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  1. #131
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    Would like to see this spell set that has points to waste on Frightful Roar.

    And is casting Dia2 because no one else can.

    And is having to sub rdm while meleeing- you know what, your scenario is just all kinds of terrible.
    It was to prove a point, that BLU has more enfeebling capability then RDM. The fact that enfeebling is completely useless is irreverent to that comparison. That BLU's don't even bother trying to use their enfeebling magic in favor or their offensive magic proved my point.

    Every BLU I've seen in the past three weeks in VWNM has been /RDM, half were using staves, the other half were sword + boarding it with Mag.Acc swords. It's enough to make your eyes bleed, but apparently that's become the new "standard" for BLUs now.
    (2)
    Last edited by saevel; 03-13-2012 at 04:29 AM.

  2. #132
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    Mar 2011
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    1,003
    Quote Originally Posted by saevel View Post
    It was to prove a point, that BLU has more enfeebling capability then RDM. The fact that enfeebling is completely useless is irreverent to that comparison. That BLU's don't even bother trying to use their enfeebling magic in favor or their offensive magic proved my point.

    Every BLU I've seen in the past three weeks in VWNM has been /RDM, half were using staves, the other half were sword + boarding it with Mag.Acc swords. It's enough to make your eyes bleed, but apparently that's become the new "standard" for BLUs now.
    The fact that you can comprehend that magic accuracy sword BLUs are terribad, but not quite grasp that cure/haste-only rdms are equally terribad utterly baffles me.
    (3)

  3. #133
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Duelle View Post
    I don't believe in spell exclusivity on RDM because the class by concept borrows from other classes. The application and use of the stuff they borrow is what should make the job unique, not whether RDM has spells others do not.

    As far as enfeebles, I was aiming directly at the stuff that works in absolutes. It's why I'd suggest something like turning Paralyze into Attack Down & Accuracy Down, with values scaling along with Enfeebling Skill. This makes T2 somewhat moot if you make changes, but I wouldn't loose sleep over T2 enfeebles going away forever and RDM getting something else in place of it. Hell, RDM merits need an overhaul anyways.
    Except that Bio could then be used to mitigate incoming damage. Having both spells stack would also make it seem like the spell is not there to just take up space. Nerf the DoT on Bio if the combined DoTs seem to be too much, but both effects should be usable on the same mob.
    RDM is quite a bit different from the previous game and enters in territories such as Mystic Knight and so on, and unlike previous games they do have a specialty, they specialise in Enfeebling and as such they should have unique spells in that field and I mean outside of merits.
    (1)

  4. #134
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    Quote Originally Posted by saevel View Post
    Monster vs Player melee damage formula works differently then us to the monster. I believe our friends have been busy figuring this out. We've all known for years that defense becomes useless after a certain easy to reach point. That's why turtle PLD's have went the way for the dodo long before Abyssea was every created. You mitigate more damage by killing the target faster then by attempting to reduce it's attack.
    My model has the formula nearly working the same way, except that monsters have a lower cRatio floor at 1.0 and generally have ridiculously high Attack values. I mean like 1,500-2,000 Attack being common for strong NMs.

    It's typically more that Defense is useless in small numbers, and becomes increasingly effective until the cutoff point at 1.0 cRatio. The problem is, in order to reach those relatively nice returns, you need assloads of defense - like full turtle 1k-2k defense. Stacking enough Defense-specific buffs to get that sort of rating is just counterintuitive because of all the powerful offensive buffs you give up in doing so, and because no matter what monsters will never score below 1.0 cRatio on you (meaning you can't ever fully mitigate damage).

    Likewise, because cRatio caps, the difference between something like 2 Defense and 500 Defense is absolutely nil - allowing people to use abilities like Berserk and Counterstance with absolute impunity on stronger monsters.
    (3)

    I will have my revenge!

  5. #135
    Player Motenten's Avatar
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    Mar 2011
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    321
    There is no 1.0 floor for mob cRatio; I tested. However mobs get positive level correction when fighting players, which means it's virtually impossible to get cRatio that low when fighting high level mobs.

    Ig-Alima (lvl 120) hitting a pld who has 1000 defense would be working with a 2.06 cRatio (or maybe 2.11; little fuzzy there). If the pld miraculously gained another 1000 defense (2000 total), Ig-Alima would still have a 1.53 (or 1.58) cRatio against him.

    Also, the claim that 1500-2000 is common for strong NMs seems unsubstantiated. The only known attack value we have is 1059 for Ig-Alima.
    (4)

  6. #136
    Player Duelle's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    658
    Character
    Duelle
    World
    Sylph
    Main Class
    RDM Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    RDM is quite a bit different from the previous game and enters in territories such as Mystic Knight and so on
    I'd say enspells lean in that "application and use of the stuff RDM borrows" direction. Sure, it was inspired by Mystic Knight, but if it were taken straight from Mystic Knight, we would have Spellblade and would be casting nukes through our swords (something I'd outright welcome, mind you).

    That being said, RDM is hardier than your standard mage, but weaker than your average warrior. It'd make sense for them to use their (self-cast) buffs or Job abilities to lean one way or the other to make up for what they lack vs the standard mage or warrior.

    Connected to this is a point I brought up in the DRK nuke thread: just because we borrow spells does not mean said spells should work exactly the same as those form the jobs we borrow them from. Nukes in particular are subject to this because Elemental nukes follow the damage ruleset that BLM follows...which clearly favors BLMs. Which means one job gets spells they can use, the others have wastes of space and little more. A spell cast by a BLM or WHM or SCH should look or act different when cast by the melee-caster hybrids (PLD, DRK and RDM). Fire from a RDM should be different from Fire from a DRK, which would be different from the "original" version cast by BLM or SCH. That way you have uniqueness in terms of gameplay without having to add something completely different to make the job seem "unique".
    and unlike previous games they do have a specialty, they specialise in Enfeebling and as such they should have unique spells in that field and I mean outside of merits.
    Which hasn't exactly panned out. The fact that Final Fantasy's debuff spells are for the most part absolutes don't help at all. Which goes back to what I said several posts ago: redesign enfeebles to work and be balanced in a standard MMO setting instead of trying to port the effects straight out of a console FF and then be forced to make your mobs immune to said effects to prevent said effects from making the encounters trivial or outright nerf the effects when cast by player characters (see: Break).
    (2)
    Last edited by Duelle; 03-13-2012 at 04:36 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  7. #137
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Greatguardian View Post
    My model has the formula nearly working the same way, except that monsters have a lower cRatio floor at 1.0 and generally have ridiculously high Attack values. I mean like 1,500-2,000 Attack being common for strong NMs.

    It's typically more that Defense is useless in small numbers, and becomes increasingly effective until the cutoff point at 1.0 cRatio. The problem is, in order to reach those relatively nice returns, you need assloads of defense - like full turtle 1k-2k defense. Stacking enough Defense-specific buffs to get that sort of rating is just counterintuitive because of all the powerful offensive buffs you give up in doing so, and because no matter what monsters will never score below 1.0 cRatio on you (meaning you can't ever fully mitigate damage).

    Likewise, because cRatio caps, the difference between something like 2 Defense and 500 Defense is absolutely nil - allowing people to use abilities like Berserk and Counterstance with absolute impunity on stronger monsters.
    GG you do realize I was the person who came up with the 1.0 Ratio idea originally, it was shortly after ToAU was released and I had leveled up /BLU for my RDM. I went out testing some defense values (Pro IV + Cocoon + Taco) and saw absolutely no difference fighting VT monsters. Knowing that monsters do not have ridiculously high attack, without some sort of buffs (berserk) or them being a DRK, I had to figure out why I wasn't forcing their damage to the 0.5 floor we know. I never thought of there being a positive level correction and their formula scaling completely differently then ours. I had assumed that if I could get the monster to 0.5 that it would start hitting for 0 similar to what happens with us.

    Testing has recently shown that while there isn't a 1.0 ratio floor, vs anything bigger then you the chances of you getting under 1.0 are rather slim. And even then the actual benefit would be small.
    (0)

  8. #138
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    RDM is quite a bit different from the previous game and enters in territories such as Mystic Knight and so on
    Actually not really. Enspells are the only thing different, otherwise RDM is ~exactly~ the same as in FFI, FFIII, and FFV. If you doubt this pick up the GBA / DS versions and find out. Their cheap and relatively easy to find on amazon.

    That is actually the problem with FFXI now, SE focused too much on keeping RDM like it was in previous FF's. RDM has always had white magic but not as a good as WHM, had black magic but not as good as BLM, and wore armor and swords but not as good as Fighter. You were limited to four members and whatever jobs you chose you had to stick with, for this reason the RDM typically replaced either the THF or BLM. In III and V you could class change so you had a bit more personal choice. I liked RDM as it was good at clearing out ash & trash mobs during the dungeon exploration portion and could switch to buffs / debuffs / healing during the dungeon boss portion. In FFV RDM was the same although severely limited to level 3 magic which made the job virtually useless after midgame. At the end of FFV all jobs paled compared to freelancer / mimic which gained the powers of all mastered jobs and thus was radically overpowered. For a good portion near the beginning to middle RDM was useful as you could switch out the "sub" ability between battles.

    Those idea's are great for console RPGs as it allows the players to experiment and play around, they don't work for a MMO because nobody will accept less then "optimal". Instead of (Fighter / Thief / Red Mage / White Mage) you get (Fighter / Fighter / Fighter / White Mage). The first group is my favorite to play, the second group is the absolute easiest to win the game on, so easy you'll think the game's a joke.
    (3)

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