SE, thank you for taking notice in Enfeebling Magic having a problem. Thank you for at least attempting to do something that could potentially help RDM. But sorry to say, you failed RDM once again.[dev1093] Enfeebling Magic Resistance of Monsters
•A log message now appears when a monster resists an enfeebling spell which enables the player to determine whether a monster possesses complete resistance to a particular type of enfeebling magic.
As long as the monster does not completely resist the effect, it is possible to inflict enfeebling magic upon them. The number of affectable monsters has drastically increased.
•A new system has been added in which using enfeebling magic multiple times will lower the target enemy's resistance. This system is known as "Immunobreak."
- When an Immunobreak occurs after the enemy has resisted a particular enfeebling magic, the resistance of the enemy to that effect will decrease by a certain amount.
- Immunobreaks can stack and continually lower an enemy's resistance.
- The more times the enfeebling magic is resisted, the greater the likelihood that an Immunobreak will occur.
- When the enfeebling effect is successfully applied, the resistance will reset.
- If the effect is continuously applied, the enemy will slowly gain more resistance, and eventually Immunobreaks will no longer occur.
- Note that some monsters have complete resistance to enfeebling effects.
- (Immunobreaks will not occur on enemies which have complete resistance.)
- Immunobreaks only apply to enfeebling effects (magic abilities based on Enfeebling Magic skill level).
As with melee gear, you have fixed only part of a problem, when fixing gear you gave us some very nice TP gear and a spell for it which is great, but you completely left out alot of DEX gear leaving that far behind which is some for one of our greatest WSs.
This time you fixed our resists, but you didn't help give us a position. You gave every job the power to use enfeebling magic again and again till it lands, due to already low cast timers this is easy to do. RDM's fast cast can not be used to make the casting of these spells faster or easier because the cast time is a matter of 5 seconds for most of them, and now the ability to land them is trivial due to it becoming easier with the more they resist it.
Some time ago when we asked about what was happening about RDM and its merits, due to their need for adjustments, we were given this response. But as predicted, these changes were not for RDM alone, it helps many jobs, and in fact, seemingly every job with enfeebling magic or the ability to use enfeebling magic through a subjob was assisted with this to the point they can now land spells given the time.
I understand, RDM is a hard job for you it seems because you want it to do everything, and are having a hard time with making it a strong job, that is wanted in events, without making it the overpowering god it once was. But right now, it seems it would make more sense to give the job larger boosts in power, and if needed slowly lose some to find a balance, rather than making small boosts like you are now, but giving so little that most don't do much of anything to change RDM and its current position.