Umm...you guys do realize we still have broken spells such as tourbillion and barbed crescent, yes?
Umm...you guys do realize we still have broken spells such as tourbillion and barbed crescent, yes?
Well thanks SE for the {Demoralizing Roar} you just dropped on me. Being someone who's played Blu as a main for 5+ years I'm really disappointed in this route they took. I'm sorry for a mini rant here, but do you Devs even play this game? It's already damn near impossible to get into Delve on Blu as it is.....and now this. Seriously, couldn't you (devs) just have updated the formula for Blu magic or something? I was so hoping (faceplam) that a simple adjustment might be made to the formula that made Blu magic more effective against high def mobs and ultimately it might lead to more Blu's getting a chance to shine in Delve. But I can't help but feel like this is the coffin nail for (my) Bluemage. I'm already burnt out on leveling and gearing a more Delve friendly job just so I can farm some stupid plasm. (Unfortunately my level 99 jobs aren't wanted in Delve) At least I was able to get 5/6 field nm KI's on Blu. Ironically the one to get the sword is the only one I don't have. I apologize if this sounds like QQ. I'm just tired and frustrated with this game and the people who are working on it. Now if you excuse me, I'm going to go sulk in the corner with the Rdm community.
And fix our spells for Altana's sake already.
Its kinda funny cause I dont get as worked up as alot of the RME owners out there, I just was looking forward to changes to the spells to make them better, then it turned out to be based on weapon so now I wont be able to use my almace for the better dmg. which leaves me with somewhat bad WSes. But i guess they were talking about unlockin WSes somehow right? But will prolly require a 99 version, so that wont happen for me either lol.
Sooooo, new blu spells right! Back on topic! What someone said earlier bout 2 updates from now (then they split this one) so prolly after August. Weren't the UI changes happening in summer too? Guess that got moved to Fall?
It just seems like they are making this overly complicated for no discernible reason.
When I first read it, I got excited because it makes total sense to scale the damage value of physical blue magic depending on what weapon you equipped. I think it's silly to only apply it to item level weapons only but fine... given the state of how quickly people level now I can deal with that.With the July version update it has become possible to increase the damage value of physical blue magic spells depending on the weapon you have equipped in your main hand, but in order for this to take place the weapon must have an item level displayed and there has to be stats that modify the weapon's skill.
This honestly makes my brain hurt. Why call it club skill +188 if it is calculated differently? What also makes no sense is creating a whole slew of new equipment with absurd stats to fix Blue Magic spells. Would it have honestly been harder to just alter the Blue Magic formula to account for level of the enemy versus level of your Blue Magic skill?Some weapons that have displayed item levels have the effect of increasing combat skill strength.
This increase in combat skill strength differs from the effects of attributes such as "Sword skill +X," and are calculated independently for main and sub weapons.
* At present, this increase is added only for a specific subset of equipment. Other equipment will be made compatible with this functionality at a later date.
* This functionality will not be reflected in the combat skill section of the status screen.
* For the hand-to-hand skill, values have been set with consideration given the fact that damage values increase as the skill increases.
At least it actually gives club skill...
The scythe says it gives axe skill lol! (obviously it actually gives scythe skill)
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