Date & Time: Always
Frequency: Always
World name: Exodus
Character name: Dank Lollington
Area and coordinates: Frontline, all maps.
I am writing this bug report in regards to a perceived miscalculation with the way damage in Frontline is calculated. Generally speaking, every single instance of damage modification(buffs/debuffs/status effects) in Final Fantasy XIV is done via multiplication. It has come to my attention that the damage modifiers that the balance team has specifically placed on Frontline (see the bottom of the page: https://na.finalfantasyxiv.com/lodes...e/frontline/3/ ) are calculated additive rather than multiplicative. This results in drastically different math which makes jobs that already have high base mitigation incredibly harder to kill. I am asking for the PvP balance team to please look and confirm that the modifiers are functioning as intended.
Below is some math on the FL modifiers and their real-world outcomes:
Example 1:
Dark Knight's "Shadowbringer" is an ability that does 6000 potency. Dark Knight has a -15% damage dealt modifier. Used on a Paladin who has 45% mitigation, you would expect 6000x0.55x0.85=2805 damage. Instead, the modifiers calculate as if the Paladin had 60% mitigation. The 6000 potency "Shadowbringer" ends up doing only 2400 damage. 6000x0.4 = 2400
Example 2:
Dragoon's "Heavens' Thrust" is an ability that does 10000 potency. Dragoon has a -15% damage dealt modifier. Used on a Paladin who has 45% mitigation, you would expect 10000x0.55x0.85=4675 damage. Instead, the modifiers calculate as if the Paladin had 60% mitigation. The 10000 potency "Heavens' Thrust" ends up doing only 4000 damage. 10000x0.4 = 4000
These calculations have been tested and verified in-game, applying similarly across all job combinations.
The calculations being done this way has a dramatic impact on the state of Frontline.
In every other case of the game, these calculations would be multipliers. For some reason FL modifiers are not. It is my hope that the balance team will revise these modifiers to be multiplicative.
Continue reading...
Frequency: Always
World name: Exodus
Character name: Dank Lollington
Area and coordinates: Frontline, all maps.
I am writing this bug report in regards to a perceived miscalculation with the way damage in Frontline is calculated. Generally speaking, every single instance of damage modification(buffs/debuffs/status effects) in Final Fantasy XIV is done via multiplication. It has come to my attention that the damage modifiers that the balance team has specifically placed on Frontline (see the bottom of the page: https://na.finalfantasyxiv.com/lodes...e/frontline/3/ ) are calculated additive rather than multiplicative. This results in drastically different math which makes jobs that already have high base mitigation incredibly harder to kill. I am asking for the PvP balance team to please look and confirm that the modifiers are functioning as intended.
Below is some math on the FL modifiers and their real-world outcomes:
Example 1:
Dark Knight's "Shadowbringer" is an ability that does 6000 potency. Dark Knight has a -15% damage dealt modifier. Used on a Paladin who has 45% mitigation, you would expect 6000x0.55x0.85=2805 damage. Instead, the modifiers calculate as if the Paladin had 60% mitigation. The 6000 potency "Shadowbringer" ends up doing only 2400 damage. 6000x0.4 = 2400
Example 2:
Dragoon's "Heavens' Thrust" is an ability that does 10000 potency. Dragoon has a -15% damage dealt modifier. Used on a Paladin who has 45% mitigation, you would expect 10000x0.55x0.85=4675 damage. Instead, the modifiers calculate as if the Paladin had 60% mitigation. The 10000 potency "Heavens' Thrust" ends up doing only 4000 damage. 10000x0.4 = 4000
These calculations have been tested and verified in-game, applying similarly across all job combinations.
The calculations being done this way has a dramatic impact on the state of Frontline.
In every other case of the game, these calculations would be multipliers. For some reason FL modifiers are not. It is my hope that the balance team will revise these modifiers to be multiplicative.
Continue reading...