Page 1 of 2 1 2 LastLast
Results 1 to 10 of 15

Dev. Posts

Hybrid View

  1. #1
    Player Tptn937's Avatar
    Join Date
    Mar 2011
    Posts
    42
    Character
    Warusha
    World
    Asura
    Main Class
    BLM Lv 99

    High Tier Elemental Magic [dev1229]

    We have been told twice now (in two years) that high tier elemental magic would receive a boost. The recent skill chain adjustment has made it so that any melee job is able to deal more magical damage than BLM SCH GEO RDM SMN yet again. Why has this not been addressed in the last two monthly updates?
    (2)

  2. #2
    Player Rubicant82's Avatar
    Join Date
    Apr 2011
    Location
    Windhurst
    Posts
    291
    Character
    Rubican
    World
    Carbuncle
    Main Class
    BLM Lv 99
    Because we BLMs are not SAM that is why /sigh
    But honestly tweaking the magic system is most likely a little harder than the weaponskills. We did get a good adjustment about a year ago or so when they did all that equalization stuff with the elemental magic, have faith, the mages will be back up there soon (I hope anyway).
    (3)

  3. #3
    Player
    Join Date
    Dec 2021
    Posts
    11
    I pray man…I pray, as of recently unless magic burst nuking numbers are kinda low compared to a dd worst part is we got the stupid magic wall while dd can spam ws without any issues/penalties the least they could’ve done was have wall only for 3 or more of the same jobs but allow a mix to not get walled in

    Blm Blm = no wall

    Blm Blm Blm = wall

    Blm sch geo = no wall etc

    That could’ve open so many possibilities and new jobs allow to nuke.

    Kinda weird how mages always get screwed over the amount of gear we need per spell just to make spells decent is insane a set for this that this and that before you know you’ve used 2-3 wardrobes just to maximize each spell. Facepalm the biggest slap was the weapons that came with Reisenjima like base mab don’t ever wanna go up I remember at some point we got like 3-4 staffs all with same +28 Mab pre augments, dd weapons got all the way to 360 in some cases from example 189-200 ish base dmg then Aeonics came just to have dd stats for mages……… I was like for Christ sake lmao.
    (1)

  4. #4
    Player Malithar's Avatar
    Join Date
    Apr 2014
    Posts
    447
    Character
    Malothar
    World
    Bahamut
    Main Class
    GEO Lv 99
    With a Geo present or a Blm MBing off of a Sam, nuking is actually pretty strong. They've always seemed overly cautious when it comes to boosting magic damage, so they might still be holding to a "wait and see" pattern.

    For reference, an Idris Geo using Malaise gives -44 MDB, which makes nukes hit for almost 2.5x as much. Acumen also gives +55 MAB.
    (0)
    7/10/14

  5. #5
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Malithar View Post
    which makes nukes hit for almost 2.5x as much.
    Assuming the monster has 100 MDB to start with (most NMs have 140-200), -44 MDB would be almost 1.8x as much, not 2.5. Furthermore, MDB appears to have a minimum of 50 (or a maximum reduction of -50).

    This does interact with target base MDB if you assume it MDB has a minimum of 50 and you can end up with a >2x reduction if you use Bolster. Here is the percentage increase in magic damage compared to base target MDB for Bolstered Indris Malaise and Vidohunir (-98 MDB) assuming that MDB has a minimum value of 50:

    X axis is increasing base MDB and Y Axis is percentage increase in magic damage. So you can see that this combination of debuffs (if it works as we think) will increase damage by almost 190% (2.9x) on monsters with 150 MDB and generally at least doubles magic damage up to 200 MDB, which is probably safely the NM range.

    +55 MAB is something like +14% damage for my black mage, so that's nice too.



    So the debuffs and buffs are good, but they're not the 5x damage that melees get from Haste.
    (6)
    Last edited by Byrth; 08-29-2014 at 07:28 PM.

  6. #6
    Player Malithar's Avatar
    Join Date
    Apr 2014
    Posts
    447
    Character
    Malothar
    World
    Bahamut
    Main Class
    GEO Lv 99
    Was gonna get with Dasva and test just that (minimum 50 MDB or maximum reduction of -50 MDB) this weekend. Good to see that chart, didn't realize that about it. And you're right about the amount, was remembering it as Stone I 1390 >> 3018, but was 1690 >> 3018. XD
    (0)
    7/10/14

  7. #7
    Community Rep Grekumah's Avatar
    Join Date
    Jul 2014
    Posts
    349
    I checked on this, but currently there are no plans.
    (3)
    Colby "Grekumah" Casaccia - Community Team

  8. #8
    Player Draylo's Avatar
    Join Date
    Mar 2011
    Posts
    778
    Quote Originally Posted by Grekumah View Post
    I checked on this, but currently there are no plans.
    lol, I know it isn't your fault but that is funny.
    (4)

  9. #9
    Player Malithar's Avatar
    Join Date
    Apr 2014
    Posts
    447
    Character
    Malothar
    World
    Bahamut
    Main Class
    GEO Lv 99
    Quote Originally Posted by Draylo View Post
    lol, I know it isn't your fault but that is funny.
    This. I'm almost certain I remember a dev post shortly after the original magic revamp that made low tiers much better to spam that said they'd be looking into making high tier spells more attractive.

    For what it's worth, I'm happy with the nuking hierarchy atm, but I would really like to see MP costs re-evaluated as a whole. Tier I-III is pretty much fine, but IV and V get a bit too high in their cost. The cost difference between Stone >> Thunder should be lowered greatly as well, just as the damage gaps were. Stone I: 4 MP, Thunder I: 34 MP, base damage difference of 25. Stone III: 64 MP, Thunder III: 129 MP, idk the damage difference, but it's no where near double, as the MP cost is. It's just not enough to justify unless you absolutely need to be nuking an element besides Stone.
    (0)
    7/10/14

  10. #10
    Player Xsilver's Avatar
    Join Date
    Mar 2011
    Posts
    62
    Character
    Xsilver
    World
    Bismarck
    Main Class
    BRD Lv 99
    I think BLM and nukers in general were balanced to be able to deal high damage "on demand" meaning without having to swing a weapon and gain TP whereas a nuker could theoretically spam nukes back to back until their MP runs dry. Additionally, I think the damage of BLM was set to be lower than a hasted melee because a melee faces risks that BLMs do not such as being killed by AoEs, amnesia, doom, DoT, petrify etc. Melee DPS on any given relevant mob is stymied by TP moves with stun or knockback etc, whereas a BLM can sit back at a safe distance, eat some cookies and drop damage.

    It's similar with Rangers too. Everyone thinks Rangers are top tier dd in terms of damage, but RNG DPS isn't that high compared to MNK or SAM, it's just that unlike MNK or SAM, RNG can deal comparable damage(less so actually) but be hateless and safe, away from Arrogance Incarnate or other crappy TP moves. Yet their damage will never beat out a fully hasted melee job because melee face more risks. There's probably an algorithim for calculating proposed DPS changes for jobclasses at SE, whereby there's some function of DPS vs Risk. High risk jobs like melee are higher tier'd DPS jobs than RNG or BLM which deal damage from far away(and are not too handicapped when weakened; unlike melee which are virtually worthless when weakened).
    (0)
    Last edited by Xsilver; 08-27-2014 at 06:52 AM.

Page 1 of 2 1 2 LastLast