Yeah I think it would be better to keep the enemy levels the same, but make lamp floors faster to solve (or non-existent).
Yeah I think it would be better to keep the enemy levels the same, but make lamp floors faster to solve (or non-existent).
Or make so the range of jumps goes from a minimum of 3 to a maximum of 15!
And the autumn of life has finally come
with the promise of winter thaw.
I'd like to add to the list of people interested in SCH's significance in these elemental magic updates.
Will Helices be allowed a shorter cast/recast time? Can't complain about the MP cost but any adjustment to the casting time would make magic bursting / Immanence chaining a bit more exciting... and fix modus? pretty please?
Regarding Modus Veritas:
There's one simple thing they could have done to prevent it from being abused for AV kills and whatnot while still keeping it as a usable ability for the lone SCH, and that was simply to not make it stackable by multiple SCHs. Surely that kind of thing can't be that hard to program? I still don't know why they didn't just do that when people started complaining about Modus being a commonly-failed Voidwatch proc.
There was no need to ever give it accuracy checks, or to give mobs Modus resistance.
Vous comté rendre le jeux facile jusqu’à quel point ?
Depending on how wide-spread the level correction changes are, and how level correction applies to pets, just that change could have a noticeable impact on the physical damage from all pet jobs. While pets might end up less able to tear weak monsters to pieces, there's an equal chance they'll perform better against stronger stuffs.
Somebody who knows more than I do about that should probably use this opportunity to make me look dumb. It would be informative.
Of course, since a lot of what Summoner does is magical or unique to the job or support-oriented or just plain weird, whatever happens to level correction would probably affect Summoner least out of all pet jobs.
odd thought, but are they going to change what rngs flashy shot does?
You are quite accurate. Currently, the attack/defense ratio caps at 2.0 just as SE revealed in this post. However, players only discovered this a few weeks ago, as the level correction causes the pdif term for pets to go as high as 4.0 (before randomizer). This does appear to be at a rate of 0.05/level.
BST pet mechanics are the same as mob mechanics. This is exactly why pets do more damage to lower level mobs than players can. Similar to how 2 handed jobs have a higher ratio cap than 1 handed players do, pets have a much higher ratio cap than any players due to this level correction. Conversely, that level correction hurts pet damage when fighting mobs of higher level. The contrast is huge. This is why pet jobs have been so gimp vs high level nm's and why they became so OP when the level cap was raised. This is why BST can solo vrtra and tiamat and so many hnm so easily from the level 75 cap. This is why a level 70 blm can nuke a player and still do 800+ damage, but the same nuke to a level 99 pet does maybe 150 damage. This is why a pet barely does double digit damage vs an nm which is 10+ levels above it.
Removing the level correction will affect BST pets more than others by far, because pet dd is all melee. If they are going to adjust mob att/def values w/ this change, are the going to adjust BST pet att/def values also?
Last edited by Xilk; 01-23-2013 at 12:27 AM.
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