I think something to remember is that potency numbers aren't all that helpful, relative statements on potency are. I think the job team has demonstrated a while ago that they don't have a potency target in mind, they're kinda guessing at it. But by displaying ratios you can build a priority system for things. Sepulchre has more potency than Holy Spirit, which matches Supplication, which exceeds Atonement, which matches Royal Authority. It can even be multiple abilities long. The point is that potency order is more important than potency numbers.
I enjoyed the series and its job introduction Drak. I can only imagine how much effort and time not only went into trying to make the theoretical job feel distinct, but also a different flavor of what we already have in game. Really gives you a better appreciation for class design and trying to keep it inline with the art style and feel of the game, hiccups and everything. Cheers Drak and I look forward to seeing more.
I've been super interested in the "Corsair Saga" and can't wait for the Magitek Knight!! I'd love to try and be a part of the discussion in a constructive way!
I still long for a job to use a system that Stormblood Machinist had, of having a guage you don't want to max out until burst phase, but the ammo system of Heavensward was pretty fun. I will miss you making a job trailer that fluff is a place to cut. I think your little job would be one I'd have played the heck out of. But I never pay attention to the numbers jobs do but the fun and idea of them. The only part of I didn't care for was the First Mate idea thinking on it, it was a little vague and while Dancer and Sage linking up with a party member is great, when I see either not do it I die a little inside too. Looking forward to future jobs and I think you shouldn't limit yourself to what the game won't or can't do. Necromancer is still my number one wanted job and we'll never get it. I know as fellow Overlord fan the idea you'll get why I want that job.
On the RNG aspect, it’s not that 14 is RNG unfriendly per se. It’s more that because everything is on a fixed timer the odds of a proc (or similar) need to be around 50% and there needs to be a way to guarantee a proc during buff windows like red mage and dancer have. If you do have a pure rng system in a job, it can’t be a make or break thing. More like a “oh that’s nice”. So nothing that radically increases damage or healing output in any way. Tiny amounts I think are fine. To use an existing job for example, PLD, good rng would be something like “when clemency deals critical healing, the target gains a 300 potency barrier”. Bad rng would be “clemency has a 10% chance to cause the damage of your next blade of valor to be doubled. Lasts 10 seconds”
That's where the original design document is, but I'll be holding the next discussion on stream. If I do anything with patrons again on this it'll include the $5 and up tier supporters.
I think something to remember is that potency numbers aren't all that helpful, relative statements on potency are. I think the job team has demonstrated a while ago that they don't have a potency target in mind, they're kinda guessing at it. But by displaying ratios you can build a priority system for things. Sepulchre has more potency than Holy Spirit, which matches Supplication, which exceeds Atonement, which matches Royal Authority.
It can even be multiple abilities long. The point is that potency order is more important than potency numbers.
I enjoyed the series and its job introduction Drak. I can only imagine how much effort and time not only went into trying to make the theoretical job feel distinct, but also a different flavor of what we already have in game. Really gives you a better appreciation for class design and trying to keep it inline with the art style and feel of the game, hiccups and everything. Cheers Drak and I look forward to seeing more.
I've been super interested in the "Corsair Saga" and can't wait for the Magitek Knight!! I'd love to try and be a part of the discussion in a constructive way!
I still long for a job to use a system that Stormblood Machinist had, of having a guage you don't want to max out until burst phase, but the ammo system of Heavensward was pretty fun. I will miss you making a job trailer that fluff is a place to cut. I think your little job would be one I'd have played the heck out of. But I never pay attention to the numbers jobs do but the fun and idea of them. The only part of I didn't care for was the First Mate idea thinking on it, it was a little vague and while Dancer and Sage linking up with a party member is great, when I see either not do it I die a little inside too. Looking forward to future jobs and I think you shouldn't limit yourself to what the game won't or can't do. Necromancer is still my number one wanted job and we'll never get it. I know as fellow Overlord fan the idea you'll get why I want that job.
On the RNG aspect, it’s not that 14 is RNG unfriendly per se. It’s more that because everything is on a fixed timer the odds of a proc (or similar) need to be around 50% and there needs to be a way to guarantee a proc during buff windows like red mage and dancer have.
If you do have a pure rng system in a job, it can’t be a make or break thing. More like a “oh that’s nice”. So nothing that radically increases damage or healing output in any way. Tiny amounts I think are fine.
To use an existing job for example, PLD, good rng would be something like “when clemency deals critical healing, the target gains a 300 potency barrier”. Bad rng would be “clemency has a 10% chance to cause the damage of your next blade of valor to be doubled. Lasts 10 seconds”
ooo, is this designing thing a Patreon exclusive or not?? This type of thought process is so much fun for me
That's where the original design document is, but I'll be holding the next discussion on stream. If I do anything with patrons again on this it'll include the $5 and up tier supporters.
Make it a melee job, sabre in main hand, blunderbuss in off hand for ogcd. Call it Pirate.