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  1. #1
    Player Doombringer's Avatar
    Join Date
    Mar 2011
    Posts
    365
    Character
    Buzzwords
    World
    Carbuncle
    Main Class
    RDM Lv 99

    possible oversight with the new ilvl system?

    so i was checking out the new gear from the test server here. and i noticed that a lot of these new weapons have some pretty impressive stats. which is great, generally.

    but i think i may have spotted a flaw here. some new and improved staves and clubs give massive bonus' to magic accuracy. but none of the other weapons do. could this not have dramatic ramifications for jobs like drk, blu, rdm, nin, and maybe even cor?

    a dark knight casting drain without a staff is "down" about 30 magic accuracy by not swapping his weapon. with these new staves in play he would effectively be "down" up to 180 magic accuracy. now it is debatable just how much a drk REALLY relies on his spells, but if the magic acc from the new weapons becomes the new standard then there will be no debate. they'll just stop casting anything with an accuracy check.

    this same concern extends to any job that might find itself doing anything that relies on magic accuracy, while using anything other than a club or stave. physical blue magic should be fine, but magical blue magic will be devastated. i'm not a corsair, but i know some of their quick draws use magic accuracy. ninja? could easily end up highly boned. and i'm not here to debate the efficacy of meleerdm, i'm just saying this could kill it.

    there may be other issues i'm not seeing myself. is flash resistable? because if it is, add paladin to the list? how deep does this change go, and how do we fix it? would it be game breaking if we just also threw a bunch of magic acc on other weapons?
    (27)
    Last edited by Doombringer; 07-24-2013 at 01:59 PM.

  2. #2
    Player Fermion's Avatar
    Join Date
    Dec 2012
    Posts
    45
    Character
    Shidoshii
    World
    Asura
    Main Class
    SAM Lv 99
    Anywhere 150 or more magic accuracy will be needed, RDM won't be meleeing anyway.

    In a highly buffed situation, DRK would lose tons of DoT casting spells.

    In the case of PLD, flash is nothing more than a hate tool at this point.

    When has BLU ever been invited for their magical blue magic in top tier content?

    I see this as a good thing. Pure mages should always have an advantage in their respective forms of magic. That's the price DRKs, PLDs, BLUs or any melee/mage hybrid must pay for being hybrids.
    (2)

  3. #3
    Player Doombringer's Avatar
    Join Date
    Mar 2011
    Posts
    365
    Character
    Buzzwords
    World
    Carbuncle
    Main Class
    RDM Lv 99
    most of what you said is right, but it all assumes top tier CONTENT. i'm concerned that this stuff will not be top tier gear forever, eventually becoming the new normal and leaving gaping holes in these jobs when they go back to do lower tier content.

    SE did say this is how we level up now, so i don't think i'm too far off base looking forward.
    (6)

  4. #4
    Player Metaking's Avatar
    Join Date
    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    invited only for it(magic) never but generally (75era) blu/thf for frightful roar and respectable spike dmg was a better use of slot than drg for there def down, but yea bringing that up, is just splitting hairs.

    anyhow, blu seems to be getting some of the macc thx to clubs, got to play with Tamaxchi(macc +90) and its actually quite an amazing weapon on blu, cant wait to see its big brother in action. Do wish i understood what the magic dmg + was doing on it better i mean come on 1.3k flash nova.... that's almost useful i mean compared to its normal 300 dmg >.>;
    (0)

  5. #5
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    519
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by Doombringer View Post
    so i was checking out the new gear from the test server here. and i noticed that a lot of these new weapons have some pretty impressive stats. which is great, generally.

    but i think i may have spotted a flaw here. some new and improved staves and clubs give massive bonus' to magic accuracy. but none of the other weapons do. could this not have dramatic ramifications for jobs like drk, blu, rdm, and maybe even cor?

    a dark knight casting drain without a staff is "down" about 30 magic accuracy by not swapping his weapon. with these new staves in play he would effectively be "down" up to 180 magic accuracy. now it is debatable just how much a drk REALLY relies on his spells, but if the magic acc from the new weapons becomes the new standard then there will be no debate. they'll just stop casting anything with an accuracy check.

    this same concern extends to any job that might find itself doing anything that relies on magic accuracy, while using anything other than a club or stave. physical blue magic should be fine, but magical blue magic will be devastated. i'm not a corsair, but i know some of their quick draws use magic accuracy. and i'm not here to debate the efficacy of meleerdm, i'm just saying this could kill it.

    there may be other issues i'm not seeing myself. is flash resistable? because if it is, add paladin to the list? how deep does this change go, and how do we fix it? would it be game breaking if we just also threw a bunch of magic acc on other weapons?
    I see what you're saying. If these weapons become the required standard to use spells effectively, jobs like DRK and BLU will be screwed for magical effectiveness. Post liked.
    (6)

  6. #6
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    there may be other issues i'm not seeing myself. is flash resistable? because if it is, add paladin to the list? how deep does this change go, and how do we fix it? would it be game breaking if we just also threw a bunch of magic acc on other weapons?
    Flash is indeed resistible. Like stun, it's mostly only NM's that do it, and less NMs resist flash.

    Also, no mention of nin, at all? Nins enfeebles are more about solo and extremely lowman but this will be an issue for them as well.

    Edit: I should point out that a resisted flash has the same enmity as a fully-unresisted one. Same goes for stun and all spells. That, if you don't know, is why rdm/nin, pld/rdm, and nin/drk worked as tanks, until the adjusted the enmity of a lot of spells. However, I've used pld/drk recently and a stun/flash rotation is about the strongest hate a tank is going to get, I think.
    (3)
    Last edited by OmnysValefor; 07-25-2013 at 02:44 AM.

  7. #7
    Player Doombringer's Avatar
    Join Date
    Mar 2011
    Posts
    365
    Character
    Buzzwords
    World
    Carbuncle
    Main Class
    RDM Lv 99
    bam, yes, nin. how did i forget that. i'm puttin' that in.
    (0)

  8. #8
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    I love some of the new gear, but it is surprising to me that they didn't choose to just keep acc/eva magic acc/eva at 99 (or whatever level 99's content bosses are) levels.
    (0)

  9. #9
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Posts
    372
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I agree with the OP. These jobs are hybrids for a reason, because they sacrifice complete melee specialism in order to cast magic. So it's only natural that some of these weapons who only have hybrid (magic/melee) jobs should have magical boosting stats as well.

    While I agree with full mage jobs having higher magic stats than hybrids, they still deserve something. They added a lot of STR, DEX, attack, accuracy and haste to mage gear in this new change and have since Seekers of Adoulin.

    So if the argument is magic bonuses are for full mages only, then take away all forms of melee stats on full mage gear. Because by that logic you should never be meleeing as a mage. Not that I want or think, just proving a point how ludicrous that is.

    The point is hybrids are a blend and should well.. have hybrid weapons and armor. I don't see how that doesn't make complete sense. It is not even a matter of who is the better mage because hybrids aren't and shouldn't be. The times in the past hybrids have been chosen over full mages, have to do with problems in other areas of FFXI's battle mechanics and should not penalize a job for being what it is.
    (5)

  10. #10
    Player Lithera's Avatar
    Join Date
    Mar 2011
    Posts
    733
    Character
    Lithera
    World
    Shiva
    Main Class
    BST Lv 1
    I agree wholeheartedly. The hybrid jobs pay their price in many ways Already with less potent or shorter duration debuffs, lower M value nukes, no access to higher tier nukes, diminished MP pools etc. Therefore the balance between full Mage and hybrid is already estaished. To deny the hybrids m.acc and/or MAB on gear just serves to toss out that balance and effectively nerf the jobs. May as well strip Burst Affinity off BLU and remove all the magic spells.
    (2)

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