Enblizzard, etc, procs off double attack and dual-wield.
Enblizzard II, etc, does not. (It procs only once per attack round)
Please look into this, thank you.
Enblizzard, etc, procs off double attack and dual-wield.
Enblizzard II, etc, does not. (It procs only once per attack round)
Please look into this, thank you.
悪島 Where the spirit of the moon resides... 気 愛 月光
In general, if they're gonna stick with not letting T2s apply to multi-hits, they need to at least always be 2x stronger than the T1s. The real issue with T2s, however, is that their accuracy is determined on-strike as opposed to on-cast like with T1s (which got adjusted to pander to SCHs using Accession). The secondary -resist effect is pretty laughable and I've never been a fan of how they chose the elemental correlations. Enblizzard II should lower Ice resist, not Fire. Otherwise, -10 of an elemental resist doesn't really change anything on mobs of difficulty, especially since it can't bypass immunities if used alongside Death Blossom.
Rdm forum is over there. Thanks.
Also you missed the point where T2 enspell damage is based off the enhancing skill at the time of the strike, not at the time of casting, which also sucks.
You know the reasoning behind not doing the T2 en-spells procing on the second and beyond of multi-hit weapons, right?
Killing a mob with T1 en-spells and a kraken club has been proven to give the mob 0 TP if your hit was for 0 damage. This was proven by killing Sewer Syrup using a Kraken club and a T1 en-spell before the elemental weakness change that lowered the damage of same-element spells on multiple hits over a period of time.
RDMs have been soloing NMs by main handing Joytoy and offhanding Kraken Club or just mainhanding Kraken Club and just letting the enspell do all the work. SE saw that, and didn't want the second tier to be a stronger version of this, but they also didn't want to take this away from RDM, so they made T2 en-spells were it only hits the first attack, but got stronger with each attack afterwards. This was a good move by them.
Don't complain about something minor like this. Complain about something more important, like SMN's BP timers or PUP's AIs of automations. Or how Abyssea is taking all the exp camps from level 30 to level 70 and something MUST be done about it.......
*couldn't resist*
Except through this they made Enspell IIs a load of junk along with the fact that Enspell IIs calculated per swing instead of per cast. The only benfit Enspell IIs bring is that they don't overwrite Samba effects. What was a "good move" ended up being a waste of time and money for RDMs to work for.
Do RDMs really need to melee at all anymore anyway?
I mean, sure, they can do some decent damage with Almace, but are they a necessity for anything in a group setting?
RDM melee has been a solo event. Does Death Blossom help with sticking enfeebles? Yeah, but when does RDM need help sticking enfeebles now anyway?
A RDM using a Kraken Club on a mob doesn't magically make it a god. In fact, it's probably one of the worst weapons you'd want to be using if melee soloing a mob of actual difficulty as anything over D1 runs a pretty strong chance in doing at least one damage, thus feeding TP. Even when using something like the Ceremonial Dagger, you'd also need to use other gear with negative STR and ATK to help guarantee you'd hit for 0. Citing an inane NM like Sewer Syrup, which carries some inherent physical damage reduction, also isn't the best place to be starting when trying to justify the garbage that are T2 enspells.
More people need to comment on the bigger problem is that enspells are calulated for damage at the time of the swing, ando not of the time of casting. Why do I need to give up my 8% haste for 45 enhancing skill? (legs hands feet)
Also just to throw in. The damage build up thingy is really unnecessary. Would it have been that broken for the T2s to start at FULL damage?
Also, accuracy and damage calculated on strike sucks
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