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  1. #1
    Player Malacite's Avatar
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    Mar 2011
    Posts
    228

    [dev1004] Suggestions

    Okay I'll take a stab at this.


    COR - EXP & CP/ISP +50% (Was thinking double EXP but that's too strong)
    NIN - Evasion + Enhances Dual Wield an additional 5~10%
    RNG - Accuracy + medium flashy shot effect on all attacks
    DRK - Attack + HP Drain on hits/Free minor souleater effect (no hp lost)
    BLU - Magic Defense + reduced magic damage taken (5~10%)
    WHM - MP recovered while healing + Cure Potency +10%
    PUP - Pet Accuracy + Pet damage taken reduced
    BRD - Spell Interrupt + Increased duration/potency of Song effects
    MNK - Subtle Blow + Minor Haste (5%) buff or Martial Arts enhancement
    BST - Pet Attack + Pet Haste (10~15%)
    SAM - Store TP + Increased Weaponskill Damage (Overwhelm?) (20%)
    SMN - Refresh + Enhances Avatar's Favor effects
    THF - Increased Critical Hit Rate + Increased Critical Hit Damage
    RDM - Magic Accuracy + Magic Critical hit rate
    WAR - Double Attack + small chance of double damage (5~10%) on regular hits
    DRG - Pet Magic Attack & Accuracy + Pet Magical Critical Hit Rate & Damage
    PLD - Damage reflection + reduced damage taken (5~10%)
    BLM - Magic Attack Bonus + Magic Critical Hit damage increase
    DNC - Regen + enhanced Sambas effect
    SCH - Conserve MP + reduced MP cost on white & black magic (10%)


    I'll add my thoughts on the non job-specific rolls later.
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  2. #2
    Player Delsus's Avatar
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    Mar 2011
    Posts
    42
    hmm they sound nice, for the none job-specific rolls i would say:

    Bolters: movement speed + & sneak and invisible
    Casters: fast cast & MP cost -10%
    Coursers: snapshot & ranged attack +
    Blitzers: not too sure what could go with weapon delay -, i'll add it when i think of something
    Tacticians: regain & weapon skill or skillchain damage +
    Allies: enhances skillchain accuracy and damage & occasionally double damage of level 1 and 2 skillchains (could be too broken if implemented with light and darkness, where you would only get the normal 11 bonus) (this was all i could think of for somthing to go with skillchain damage and accuracy)
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  3. #3
    Player Arkanna's Avatar
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    Mar 2011
    Posts
    1
    Character
    Arkanna
    World
    Lakshmi
    Main Class
    BLU Lv 90
    I've no problem whatsoever with the addition of a (potent) effect on an XI roll, but please don't replace the effect of a roll with a new effect if the COR should roll a XI. Unpredictability is one of the job's core aspects, but it's also probably its greatest weakness.

    If I could ask for one thing to be done with COR, it would be rolls that scale higher with better totals. Oh, and Blitzer's Roll should be magic-type Haste, not delay reduction. =P
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  4. #4
    Player Dew's Avatar
    Join Date
    Mar 2011
    Location
    MolaMola Enterprises
    Posts
    115
    Character
    Dew
    World
    Bismarck
    Main Class
    RDM Lv 99
    A long duration like they had for a little bit would be a nice addition to XI rolls. Also having double what a lucky roll has would be nice on XI too.
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  5. #5
    Player Dartanon's Avatar
    Join Date
    Mar 2011
    Posts
    1
    Character
    Dartanon
    World
    Shiva
    Main Class
    BLU Lv 95
    COR is special like DNC and SCH because it is ACTIVE and caluclating, not mnk (attack, ws). I would like something more active with XI rolls.

    Not to be too complex, but I think it would be interesting to give COR a JA that is similar to DNC's Flourish. Everytime a COR hits an XI, it earns a point for that JA (like steps do). You can then use the JA to use those points like:
    1 point = add a 2 automatically as your next Double Up (like Snake Eye does 1). This gives more flexability because COR can then add a 1 (if did that merit), a 2 (this new JA), or a 3 (using Snake Eye and then the JA)
    2 points = extends last roll by 50% (have to be in Double Up status). A 5 minute roll would then be 7.5 minute (and more if the COR merited Winning Streak)
    3 points = Adds an additional 15% to last roll (in Double Up status). For example, a 25% DRK roll would turn into a 45% DRK roll, a 12% WAR roll would turn into a 27% roll, etc.

    You can store a max of 3 points, so a COR can't use 3 points to add 15% potency and then turn around and add 50% duration too. And it's not overpowered considering would take awhile to get three XI's (I imagine more people would spam the 1 point version to keep getting XI's).

    Also, you would have to lose the "saved points" on a Level Sync. When SE implimented the "double duration", COR would just lvl sync, unsync and keep retrying for XI's every 30s.

    --Edited to remove lvl suggestion on the JA. who subs cor lulz ---
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    Last edited by Dartanon; 03-10-2011 at 11:21 AM.