At one moment I thought COR was no longer useful even at level 1. Rejoice COR lol.
At one moment I thought COR was no longer useful even at level 1. Rejoice COR lol.
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
"Puppetmaster was our last best hope for peace. It failed.
Now it's our last best hope.. for victory!"
Hello,
Thank you for all the feedback, everyone! I would like to share some information that we received from the Development Team:
The absorbed amount of TP is not based on damage, so as long as you hit, even if the damage is 0, the ability will still absorb TP. To find out how much TP and in what cases, Please try this ability out on the test server to find out how much TP is absorbed and in what cases, and let us know your feedback.
We will be adding Dispel to the list of resists.
Whether we expand out to other status ailments depends on our discussions, so it would be really appreciated if you can let us know the specifics of why having a certain resistance would be good while keeping balance in mind so we can look into this. Of course having resistance against everything would be beneficial, but it's not the best course to just ignore how this will affect everything else.
While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!
Add resistance to enfeebles we don't have a counter-agent to, you can counter petra spam with barstone+barpetrify but there's no spell that protects you from an instant death TP move, unless you can stun it before it goes off. Terror usually doesn't last very long but a higher resistance to it would help to bring down its overall duration if it does land, and we need a resistance to charm or a spell to remove it.
Last edited by Calatilla; 11-01-2012 at 04:53 AM.
I would like to make a suggestion for the new WHM SP.
Why not just follow your own thoughts for Perfect Defense?
Make the new WHM SP based off the players Healing Magic skill. At certain tiers you'll be able to make your party members immune to a new status ailment. For the status ailments you're unsure about giving to the new SP, put them at the very top of the list requiring the most Healing Magic Skill to gain immunity to it. I'm sure your team could figure out a proper balance of required skill levels for this, and it would also make players happy that we have the ability to do it even if it might not be possible to achieve the required skill for some status ailments until we're well into the new expansion when new gear comes out.
Please think about it, I think this is the balance that would fit WHM's SP perfectly.
I'm very happy to hear a resistance to Dispel is up in there.
I would say Death (instant death, as inflicted by Death Prophet or the additional effect of Tera Slash) is the one thing I would most like to resist. That funky junk can ruin nights; Raise is the closest thing to a -na spell for it, and Arise is the closest thing to a bar-spell to reduce its duration.
After that, Charm and Terror are distant seconds. They're less severe than instant death, but share the lack of a bar-spell or -na spell.
i recall at one point they claimed WHM would get a -na spell to counter charm.with it missing i would also agree that Death and CHarm are the other 2 i'd like to see resisted.Death is just cheap [as i'm pretty sure without gear it can't miss,period] and charm is just annoying,mainly since a large portion of still threatening mobs that use it, tend to use -ga instead.
It seems adjustments don't always balance out in our favor.
I was curious about this and did some backtracking. The only solid rep post I could find was this:
Hopefully, with all the plans for the new expansion, it hasn't been lost completely due to higher priorities.
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