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  1. #1
    Player Rambus's Avatar
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    Rambus
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    Bismarck
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    BRD Lv 99

    Is this game stuck at 75? caps that need to be relooked at or removed

    Caps that where meant for level 75 that in my option have no place in a 90/99 game:

    Cure potency:
    Reason, if you are going to stick SCH, RDM,PLD on the same cure as sub, you should lift this cap and maybe give traits to this to counter not having cure V

    350 stoneskin:
    no reason to have this anymore, and that includes: Diamondhide, Earthen Ward.
    also remove the rampart conflict.

    Enhancing Magic Skill:
    Have higher boosts after 75 in Enhancing Magic spells ( I/E AOE en spell, AoE phalanx need to have more impact.*

    *this comment is more for in abyssea, outside abyssea does not matter since that is 75 content.

    Enmity cap:
    Hurts PLD a lot lately, this needs to get changed or removed.

    -BP timer cap:
    why does this exist?

    other caps that seem that was meant for 75:
    gear haste
    movement speed gear
    Accuracy (this is a reason 1 hit ws have a hard time comparing multi hit ws)
    hurts jobs that are mostly 1 hit ws like rng and sam

    Other level 75 rule issues:
    http://forum.square-enix.com/ffxi/th...ess-consderns/

    Keep in mind these are big isses in abyssea since some stuff does appear right for level 90 even with atma buffs, but outside abyssea content is 75 thus my changes proposed have no merit right now.

    When there is content outside abyssea (I think a lot of people are expecting this) the above needs to be changed.

    mobs hit too hard for phalanx to matter much, stoneskin, too much hp to care about en spells and so on.

    Common mob in abyssea its the reverse, mobs don’t live long enough for en spells and such to matter.
    (0)
    Last edited by Rambus; 03-21-2011 at 05:17 AM.
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  2. #2
    Player Bahamut_Norm's Avatar
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    Norm
    World
    Bahamut
    Main Class
    BLM Lv 99
    Quote Originally Posted by Rambus View Post
    Cure potency:
    Reason, if you are going to stick SCH, RDM,PLD on the same cure as sub, you should lift this cap and maybe give traits to this to counter not having cure V
    Cure potency caps set MP/Recovery ratios. If Cure II was more efficient than cure IV, there would be no reason to use cure IV. Also, support jobs are not supposed to be as good at a task as their main job counterparts.

    350 stoneskin:
    no reason to have this anymore, and that includes: Diamondhide, Earthen Ward.
    also remove the rampart conflict.
    This is a balance of time/MP/HP saved. They could theoretically add a Stoneskin II with a higher cast time and defensive amount, which would maintain such a balance.

    Enhancing Magic Skill:
    Have higher boosts after 75 in Enhancing Magic spells ( I/E AOE en spell, AoE phalanx need to have more impact.
    AoE versions of enhancing spells, especially on RDM would be nice. However 'more impact' again implies a reconfiguration of efficiency/MP/time ratios. Again, II's would be nice.

    Enmity cap:
    Hurts PLD a lot lately, this needs to get changed or removed.
    I hear a lot of PLDs complaining about this. However, I also hear a lot of MNK and BLU tanks thinking things are just fine. As I understand, the problem stems more from a lack of restraint and communication. If a damage dealer goes hole-hog on a mob from the start, I would expect a mob to focus more on it than the guy yelling profanities and making it harder to see.

    -BP timer cap: why does this exist?
    To keep you from spamming enhancing blood pacts like blinkga. SMN is very much a "do what you mean to do" job.

    gear haste
    Helps keep DPS balanced across jobs with access to more haste gear than others.

    movement speed gear
    Keeps RDMs from kiting absolutely positively everything to death.

    Accuracy (this is a reason 1 hit ws have a hard time comparing multi hit ws)
    hurts jobs that are mostly 1 hit ws like rng and sam
    95% isn't accurate enough?! I couldn't hit the broad side of a barn with that much accuracy! Keep in mind, if they increase it further, they do it for enemies as well...

    Square has already talked about a merit-esque system at 99.

    too much hp to care about en spells and so on.
    En-spells are made to augment DPS with minimal cost and the II's reduce elemental defense.
    (0)
    Last edited by Bahamut_Norm; 03-22-2011 at 12:56 AM.

  3. #3
    Player HFX7686's Avatar
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    Character
    Meare
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    Bahamut
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    RDM Lv 90
    I've been theorizing for months that there will eventually be a Stoneskin II.

    Or, at least hoping for one.

    I think that is a good idea.
    (0)

  4. #4
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    I've been wondering why my 1 hit WS's on my SAM don't seem to do as much dmg sometimes... then another time it'll do even more dmg... I guess it depends on which type of mob I'm fighting as well too.
    (0)

  5. #5
    Player Bahamut_Norm's Avatar
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    BLM Lv 99
    Quote Originally Posted by chrism View Post
    I've been wondering why my 1 hit WS's on my SAM don't seem to do as much dmg sometimes... then another time it'll do even more dmg... I guess it depends on which type of mob I'm fighting as well too.
    Generally speaking, mutli-hit weapon skills do more damage because they simply multiply your normal hit count and come with modifiers like "chance of critical hits varies with TP." Single hit weapon skills do one big hit and often come with attributes like "damage varies with TP." What this means is if you have an atma or gear that increases your critical hit rate or gives a TP bonus, your mutli-hit weaponskills will hit for more because you're landing more critical hits. If you have gear or atma that grants modifiers to a given weapon skill, that will do more damage because you're putting more 'oompf' behind it. Your accuracy factors into the effectiveness of multi-hit weapon skills as well.

    It's not a perfect explanation, but hopefully it gives you some insight into the variance.
    (0)

  6. #6
    Player Rambus's Avatar
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    more reason to see my link, ALL merit spells need to be dropped! and change them to potency or something to replace the said spell, like slow potnecy replacing slow II.

    I disagree with what you said with -bp cap though, if they give you new gear to use you should be able to use it, and might allow SMN to be used more.

    merits at 99 should NOT be the solution to fix merits at 75, plus SE would say , we cant give slow II to whms because tis RDM merit, they need to be changed.

    what you said about en spells I do not understand, I am not talking about rdm ( you cant aoe these) i am talking about doing en AoE as a buff.

    Zanshin and double attack does not help a rng, so you can say they are hurt the most with that acc cap vs other jobs, thus there is that inbalance

    Stoneskin II , blink II , aquaviel II and such would be needed i guess.

    would like a 99 game that has no level 75 rules
    (0)
    Last edited by Rambus; 03-22-2011 at 07:05 AM.
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  7. #7
    Player Bahamut_Norm's Avatar
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    Bahamut
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    Quote Originally Posted by Rambus View Post
    more reason to see my link, ALL merit spells need to be dropped! and change them to potency or something to replace the said spell, like slow potnecy replacing slow II.
    ...
    merits at 99 should NOT be the solution to fix merits at 75, plus SE would say , we cant give slow II to whms because tis RDM merit, they need to be changed.
    Meritable spells are supposed to be unique to the jobs that have them. The same goes for the associated job abilities. Square won't discard the work of several thousand players just to allow them to make adjustments to existing spells. Furthermore, the caps on these spells are set in such a way (again) appropriate to their time/mp cost/potency ratios.

    I disagree with what you said with -bp cap though, if they give you new gear to use you should be able to use it, and might allow SMN to be used more.
    I think there is a limit to the reduction on blood pacts for the same reason there's a limit on fast cast. Too much and you have a situation where it becomes possible to exceed a balance.

    what you said about en spells I do not understand, I am not talking about rdm ( you cant aoe these) i am talking about doing en AoE as a buff.
    Oh, I see. You can in fact AoE RDM -en spells using RDM/SCH or SCH/RDM. However, I would agree that the one SMN AoE -en spell (Rolling Thunder) could probably use an adjustment to behave more like the calculations on an en-II spell.

    Zanshin and double attack does not help a rng, so you can say they are hurt the most with that acc cap vs other jobs, thus there is that inbalance
    The accuracy cap is already 95%. Double Attack has nothing to do with accuracy. Additionally, RNG already has a ton of Accuracy Bonus, and there is already a lot of Ranged Accuracy + gear available. I don't suppose there would be much harm in raising the accuracy cap to 100%, but is that even really necessary? Is missing 5% of the time really that serious of a limitation?

    Stoneskin II , blink II , aquaviel II and such would be needed i guess.
    I agree, however they should have some kind of trade off in cost for their additional potency. I understand what you're saying about increasing the potency, but it's necessary to balance potency with cost. There's nothing saying that a II spell can't be more efficient or potent than a I, in fact, most are. However, I think the problems with the existing I's is that their formulas do not scale well past a certain point, which is why they are where they are now.

    You might find it interesting to note that some BLU spells have much higher caps than others, but cost slightly more time or MP to cast, like Occultation.
    (0)

  8. #8
    Player Nepharite's Avatar
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    Nepharite
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    Shiva
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    WAR Lv 90
    Quote Originally Posted by chrism View Post
    I've been wondering why my 1 hit WS's on my SAM don't seem to do as much dmg sometimes... then another time it'll do even more dmg... I guess it depends on which type of mob I'm fighting as well too.
    Seriously?

    I'm going to guess you got a DA or TA proc on your ws...

    Check to see if you are /war, using da/ta atma, or using any da/ta gear...

    Some mobs do take enhanced dmg.


    -edit, op doesn't know about the acc boost given to the first hit of a ws?
    I hope some of these people here are trolling.

    If you miss with a 1hit ws, your not just doing less dmg. Your doing no dmg... (unless you get a da/ta proc and hit with 2nd or 3rd hit)
    (1)
    Last edited by Nepharite; 03-22-2011 at 07:50 AM.

  9. #9
    Player Rambus's Avatar
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    BRD Lv 99
    Quote Originally Posted by Bahamut_Norm View Post
    Meritable spells are supposed to be unique to the jobs that have them.
    those spells are for a level 75 game, those merits need to be changed.
    some spells are useless now ( am II, phalanx II)

    slow II, para II, bio III, dia III needs to be spells and used by rdm and whm, where is the progress if not? plus it opens up allowing bio IV ( maybe merit) dia IV, and so on.

    yes that 5% is a big issue, i am talking about WS though, I do not care about tp. RNG acc + gear and traits is meaningless if the cap is 95%, thats my point. double attack helps sam miss ws less and so does zanshin when you sub sam ( lest I think it works for ws, I just seen a comment that it dont).

    and it is more for 1 hit ws comment, I think muti hit ws are fine. My issue with the acc cap is one hit ws only jobs ( rng and sam, with relic ws being one hit)

    II spells can cost more MP i dont care.

    I want progress.
    (0)
    Last edited by Rambus; 03-22-2011 at 08:29 AM.
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  10. #10
    Player Nepharite's Avatar
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    Nepharite
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    WAR Lv 90
    So you want mobs to have 100% slow, constant para, and players to have 0 attack delay with 100% acc?
    (1)

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