wrong about the 87.5 thing and it just seemed like that was what was happening when I tested different shields, but unless I understand everything wrong about how shields work (which can absolutely be the case) there's clearly a cap, otherwise when you equip srivatsa, being size 5 + 75 def + 6 SDB (8 according to bg and the japanese) you should hit 98%~100% damage reduction (with empy hands you should hit 100% for sure), and thats clearly not what I saw in the numbers.
I don't play anymore so I can't test it again, and I never saved the data, because I did it just for myself because I was curious.
Now if you tell me that everything I said is wrong, and tell me why it is wrong or how it really works, all the better for me, I'd rather understand how stuff works even if it means I look like an ignorant for a few posts in a forum and I apologize if I spreaded any misinformation on what I wrote.
Phoenix.Mikumaru
Serveur: Phoenix
Game: FFXI
Posts: 382
By Phoenix.Mikumaru 2019-05-30 07:01:34
You can block for 0 dmg. The dmg redux from a block isnt part of the PDT MDT BDT DT terms. So if you're reducing the damage you take low enough, the shield can negate the rest.
Ragnarok.Martel
Serveur: Ragnarok
Game: FFXI
Posts: 3,001
By Ragnarok.Martel 2019-05-30 10:25:47
68% PDT + an Ochain shield block(66%) is a -89.12% dmg reduction. Phalanx to 0 dmg.
Haven't done super rigorous tests, but did a few and I'm almost sure that, just like with Aegis' mdt, you cant go above 87,5 pdt when adding the shields reduction to your dt set. (which would make Priwen worse than expected I guess)
Maybe this is old news but anyway :o Super rigorous aside, how about you start with presenting any actual test data at all? Cause frankly that's a fairly outlandish claim.
Shield blocks are a separate term from PDT. They are not additive like MDT and MDT II. So shields and PDT work more like MDT and vallation/valliance's interaction. Which btw, used together can reduce magic dmg by more than 87.5%.
So this claim doesn't make a whole lot of sense with regards to how shield blocks work.
I don't know if it makes sense or not, I'm just stating what I saw, so yeah I might be wrong about the 87.5 thing and it just seemed like that was what was happening when I tested different shields, but unless I understand everything wrong about how shields work (which can absolutely be the case) there's clearly a cap, otherwise when you equip srivatsa, being size 5 + 75 def + 6 SDB (8 according to bg and the japanese) you should hit 98%~100% damage reduction (with empy hands you should hit 100% for sure), and thats clearly not what I saw in the numbers.
I don't play anymore so I can't test it again, and I never saved the data, because I did it just for myself because I was curious.
Now if you tell me that everything I said is wrong, and tell me why it is wrong or how it really works, all the better for me, I'd rather understand how stuff works even if it means I look like an ignorant for a few posts in a forum and I apologize if I spreaded any misinformation on what I wrote. I really wasn't feeling up to doing hours worth of new testing over this, but I was able to find some old test data that I believe contradicts your hypothesis.
So, if PDT and shield blocks have a joint cap that only allows dmg to be reduced by 87.5% max, then any shield test with a large dmg reduction shield and capped PDT should show less damage reduction on block than would be expected of the shield in question, since it would be hitting the proposed cap.
Thus, if I have a test with 50% PDT, that still shows the full dmg reduction on the shield in effect, it should contradict the cap hypothesis.

This is one of my old Aegis tests. Way back when I recorded as many factors about each test as I felt was reasonable, because I didn't know for certain what factors affected everything. Thus this test notes the PDT used. 50%.
If you look at the highlighted cell, you can see that the on block dmg reduction for this test was 81%. The known value for Aegis. This was not a manually entered value, but a number derived from the difference between the average unblocked hit and the average blocked hit. You can see the formula used in the formula bar at the top of the image.
Now, lets do some math.
The avg unblocked hit was 76.84 with 50% PDT. This means that before pdt the damage would have been 153.68.
If we use our current PDT and shield block model, then we would do.
base * PDT * Block.
153.68 * 0.5 * 0.19 = 14.59. This is extremely close to the observed avg blocked hit of 14.54. And since we never actually observe non integer dmg values, I should probably be flooring during each step of the calculations as SE likely does. So just 14.
Now, it's obvious at this point that block dmg- and PDT reductions are not additive. We'd already be capped. But what about the total multiplicative reduction? Are we going beyond a 87.5% reduction here?
So, if we took the pre-PDT base of 153.68 and apply an 87.5% reduction..
153.68*0.125 = 19.21.
But our observed blocked hit avg is 14.54 Thus we are reducing the damage by more than 87.5%.
If you calculate the total dmg reduction using the base and and final dmg you get a 90.5388% reduction.
If you calculate the total reduction using 50% PDT and 81% block dmg reduction you get 90.5% total dmg reduction.
These are spot on. So while were aren't going past 87.5% by much we are without a doubt able to surpass this proposed cap.
Srivatsa + Burtgang PDT would have made for a more extreme example, but I never made Srivatsa, and didn't really feel like retesting anyway. I think the data and explanations here should be more than sufficient to show that the current PDT/shield interaction model is correct.
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By FaeQueenCory 2019-05-30 11:32:26
I think, Martel, a simple formula would help alleviate the confusion.
According to my understanding, the reduction rate formula is:
[DamageTaken] x [1 - 0.tPDT] x [1 - 0.(ShieldSizeRed) - 0.(ShieldDEF/2) - 0.(tSDB)]
I think Rostein's confusion is the additive part of the shield size, shield DEF, and the Shield Defense bonus... which for Srivasta would be -75%(size5) - 75/2% - 8% for a naked 99 PLD, for a total of -120%. (so a -100% damage on every blocked hit)
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Ragnarok.Martel
Serveur: Ragnarok
Game: FFXI
Posts: 3,001
By Ragnarok.Martel 2019-05-30 12:15:28
While I think your basic formula there is sound, those Srivatsa numbers are really off.
size 5 base dmg reduction is 55%. 75% is what aegis has after shield def, but before 99PLD SDB.
So using Aegis since it's a well known and massively tested example.
Size5Base+(shieldDef/2)+SDB
55=(40/2)+6 = 81
I'm aware that BGwiki, and JP wiki both have 99 PLD SDB as 8 at 99. They're wrong. I have tens of thousands of hits of test data that all line up with 6 SDB at 99. Either that or all the shield size base dmg- values are off by -2. But that makes no sense and those values were tested before SDB was even a thing.
So, if we redo this for Srivatsa;
55+(75/2)+6=98.5
Now, I've never been able to determine with any certainty if the block reduction value can be anything but a whole number. So the .5 may need to be floored. Really hard to tell a 0.5% difference. Damn physical dmg randomizer.
So we have either 98% or 98.5%. Assuming there's not a cap on block dmg reduction, then you should be able to hit 100% with any of the available SDB gear.
I will note, the highest block dmg- shield I can recall testing was Priwen at 88.5%. So I can't excluded the possibly of there being block dmg reduction cap that's higher than that value.
I guess if I ever join another Aeonic run I could make Srivatsa and test this.
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By soralin 2019-05-30 12:35:08
I believe it has also been confirmed that Founder's Breastplate's effect also is a separate reduction, and allows us to further surpass the 87.5% DT cap.
You can also further show the extremity of these effects by stacking on Shield Def Bonus effects. Chozor. Coselete and Chev +1 gauntlets would give another 6%.
By FaeQueenCory 2019-05-31 07:22:18
75% is what aegis has after shield def, but before 99PLD SDB. THERE we go! That's the error. All the wikis have Aegis' block reduction as 75% for being a size 5 shield.
I believe it has also been confirmed that Founder's Breastplate's effect also is a separate reduction, and allows us to further surpass the 87.5% DT cap. It's not so much a surpassing, but that it's not DT proper. It's SDT (Special Damage Taken), usually a thing only relevant for BST pets as it mostly sticks to specific damage types... but also species too.
Which is the case with Founder's Breastplate. (SDT is multiplicative with DT just like Valliance/Vallation and shield reduction. Which all may have a cap, but isnt' a part of the DT cap.)
Shiva.Humpo
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Posts: 269
By Shiva.Humpo 2019-05-31 09:57:22
Give PLD Foil.
Serveur: Bahamut
Game: FFXI
Posts: 269
By Bahamut.Alexcennah 2019-05-31 10:27:11
Give Reprisal 320CE/880VE and 30-45 seconds recast.
Serveur: Sylph
Game: FFXI
By Sylph.Brahmsz 2019-05-31 10:54:20
Bahamut.Alexcennah said: »Give Reprisal 320CE/880VE and 30-45 seconds recast. Do the same for Enlight and Enlight II. Perhaps give Enlight II a hidden effect like Endark II does for DRK.
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By Shichishito 2019-05-31 11:44:25
5 pages of discussion when the solution is so obvious
Shiva.Humpo
Serveur: Shiva
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Posts: 269
By Shiva.Humpo 2019-05-31 11:57:16
Bahamut.Alexcennah said: »Give Reprisal 320CE/880VE and 30-45 seconds recast.
Hmm.. Well, I'm happy you knew why I said it, but also very sad that I didn't think of it first!
5 pages of discussion when the solution is so obvious

If that is main hand, Totally using BrO-chain in offhand!
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Quetzalcoatl.Xilkk
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1,421
By Quetzalcoatl.Xilkk 2019-05-31 12:12:52
5 pages of discussion when the solution is so obvious

Ah!, A wonderful summary of the importance of the underlying premise.
Phoenix.Iocus
Serveur: Phoenix
Game: FFXI
Posts: 1,869
By Phoenix.Iocus 2019-05-31 12:47:18
I always wanted to be able to use Ochain and Calad for VIT stacking
By volkom 2019-05-31 13:38:38
5 pages of discussion when the solution is so obvious

this combo is basically Archer from Fate/stay night...
By Shichishito 2019-05-31 13:46:23
5 pages of discussion when the solution is so obvious

If that is main hand, Totally using BrO-chain in offhand!
if you take it as a single hand weapon the only viable offhand can only be
Alexander.Humpo
Serveur: Alexander
Game: FFXI
Posts: 26
By Alexander.Humpo 2019-05-31 14:57:27
5 pages of discussion when the solution is so obvious

If that is main hand, Totally using BrO-chain in offhand!
if you take it as a single hand weapon the only viable offhand can only be

If they are single hand only, PLD/NIN is going to be a thing again REALLY FAST!
Ragnarok.Martel
Serveur: Ragnarok
Game: FFXI
Posts: 3,001
By Ragnarok.Martel 2019-05-31 15:13:22
Bahamut.Alexcennah said: »Give Reprisal 320CE/880VE and 30-45 seconds recast. Do the same for Enlight and Enlight II. Perhaps give Enlight II a hidden effect like Endark II does for DRK. Enlight and Enlight II give an acc bonus equal to the en dmg. Just like endark gives an atk bonus. So unless Endark has some other hidden effect I'm not aware of, they should be fairly even on those terms.
Also, Flashga. Just Do it SE!
By Nariont 2019-05-31 15:18:21
assuming its in reference to the +20 acc the job point category gives which isnt listed in the desc of it iirc.
Ragnarok.Martel
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Posts: 3,001
By Ragnarok.Martel 2019-05-31 15:26:48
Ahh, well. PLD gets the same thing anyway. The enlight job points add to the en-dmg and acc.
By Nariont 2019-05-31 15:35:39
well yeah, but the endark one says: "Increase damage and physical attack by 1" but it also gives +1 acc per point in the category, hence hidden. Itd be like if enlight gave +20 atk without mentioning it
Ragnarok.Martel
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Posts: 3,001
By Ragnarok.Martel 2019-05-31 15:43:34
Ahh, I get what you mean. Now I'm goign to have to go cast enlight II and see if I'm getting any unlisted bonuses... I don't expect any, but the there have been a lot of parallels between enlight/endark and reprisal/dread spikes.
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Ragnarok.Martel
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Game: FFXI
Posts: 3,001
By Ragnarok.Martel 2019-05-31 18:03:13
Just following up on this idea. There doesn't seem to be a hidden bonus of any sort that I can find on 20/20 JP Enlight II. Getting the expected +140 acc at 560 skill and 20/20 JP. No increase in atk. Or anything else easily observable. Not surprising, but was worth checking for.
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Serveur: Sylph
Game: FFXI
By Sylph.Brahmsz 2019-05-31 18:16:55
assuming its in reference to the +20 acc the job point category gives which isnt listed in the desc of it iirc.
Yes, sorry. I keep thinking the Endark II hidden accuracy bonus is common knowledge.
well yeah, but the endark one says: "Increase damage and physical attack by 1" but it also gives +1 acc per point in the category, hence hidden. Itd be like if enlight gave +20 atk without mentioning it
Edit: Double checked and it is infact only +20 Accuracy. Mind you... this was back when People were still screaming "nerf BLU" because 2Handers (ie WAR+DRK) had really horrible accuracy and that +20 felt like a lifesaver. Ahhh.. 2013~2016. What a long time ago...
Ahh, I get what you mean. Now I'm goign to have to go cast enlight II and see if I'm getting any unlisted bonuses... I don't expect any, but the there have been a lot of parallels between enlight/endark and reprisal/dread spikes.
Be interesting to find out. Keep us posted.
By FaeQueenCory 2019-05-31 18:52:15
well yeah, but the endark one says: "Increase damage and physical attack by 1" but it also gives +1 acc per point in the category, hence hidden. Itd be like if enlight gave +20 atk without mentioning it No one tell SE... cause that sounds like they derped the code. (though it's only 20acc... so when they notice and drop it... won't be a *huge* loss....)
By volkom 2019-05-31 23:00:35
Too bad pld doesn't have mirror opposite abilities of drk.
Like a last resort but instead of +atk/-def and job haste its +def/-atk and job haste while with shield.
*EDIT* Added some of the community ideas.
Hey all, I wanted to try to start a constructive(and hopefully fun) conversation around Paladin. It might be too late, but with job updates incoming at some point this year, I was hoping to get a compilation of decent ideas to post on the official forums.
I feel like Paladin is in a tough spot currently. With the game's evolution and the dominance of RUN, it doesn't leave many scenarios where you'd actually want/need a PLD. Arguably RUN is preferable to PLD for just about all content.
I have both jobs geared decently well, and in my experience RUN brings so much to the table, that I find very few instances where I can justify bringing PLD instead.
Arguably...
RUN offers better damage
RUN offers better group magic damage via gambit and rayke
RUN offers superior hate control
RUN offers acceptable damage mitigation (in some cases better, on par, or slightly worse than PLD - but still all to acceptable levels)
RUN offers better overall party damage mitigation
My goal isn't to try an match all of these elements, but to try to provide PLD a bigger niche to fill. Hopefully its enough to justify using it on more content.
Here are my proposals. Please consider them independently of each other. I'm not suggesting that they all be implemented together or even each bullet point within being implemented.
Fix shield block rate
Allow reforging of Aegis and Ochain with shield skill+. RUN gets enhanced Parry Skill on their weapon. Why can't PLD get Shield Skill on their best shields. Not sure how much would be necessary for balance.
Implement a job trait similar to Inquartata that grants a fixed +block rate, with similar gear enhancements.
consider block+ gear before calculating Reprisal Mod. Credit Martel
Let it block ranged attacks. Credit Martel
Give it a unique mechanism to hold hate better than RUN
Give it another native hate tool
It's obscene that the job is almost 100% reliant on a subjob for its ability to hold hate. Ridiculous and quite honestly terrible design that it's best option is spamming subjob spells that have no chance of landing or abilities that it'll immediately turn off.
Give it foil
Give it a Spell/JA that helps with party magic damage mitigation. 1 minute recast. This would force a single AoE magic damage ability/spell to be single target on the PLD. Could come with the negative that it's MDT+10% or something. If it's a JA, perhaps combine it with another adjustment I'll mention next.
Enhance Rampart
If the wiki is accurate about the Def boost, then adjust this to give much more def. Perhaps a % based on current PLD def.
In conjunction with the above new JA. Drop Rampart recast to 1 minute as well. Rampart could not be up at the same time as the new JA. I feel like this + the new JA can rival All-for-One, Valiance, and Liement while still having weaknesses of basically only eating one move each.
Enhance cover
Drop it's recast to 60-90 seconds.
Give it an additional effect of providing AoE physical damage mitigation in a wide cone behind the PLD. Perhaps tied to Phalanx or perhaps just a PDT II effect.
Block AoEs from hitting Covered PC. Credit to Martel
While active it cover's whoever has hate. As hate shifts around they just need to run behind the PLD. Credit to Martel
While active it cover's everyone in alliance behind the PLD. Credit Eightball.
I'd actually like this to be an ability we could full time and switch targets maybe with a 5-10 second recast. It'd be pretty strong, but would require some player input to maximize it. And have it so you can cover any PC in alliance
Fix Flash
Just let the damn thing land without a shit ton of magic acc and actually be potent enough to have something miss. I miss when Flash actually took effect. We HAVE to gear this thing for Enmity because that's basically our only good native tool.
flashga. Credit Martel. Would be really good for PLD to get some kind of AoE hate move.
Adjust Enlight
Fix Atonement
Have it mirror Mordant Rime but with STR and VIT as modifiers. With the additional effect being an enmity increases with TP.
No clue how hard this would be, but make it only target party members and it literally drains their enmity, but deals no damage. Scales with TP and Enmity+ gear for a multiplicative effect on drained enmity.
something...anything... please god make it suck less...
magic evasion
Give PLD better magic evasion. Credit Martel. Personal note, I wouldn't necessarily want RUN levels of MEva for a sense of keeping jobs unique, but holy crap PLD gear in general has awful MEva. Just give a bump to AF/Relic/Empy gear MEva.
shield bash
My goal in the above was to turn PLD into the safer party/alliance tank that's actually able to hold hate on longer fights. I don't want PLD to try to approach RUNs damage output. I also don't want PLD to try to provide the same status effect defenses. I don't necessarily like that I'd have PLD eat into RUN's magic defenses superiority, but with the game in its current state, magic damage is the killer. PLD just needs some mechanism to help the party mitigate magic damage. I feel like RUN will still dominate most of the game. I don't see these changes eating into anything besides maybe Dynamis D and some of the really tough end game fights, but this would at least give PLD a purpose. I think many people will still prefer kill speed, but possibly this lets people trade some kill speed for safety.
Some of these are probably overpowered and I'm all for people ripping them apart. Maybe while doing so, provide how it might be balanced.
Thanks for reading.
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