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Okay, when I said make it enfeebling-magic based, I didn't mean the immunobreak should easily work in the low 400's, so that every fucking jack and jill mage job could fucking debuff anything worth a damn. This was to help Red Mages, remember?
There is seriously no going back to to playing Red Mage for endgame purposes if SE doesn't put any unique, useful and worthwhile spells out soon, as well as make any NMs worth using enfeebling on. OR! SE could make it tougher to immunobreak so RDMs have an incentive to have the end-all be all top number debuffing skill required to immunobreak.
I swear to god, I'm just tempted to learn how to program SE's new mechanics myself and help them get the right idea across. >.>
Please let the amount of resistance lowered through Immunobreak be dependent on high enfeebling magic skill and, to a lesser extent, INT/MND, and give Red Mage a Job Trait that increases their likelihood of causing an Immunobreak.
Furthermore, I'd like to see one or two things added to Saboteur; perhaps "If the target has suffered an Immunobreak, the magic accuracy of the next enfeebling magic spell cast will be increased drastically," and/or "If the next enfeebling magic spell is resisted, the target will suffer a severe Immunobreak."
These changes would help Red Mage truly take advantage of Immunobreak more than any other job.
Greetings!
We received some feedback that enfeebling effects such as slow and paralyze have seemingly been ineffective for certain boss monsters whose normal attacks are AoE attacks. In order to bring out the full potential of enfeebling magic effects we would like to address this phenomenon. To start with we will be making adjustments during next week’s version update so that paralyze and killer effects are elicited.
In regards to slow, we are still looking into this and need a bit more time due to the fact that the processes involving it are more complex.
so it sounds like what you're saying is that paralyze and killer effects will be able to prevent WS like tp moves from being executed... ?
So long as it applies ONLY to said monsters "whose normal attacks are AoE attacks," awesome! Keep up the good work!
Inb4 they accidentally make this affect player WS too and then don't fix it for 2 years.
Their talking about how Ironclads and other monsters don't have regular attack rounds and instead their "aoe regular attacks" are job abilities. Previously Paralyze / Slow would do jack sh!t to those monsters, now Paralyze can proc on those aoe regular attacks though they don't have a mechanism to implement slow.