Abilities be capable of consuming Tactical Points for bonus effect?
Just an FYI, Tactical Points existed for monsters also in 1.23. I would imagine in the same way it did for XI. Starving a monster of both damage done and taken could cripple their skill output. I cannot, however, recall if different mobs gained different amounts of Tactical Points from different sources, such as some having higher scalings from damage received or damage dealt. There were also originally skills specifically to reduce enemy Tactical Points generation (e.g. Lancer's level 8 weaponskill, Moonrise). These were removed when Yoshida implemented the 1.20 system.
And the WoW paradigm of other spec elements being accelerated to match the flat output increase of Haste continues into the Legion pre-patch. I've tried every DPS spec within the last couple weeks, so unless one's lost that within a very recent build, no change on that front.
One thing I've been advocating since ARR was switching Tactical Points refreshes to a player tick rate of 50 Tactical Points per Global Cool Down (wherein reduced Tactical Points-cost classes like Monk just use normal Tactical Points costs) or per base Global Cool Down (then affected only by Skill Speed). Bonus Tactical Points ticks would similarly be reduced by 20% and be given as a bonus at the receiving player's own Tactical Points tick rate. This would mean, if I haven't forgotten something since earlier calculations way back when, that generally there is no Tactical Points-starvation disadvantage to a typical single-target rotation, but abilities with a higher Tactical Points cost (Fracture, ToD, AoE) do remain a bit more punishing to the Tactical Points pool. (Technically, Fracture and ToD's rotational use would make no difference in single-target, since their frequency is limited unless target swapping, and therefore their relative frequency would be reduced by the amount of a given Tactical Points tick they are increased.) Inversely, they'd also regain Tactical Points more quickly from bonus sources. In other words, if a party of physical DPS, half skill speed-heavy and half of other secondary stats, were to all AoE spam, they'd deal the same modified potency within a Tactical Points pool. The speedy DPS would run out first, but if a Bard were to then sing for them after they've all run out, the speedy DPS would also recover first.
I imagine, take or keep the increase to bonus Tactical Points received, there'd be a similar effect from bonus Tactical Points gained. I just preferred a potential decimal-ly precise rate of receiving Tactical Points over getting, say, a 68.36 Tactical Points tick.
I don't mean to ignore any of your post; I'm digesting the rest of it as I can. I'm just not sure what I can say in response, especially as would be relevant to Tactical Points systems or its alternatives.
Did all attacks in XI give a (near) equal amount of Tactical Points to the mob, regardless of the base or actual damage dealt, or have a set additional enmity per action, etc.? I've done XI raiding, but never where this was a concern, so I honestly have no idea as to the nuances of the XI system. I could have sworn the 1.x Tactical Points gains were based on damage, plus maybe a flat amount per hit.
Let me check if I'm understanding. In either case, the Strength use of Tactical Points or the Dexterity use of Tactical Points would function as buildable resource spent to in some way empower your rotation? Strength pulls this off by spending it to empower certain abilities, where as Dexterity spends it to attack more frequently, say by rushing a given Global Cool Down (most obvious use being the allowance of a "rapid string" every X buff/debuff windows, or so)?
I'm similarly stumped as to how the automatic consumption of (Strength) Tactical Points should be done, or if it can even be automatic. Certain normal weaponskills might be a good choice, such as combo-enders or stack moves. Alternatively you could role it up into abilities like Life Surge, exchanging certain CDs for a more bankable means of effect. Not sure.
Moreover, there may be issues of Speed scaling for the Strength consumption system, wherein if Speed only accelerates your rotation, it increases the actual but not the relative rate of Tactical Points gain and frequency of Tactical Points-consuming abilities, whereas Crit and Det would do both. In other words, Crit and Det would have an effect on the consumption and everything else, while Speed would only affect everything else. We already see this largely in how Speed works currently, or normally — seeing as it can only make up for a lack of individual skill enhancement (apart from to DoTs, wherein it is still weaker than Det or Crit) by having a higher output over a filler spam than the other two stats, and inversely drops in value on any class with a large per-execute range — but losing out on a whole new mechanic would be especially disappointing. This could easily be overcome (or even over-buffed) by giving Tactical Points gains only on direct damage, reducing the effect DoTs have on Tactical Points gain, or by giving a small bonus Tactical Points to every damaging skill. And it can be mitigated by just having the whole system give only infrequent usage (Tactical Points consumption).
I'm not sure if Speed in the Dexterity consumption system would cause the bonuses to be worth less or not. Would probably depend on how the costs for the pace adjustments are calculated... Totally up for grabs.
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partly because the developers would not have to create dozens of versions of the same piece of gear just for different bonuses, and players would have to choose between getting the ability bonus and using a stat materia instead.
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This update to Final Fantasy XIV implements many much-requested enhancements to existing features and also some exciting and entirely new systems.
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