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  1. #11
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    Two brief question:

    1) Is it impossible to base the DoT damage of these spells on player's level / ilvl?

    2) Can you remove spells? Have you ever considered doing this? If you removed all of WHM's bar spells and gave WHM RDM's barspells along with a trait (say, WHM5) to make them aoe, and likewise for Protect/Shell, you would gain 25 slots of spells. As Jakuk points out, if you merge Gain-STR(etc) and Boost-counterparts, that's 32 slots of spells.

    If you announced two months in advance that you were removing these, and made a single NPC available with all these spells (if a server-side conversion is just too difficult), that would give people plenty of time to update macros and buy the spells.

    Something like--

    Day 0:
    Make announcement
    Put WHM on RDM counterpart spells.
    Add trait to whm.

    Two months later
    Remove WHM duplicates from the game
    (5)
    Last edited by OmnysValefor; 10-22-2016 at 12:57 PM.

  2. #12
    Player Jakuk's Avatar
    Join Date
    Jul 2016
    Posts
    363
    Character
    Jakuk
    World
    Phoenix
    Main Class
    PUP Lv 99
    Quote Originally Posted by OmnysValefor View Post
    Two brief question:

    1) Is it impossible to base the DoT damage of these spells on player's level / ilvl?

    2) Can you remove spells? Have you ever considered doing this? If you removed all of WHM's bar spells and gave RDM's barspells along with a trait to make them aoe, and likewise for Protect/Shell, you would gain 25 slots of spells.

    If you announced two months in advance that you were removing these, and made a single NPC available with all these spells (if a server-side conversion is just too difficult), that would give people plenty of time to update macros and by the spells.

    Something like--

    Day 0:
    Make announcement
    Put WHM on RDM counterpart spells.
    Add trait to whm.

    Two months later
    Remove WHM duplicates from the game
    Just do it if you have Gain-??? you automatically get Boost-??? in the update, same with other spells.
    (1)
    Last edited by Jakuk; 10-21-2016 at 09:39 AM.

  3. #13
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    The data conversion might be more effoet than SE cares to put in, that's all I was saying.

    But yes, gain-/boost- too. 7 more slots.
    (0)

  4. #14
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    6,639
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    PUP Lv 99
    Quote Originally Posted by Sicycre View Post
    Hello, everyone!

    In regards to the elemental-based enfeebling spells (and also other magic spells), the effects and power have been set to match the level in which they are learned.
    Instead of upgrading the power of these lower level spells, we would opt to introduce a higher tier version; however, due to the limited space for new spells the team decided to prioritize the addition of tier VI elemental magic spells.
    We believe that these spells were more desirable by a majority of players, and we appreciate your understanding on this decision.
    The thing is these spells scale with stats, they just do so very poorly. These spells would be used alongside nukes if they were reasonably worth the time taken to cast them (the three compatible ones).

    Just because a spell is learned at a low level doesn't mean it can't scale at all to higher level. I mean, look at the tier I nukes. They still have a place, sort of. They do far more damage at level 99 than at level 1-10, at least.
    (2)

    Someone care to tell me what's wrong with a couple Yukes?
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  5. #15
    Player Shiyo's Avatar
    Join Date
    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    Quote Originally Posted by Sicycre View Post
    Hello, everyone!

    In regards to the elemental-based enfeebling spells (and also other magic spells), the effects and power have been set to match the level in which they are learned.
    Instead of upgrading the power of these lower level spells, we would opt to introduce a higher tier version; however, due to the limited space for new spells the team decided to prioritize the addition of tier VI elemental magic spells.
    We believe that these spells were more desirable by a majority of players, and we appreciate your understanding on this decision.
    That doesn't make any sense.

    The spells could simply scale more with int, scale more with skill, SCALE WITH ILVL/CHARACTER LEVEL, etc.
    (3)

  6. #16
    Player Urmom's Avatar
    Join Date
    May 2016
    Posts
    447
    Character
    Urmom
    World
    Shiva
    Main Class
    GEO Lv 99
    So you prefer to make a new tier but when that was a no go just give up? Why not just go back to the upgrading the spell itself idea. Also elemental debuffs already scale with int to an extent that no preilvl character can achieve so not sure about level learned thing...
    (4)

  7. #17
    Player Malichi's Avatar
    Join Date
    May 2013
    Location
    California/ Bastok
    Posts
    31
    Character
    Malichi
    World
    Asura
    Main Class
    SMN Lv 99
    I am unsure why this idea came to me, but why not make it so that while choke shock rasp and the like are not affected by MAB (but do have an INT modifier) be directly affected by Cascade. So Cascade and Rasp for instance, damage = Base + Base x Current TP and it drains TP by a certain amount per tick, Occult Accumen is switched off for the duration of the spell. That would be neat. Or a far easier solution would simply be to remove the 150 int cap that currently exists and expand the dot/debuff tables appropriately. A SMN can lower int by 63 for 60 seconds I don't see why BLM can't be the way to lower other stats as significantly (pending magic accuracy checks of course.)
    (1)
    Last edited by Malichi; 10-25-2016 at 06:14 PM.
    A man is measured by how he conducts himself while being destroyed.

  8. #18
    Player Zuidar's Avatar
    Join Date
    Mar 2011
    Posts
    220
    Character
    Zuidar
    World
    Bismarck
    Main Class
    BLU Lv 99
    Quote Originally Posted by Sicycre View Post
    Hello, everyone!

    In regards to the elemental-based enfeebling spells (and also other magic spells), the effects and power have been set to match the level in which they are learned.
    Instead of upgrading the power of these lower level spells, we would opt to introduce a higher tier version; however, due to the limited space for new spells the team decided to prioritize the addition of tier VI elemental magic spells.
    We believe that these spells were more desirable by a majority of players, and we appreciate your understanding on this decision.
    That is very understandable for preferring T6 elemental spells. That was the reason why I proposed adjusting Elemental DoT spells as an alternative option. Their stat-down effects are very weak for high-end content. The current Stat reduction at max is -13 and is very weak (useful but weak) in end-game content.
    (0)
    Last edited by Zuidar; 11-10-2016 at 08:52 PM.

  9. #19
    Player Zuidar's Avatar
    Join Date
    Mar 2011
    Posts
    220
    Character
    Zuidar
    World
    Bismarck
    Main Class
    BLU Lv 99
    After the recent feb update with major changes enemy combat and magic skills and magic evasion / changes to some geo spells/ duration boosts to the enfeeble spells Distract and Frazzle/ changes Bard Songs, I wanted to go back to this thread and bring this subject back up. So they are able to adjust various spells, while looking at Frazzle and Distract (although they are only enfeebling magic spells), Bard songs. The whole "Effects and power have been set to match the level in which they are learned" didn't make sense then and yet they just adjusted "other magic spells" now (although very reasonable on why they did), it doesn't help either way on how they can just overlook these spells and not choose the alternative option to adjusting the -stat potency/magic accuracy/duration. Yes, they said on the matter of higher tier versions, they prioritized Elemental Tier VI elemental magic spells, which was perfectly fine, but to just leave the elemental debuff spells as they are with a very weak -13 stat reduction just because they are at learned at very low levels and just leave them obsolete but then adjust "other magic spells" doesn't make sense to me far more than at the time of the Dev response.
    (0)

  10. #20
    Player Zuidar's Avatar
    Join Date
    Mar 2011
    Posts
    220
    Character
    Zuidar
    World
    Bismarck
    Main Class
    BLU Lv 99
    Well not exactly the kind of results to see as alternatives to buffing the spells but new equipment in the form of BLM's Reforged Relic +2/+3 boost Elemental Debuff's potency... so that's something I guess
    (0)

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