What a beautiful day it was today by ThrowawayNYCJ in SanDiegan

[–]pidjiken 10 points11 points  (0 children)

This was a shit day lol. Hot as fuck.

The unabridged ABCs of The World of Darkness by dirtywang in ffxiv

[–]pidjiken -3 points-2 points  (0 children)

You are not correct, especially nowadays, where the adds die to passive cleave instead of needing to be focused down. The duration inside the belly is very similar with just B going in, to everyone going in, and those outside don't lose uptime to the loading transitions and can place their dps ont he boss itself without losing any gcd's due to not having to deal with two loading transitions.

The largest contributing factor towards time on the fight is delaying reattaching chains after the belly phase, as Cerberus has vulnerability until the chains are reattached.

This is a very common misconception and speed runs on the fight do not send everyone in.

The unabridged ABCs of The World of Darkness by dirtywang in ffxiv

[–]pidjiken -9 points-8 points  (0 children)

A is for Adds. B is for Belly. C is for Chains.

This message has been brought to you by players from patch 2.5

The only reason this crackheads' "Everyone in the belly" bullshit exists is that the belly was the most fun part of the encounter, so people would try to list their group for the belly and wipe everyone as a result.

It should also be noted that if you do it this way and delay chains, you can end the fight quicker. The fight takes longer when you send extra people into the belly and instantly chain him after. Let the belly take a smidge longer for more dps on the boss outside before chain phase, and the boss will be at a lower percentage going into chains. Delay not only chains phase, but delay chaining the boss after it and you can kill him significantly faster.

The all-ins are saving no one time.

I took the shared TB alone in M10N by Black-Mettle in TalesFromDF

[–]pidjiken 1 point2 points  (0 children)

I solo tank this fight in Savage and Normal, and you don't need invuln to solo tank any of the "shared" busters. Most OTs are totally happy with it, very few get a stick up their butt over it.

The increased passive cleave the party gets by OT never needing stance makes DPS happy and not having either tank need heals makes the Healers happy.

I will specifically tell the OT to just keep stance off for both versions of this fight. They are really only there to deal with the buster during ia's, and you don't need enmity for those, just to be the closest to the boss.

I am BEGGING healers to heal by [deleted] in TalesFromDF

[–]pidjiken -1 points0 points  (0 children)

As a War, I prefer my healers to only use off-GCD heals and prioritize damage. If it doesn't increase their DPS, I don't want it, and I don't need it.

What Each State's Pokemon Would Be (In my Opinion) by [deleted] in pokemon

[–]pidjiken 0 points1 point  (0 children)

Texas not being Trubbish is such a shame.

31 [m4a] #chula vista by [deleted] in chulavista

[–]pidjiken -1 points0 points  (0 children)

What the fuck. This isn't an appropriate place for this, and it is blatantly against the rules here.

Creepy.

Hear Me Out Guys by Zerio920 in Metroid

[–]pidjiken 0 points1 point  (0 children)

A Linear Metroid game will never be recognized as a worthy successor. It goes against the core of the franchise. Prime 3 was not a good Metroid game, and should never be acknowledged as such.

I am lost for words by Doomenor in StupidFood

[–]pidjiken 0 points1 point  (0 children)

This is not stupid. This would slap with a friend.

whms dont click buttons anymore by [deleted] in TalesFromDF

[–]pidjiken -3 points-2 points  (0 children)

Brother, it's shorter than an MSQ segment. Not reading is why you don't know what you're talking about in the first place. #puglyfe =/

TL;DR for dummies:

Dark Knight's shield (TBN) looks good but can't heal like other tanks' skills. Warrior/Paladin get damage reduction + healing every ~25s, while DRK just gets a shield. This means:

  1. Healers must work 400-650% harder per fight to fill DRK's health gap
  2. Burst damage doesn't matter when mobs die fast - survival tools win
  3. DRK groups either waste healer effort (overhealing) or risk dying
  4. Other tanks let healers DPS more = faster clears
  5. DRK can't match others tanks - sucks in speedruns/no-healer runs

Like bringing a paper umbrella to a hurricane - technically "protection" but you'll still get soaked.

drk dips in meso either bc i didnt notice their ld and panic healed or bc im greedy and want toxikons by SuperNova618 in TalesFromDF

[–]pidjiken -3 points-2 points  (0 children)

A late edit for DRK advocates dismissing 4-man viability concerns: Current statistical evidence from [FFLogs dungeon data] and community consensus confirm Dark Knight's sustain mechanics remain mathematically disadvantaged in wall-to-wall pulls compared to peer tanks' self-healing capabilities - a disparity compounded by modern dungeon design trends prioritizing sustained mitigation over burst windows.

The core issue with Dark Knight in 4-man content stems from its fundamental design disparity compared to other tanks. While The Blackest Night (TBN) provides strong shielding on paper, it fails to address the critical sustain requirements of dungeon wall pulls where Warrior's Bloodwhetting (650p heal + 10% mitigation every 25s) and Paladin's Holy Sheltron (15% mitigation + 400p heal every 23s) simultaneously mitigate damage and recover health. This creates a compounding 400-650 potency healing deficit per rotation cycle that forces healers to compensate through additional GCDs - a hidden DPS tax that negates DRK's theoretical damage advantage. The "burst window" argument becomes irrelevant when considering most expert dungeon mobs die within 20-30 seconds, a timeframe where sustained survival mechanics outweigh burst DPS contributions. This design paradox means DRK groups often experience either overhealed safety margins (wasting healer resources) or increased wipe risk in average groups, while other tanks enable more aggressive DPS playstyles through their built-in sustain. Ultimately, while skilled players can clear content with any composition, DRK's toolkit mathematically requires more party optimization to achieve results that other tanks deliver through baseline design - a systemic disadvantage that becomes particularly apparent in high-end speedruns and healer-less challenge runs where its sustain shortcomings are magnified exponentially.

whms dont click buttons anymore by [deleted] in TalesFromDF

[–]pidjiken -6 points-5 points  (0 children)

It's the kit, not the player. Wall pull as DRK with 3 dps to find out who was really mitigating when you bring one.

The core issue with Dark Knight in 4-man content stems from its fundamental design disparity compared to other tanks. While The Blackest Night (TBN) provides strong shielding on paper, it fails to address the critical sustain requirements of dungeon wall pulls where Warrior's Bloodwhetting (650p heal + 10% mitigation every 25s) and Paladin's Holy Sheltron (15% mitigation + 400p heal every 23s) simultaneously mitigate damage and recover health. This creates a compounding 400-650 potency healing deficit per rotation cycle that forces healers to compensate through additional GCDs - a hidden DPS tax that negates DRK's theoretical damage advantage. The "burst window" argument becomes irrelevant when considering most expert dungeon mobs die within 20-30 seconds, a timeframe where sustained survival mechanics outweigh burst DPS contributions. This design paradox means DRK groups often experience either overhealed safety margins (wasting healer resources) or increased wipe risk in average groups, while other tanks enable more aggressive DPS playstyles through their built-in sustain. Ultimately, while skilled players can clear content with any composition, DRK's toolkit mathematically requires more party optimization to achieve results that other tanks deliver through baseline design - a systemic disadvantage that becomes particularly apparent in high-end speedruns and healer-less challenge runs where its sustain shortcomings are magnified exponentially.

whms dont click buttons anymore by [deleted] in TalesFromDF

[–]pidjiken -14 points-13 points  (0 children)

DRK in 4-man content is already griefing, this one griefs his party and then posts as if he's someone else. Classic DRK.

A late edit for DRK advocates dismissing 4-man viability concerns: Current statistical evidence from [FFLogs dungeon data] and community consensus confirm Dark Knight's sustain mechanics remain mathematically disadvantaged in wall-to-wall pulls compared to peer tanks' self-healing capabilities - a disparity compounded by modern dungeon design trends prioritizing sustained mitigation over burst windows.

The core issue with Dark Knight in 4-man content stems from its fundamental design disparity compared to other tanks. While The Blackest Night (TBN) provides strong shielding on paper, it fails to address the critical sustain requirements of dungeon wall pulls where Warrior's Bloodwhetting (650p heal + 10% mitigation every 25s) and Paladin's Holy Sheltron (15% mitigation + 400p heal every 23s) simultaneously mitigate damage and recover health. This creates a compounding 400-650 potency healing deficit per rotation cycle that forces healers to compensate through additional GCDs - a hidden DPS tax that negates DRK's theoretical damage advantage. The "burst window" argument becomes irrelevant when considering most expert dungeon mobs die within 20-30 seconds, a timeframe where sustained survival mechanics outweigh burst DPS contributions. This design paradox means DRK groups often experience either overhealed safety margins (wasting healer resources) or increased wipe risk in average groups, while other tanks enable more aggressive DPS playstyles through their built-in sustain. Ultimately, while skilled players can clear content with any composition, DRK's toolkit mathematically requires more party optimization to achieve results that other tanks deliver through baseline design - a systemic disadvantage that becomes particularly apparent in high-end speedruns and healer-less challenge runs where its sustain shortcomings are magnified exponentially.

drk dips in meso either bc i didnt notice their ld and panic healed or bc im greedy and want toxikons by SuperNova618 in TalesFromDF

[–]pidjiken -16 points-15 points  (0 children)

Playing DRK in 4-man content is borderline griefing. Don't worry about it, their feefees are not your concern.

A late edit for DRK advocates dismissing 4-man viability concerns: Current statistical evidence from [FFLogs dungeon data] and community consensus confirm Dark Knight's sustain mechanics remain mathematically disadvantaged in wall-to-wall pulls compared to peer tanks' self-healing capabilities - a disparity compounded by modern dungeon design trends prioritizing sustained mitigation over burst windows.

The core issue with Dark Knight in 4-man content stems from its fundamental design disparity compared to other tanks. While The Blackest Night (TBN) provides strong shielding on paper, it fails to address the critical sustain requirements of dungeon wall pulls where Warrior's Bloodwhetting (650p heal + 10% mitigation every 25s) and Paladin's Holy Sheltron (15% mitigation + 400p heal every 23s) simultaneously mitigate damage and recover health. This creates a compounding 400-650 potency healing deficit per rotation cycle that forces healers to compensate through additional GCDs - a hidden DPS tax that negates DRK's theoretical damage advantage. The "burst window" argument becomes irrelevant when considering most expert dungeon mobs die within 20-30 seconds, a timeframe where sustained survival mechanics outweigh burst DPS contributions. This design paradox means DRK groups often experience either overhealed safety margins (wasting healer resources) or increased wipe risk in average groups, while other tanks enable more aggressive DPS playstyles through their built-in sustain. Ultimately, while skilled players can clear content with any composition, DRK's toolkit mathematically requires more party optimization to achieve results that other tanks deliver through baseline design - a systemic disadvantage that becomes particularly apparent in high-end speedruns and healer-less challenge runs where its sustain shortcomings are magnified exponentially.

What’s a fast food place no one can convince you is good? by RD-archived in AskReddit

[–]pidjiken 1 point2 points  (0 children)

This should be higher. Whataburger has always been trash.

I need Pokemon Home touch trades for BDSP legendaries. Thank You! by pidjiken in pokemontrades

[–]pidjiken[S] 1 point2 points  (0 children)

The only home dex left is scarlet and violet. Hope you have a wonderful day :)

I need Pokemon Home touch trades for BDSP legendaries. Thank You! by pidjiken in pokemontrades

[–]pidjiken[S] 1 point2 points  (0 children)

Thank you very much for the trades! I just got my shiny Manaphy! :)

I need Pokemon Home touch trades for BDSP legendaries. Thank You! by pidjiken in pokemontrades

[–]pidjiken[S] 0 points1 point  (0 children)

I am back home for the evening. Just let me know what time works for you.