Originally Posted by
Sotek
Depending on what you're fighting, it goes both ways I imagine. I assume you mean something that can absorb magic, in which case you can cast just before it starts absorbing thanks to Quick Magic, as well as casting before it stops absorbing thanks to Quick Magic. That cancels out unless you had something else in mind, I'm probably missing something obvious.
As for what you're doing, I can only assume you mean something like Immanence and Magic Bursts. I guess it's annoying for it to fudge Immanence, though it's still +100% damage so I wont complain, though I've had it proc on my closing spell a few times with no problem, a benefit in fact since I could Magic Burst with the same spell. As for Magic Bursts;
There's a couple seconds window after the closing Weapon Skill before the Magic Burst window opens, which is about 5 seconds long. Aero V has a (base) cast time of 10 seconds, typically if you're going to do a Magic Burst you'll start casting before the window opens (just before the closing Weapon Skill). Lets say Quick Magic procs and you cast before the closing Weapon Skill, you've got about 8 seconds to somehow reduce a 10 second cast time to a 5 second cast time and still Magic Burst. It's called Alacrity. Counter intuitive that Quick Magic would make that worth using, but I'm just happy it's worth using.
The only issue I could find - unless you care to give an actual example - with it after giving it some consideration was that it requires you do adapt your strategy to use it when it happens, which I guess is a negative for some people but I quite like it. I'd rather have my Set effect have me changing my plan and doing more damage, than just doing more damage. And to be fair it is a fairly logical bonus to Grimoire, even though it's ignoring the MP reduction, Grimoire effectively is Fast Cast.
Really, in terms of damage it's better than Black Mages. Theirs offers a damage multiplier based off Conserve MP, the maximum value that will ever conserve is 50% which I believe translates to +100% damage. They have a chance at +100% damage (it ranges from +6.25% to +100%) where we just get +100% damage; if not more.