Buffs All Around! – FFXIV Patch 6.28 Overview



Source: https://na.finalfantasyxiv.com/lodestone/topics/detail/c8900c4aae544f7a013a49553aa104c1961a5c87

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45 thoughts on “Buffs All Around! – FFXIV Patch 6.28 Overview”

  1. Been maining summoner, and Fester will be the most impactful part of the buff, just going off the percentage of my damage that comes from each skill. Fester accounts for about 5% of the total damage of the job. The other three, really it's going to depend on the fight and what summons you use in what order (I actually almost always go to Garuda first after Bahamut to capture Slipstream under the buff window) Aerial blast to that end counts for about another 4% of total damage, and Inferno and Earthen Fury both being a little lower because of the buff window being about 3.5% of total damage.

    I honestly wasn't expecting too much of a buff since I was feeling pretty good about where the job is, but I'll take these. The thing honestly I was really hoping for was crit fixing for Akh Morn and Revelation. We're looking at those skills doing less than half the damage on a normal hit compared to a direct crit. This does feel like a pretty conservative buff overall, but that's fine.

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  2. Can someone explain to me why they buff SMN?! They officially said that job difficulty is considered when measuring a jobs DPS. Why make it even stronger and outshine BRD even more? I HATE their choices in EW so much

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  3. Not enough for mch. Also they buff everyone else. That just keeps the gap. S.e is so stupid. If I'm 10 steps ahead. Then you get 2 more steps and I get one more. I'm still ahead by alot! Lol put the steps into percentage. smh

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  4. This is actually pretty huge for red mage maybe not in a controled enviorn like a savage but in smaller instances and world content its pretty substantial as the Riposte combo will now be better to use to get a quick bit of damage off if you need to peel off melee range.

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  5. Are they serious? Buffing War? Do they want all the tanks to be equal in damage? Cause they are definitely not equal in utility. War and Pld were alr better defensively compared to the other 2 tanks and they had buffs in the last patch. Buff Drk and Gnb instead, they have to use their mitigations based on the type of damage and Drk in particular has to THINK about when to use TBN to ensure it breaks unlike the other classes than can afford to mistime their main mitigation and not suffer any dps loss.

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  6. For reaper, and regarding my own P7S parses (would use P8S but I haven’t cleared it YET) Communio is my biggest contributor to damage that isn’t a GCD, HOWEVER Void & Cross Reaping are close because they get cast twice as often as Communio.

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  7. Would be nice if wildfire could benefit from crit or direct at all. Also agree with the aesthetic comments, it's kind of a little fart for something that's supposed to be a powerful explosion.

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  8. PvP blm is like glass cannon, why would sq take out the only self defense tool blm has. Blm life bar is the lowest. I could not even rapid heal myself when two players are hitting me at the same time. Teleport skill is not that easy to use when on emergency time even if u have Marco. Most of the melee job LB could just one hit me. Like monk, dragon(battle height frontline), Sam.
    If I am not in full health even machinist lb could one shot me. But i won’t be full hp during the fight sometime

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  9. I think this is a good bandaid, I'm glad to see WAR, BLM and especially MCH get a push the most personally. I do think it's just a bandaid for a really big issue of 2 minute burst and jobs getting kinda forced into conflict with no job design space but holding off judgement until we see what they plan to do with the reworks and stuff down the road.

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  10. One note about fflogs for BLM, I assume you're looking at the box and whisker plot. Normally, the middle line would be the median, but for whatever reason, fflogs uses different percentiles for their plot and I don't remember what they are off the top of my head.

    Can also confirm the sage dot being broken was pretty annoying, especially when running along dotting trash mobs while the tank has taken damage, or how it stretches soteria stacks out more. I reported that one yesterday, so I'm glad they already knew.

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  11. The reaper changes were very lack luster to me, I feel like reaper needed more, and they claimed it was to emphasize the burst window but I don’t see how these changes ca help that.

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  12. these "explanations" are fcking hilarious bro xD They get asked "why did you increase the dps of job X ?" and their answer is "we wanted to buff their dps. So we buffed their dps." This dev team is truly a clownshow xDDD

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  13. As someone with only rdm and gnb at 90, I'm pretty happy with the changes to rdm's melee combo. I didn't realize that rdm was considered so low compared to the rest of the casters, since I am not nearly enough of a hardcore raider to even attempt savage, but I had noticed that it felt like fights took a strangely long time. So the general increase to damage through most of the jobs, as well as rdm's increase in the melee combo is definitely something I am excited to see.

    I am working on getting the other ranged jobs up though, currently working on getting mch up to 50. So my opinion might very quickly change once I see how things line up as I get other jobs leveled and feel how they play at higher end content.

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  14. Some nice buffs all around, I agree with dnc getting left out since it was already in a great position, over performing if anything. We'll have to see how the numbers play out but based on current mch data I'm estimating these buffs should result in about a 2.5% overall dps increase, which should bring it in parity with dnc rdps save for the highest end of play. Here's hoping the class gets some overdue action changes in 6.3.

    All in all these buffs are welcome changes, bringing up the floor for most of the ranged jobs and addressing additional concerns for warrior and reaper with a small bump to sage as well. Good stuff!

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