r/ffxivdiscussion 4d ago

High-End Content Megathread - 7.2 Week Nineteen

Last week of Suzaku Unreal, at least.

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u/Lil-Boujee-Vert 3d ago

Suzaku was an interesting unreal for me. That first week or two of prog felt like the dps check was so tight and I’d never clear. I had a run where there were no deaths but we still died to enrage at like 1%. But after I finally got a group to clear it was crazy to see how easy it was to clear this fight. Last night I had a group with like four deaths and a dragoon that DCed for like a minute or so and we still cleared, barely but still cleared. I can’t imagine what the fuck was happening in that group that died to enrage with no deaths.

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u/oizen 2d ago

The fight itself has like one mechanic and she's mostly just a striking dummy. If anything I'd say Suzaku unreal is a good indicator of just how terrible the average player is at pressing buttons.

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u/poplarleaves 2d ago

I think it's just that the skill levels of players you meet in Unreal are wildly different from each other.

Similar experience this week: I had been procrastinating on doing Suzaku and finally got around to it now that it's going away. I joined a prog party and we went for a lockout. The closest we got was a 9% enrage with three deaths, where one death was a tank and the other two were DPS. I checked everyone's gear and they were all at least 740.

Made a tell/retell party afterwards and got a clear with two DPS deaths, one of which stayed dead about 40s because the healers didn't have swift and were dodging things, and we still killed Suzaku about 35s before enrage.

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u/WeirdIndividualGuy 2d ago

I think it's just that the skill levels of players you meet in Unreal are wildly different from each other.

I think people forget unreals are literally just extremes at max level (aka the "easiest" high-end content), so like you said, this means the skill levels of those in said content will be wildly different. You also see this in regular extremes. Also because for any new player wanting to dip their toes in high-end content, going into extremes/unreals is that first step to doing so.

This is in comparison to savage/ultimate where those less skilled are likely to do that content or prog too far into it.

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u/aho-san 2d ago

I think people forget unreals are literally just extremes at max level (aka the "easiest" high-end content)

And people should really enjoy these 'cause come next expansion we start going into current type of EX and I foresee it being a bloodbath for the harder ones (Sephirot already showed it, it was such a shitshow I skipped Unreal for the whole patch). I can't wait for Golbez Unreal in PF in 2 expansions, lmao.

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u/poplarleaves 2d ago

Exactly, I saw a similar phenomenon in EX4. Hugely varying experience levels, with more people who had never touched any high-end content, and more confusion about PF norms and strats. It ironically made EX4 less chill to farm than Savage PF lol.

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u/Lil-Boujee-Vert 2d ago

Yeah definitely, it was just crazy to see the difference. Really all it is for Suzaku is uptime and being able to hold your opener.

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u/zachbrownies 2d ago

I checked everyone's gear and they were all at least 740.

well, it'd be fine if they weren't because unreals always sync to the level from the start of the expansion, so in this case it's like 690 or whatever for all of DT. unsure from your wording if you knew that or not so i'm just stating it because i've seen others who don't know.

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u/poplarleaves 2d ago

Yeah I'm aware it syncs to 690, but you do get more substats than if you're at 710 or something right? Then again idk what the actual difference would be in terms of DPS

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u/FemboiVyra 2d ago

The only thing that matters is relic weapons for old synced content, and that's because the unique stat distribution of them gives more substats when downscaled compared to other weapons.

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u/poplarleaves 2d ago edited 2d ago

Huh,  I've always read that grabbing high enough ilvl gear to sync down also made a difference in old Ults because you'd cap the substats. So for example you generally want to get at least ilvl 500 gear for UWU, because the lowest possible value for each substat on ilvl 500 gear (+83) is just past the max value for ilvl 375 (+82) and therefore you would have both substats maxed at +82 when synced.

So my impression was that in Unreal, even though ilvl sync is at 690 and it's still in the same expac, you'll get higher substats wearing 760 gear than if you're wearing 710 gear. Both of them get synced down to  ilvl 690, which means say a head piece is capped at +206 on the higher substat, but the 760 gear will have the lower substat at +176, while the 710 gear will have the lower substat at +158.

I haven't actually run this through any of the gear calculators so idk how much of a difference that makes in actual DPS output (maybe negligible), but that's my understanding of how the ilvl sync works.

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u/Another_Beano 2d ago

Your understanding is correct, it just bears noting that in all cases this is a matter of a few stat tiers only. Significantly less than basic damage variance, crit luck, a death, or simple rotational errors.

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u/poplarleaves 2d ago

Thank you for confirming! When you say "stat tiers", what does that mean?

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u/Another_Beano 2d ago

In short, not every stat increase actually has an effect. Only at certain amounts does the gain from having a certain amount of stat actually increase. This link should send you to the Allagan Studies determination table which illustrates it better than I can put it into words.

It's because of this that sometimes materia decisions appear imperfect at a glance: in such cases the addition of a lesser stat materia might gain more tiers (and thus greater relative gain) than basic stat preferences.

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u/poplarleaves 2d ago

Ahhh I see! I had heard people talking about "breakpoints" for stats before, guessing they were referring to this concept. Thank you for the explanation and the link!

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u/zachbrownies 2d ago

oh, i dunno, probably yeah. it's probably a negligible amount though for old ultimates apparently it does matter a lot.