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PizzaTheHut
03-10-2011, 05:17 AM
• [dev1004] Corsair’s Phantom Roll Ability

We are considering changing the effect granted by the Phantom Roll ability when a player rolls a total of 11.
We would love to get some feedback on this change from all you corsairs. If you have any great ideas, don’t hesitate to post them and discuss them. This feedback will be taken into account when we make our decision.
For these requests, you don’t have to take the current effects of rolling 11 into account. We’d like your ideas on what you think would be cool when hitting that 11.


I'd like 11 to add a better effect even without the job in party.

Also I think theirs more of a concern about bullet stock and the absurd prices on them. Please add more alternatives for cheaper production

ringthree
03-10-2011, 05:24 AM
I'd like 11 to add a better effect even without the job in party.


I actually think this is a great idea, but it would not add any benefit for the 11 if the job is already in the party.

Vagrua
03-10-2011, 05:45 AM
I thought the extended time duration added to rolls when they were 11 was nice. Maybe adding attribute bonuses to rolls like STR+ to chaos roll when it's 11 along with the attack boost or wizard's roll giving INT+ along with MAB boost.

Greatguardian
03-10-2011, 05:46 AM
I seem to be one of the "only" people out there who actually loved the fact that 11 rolls had doubled duration. It was no problem at all to just skip a roll in the rotation, and being able to keep top-tier buffs on my party and myself longer was awesome.

If I had to suggest something that wasn't doubled duration, making all 11 rolls use their Job-In-Party bonus numbers may be viable, as mentioned above. But really, I want my doubled duration back.

In general, the biggest things I'd like to see done to COR are the introduction of a Tenuto-esque ability, allowing us to keep our rolls on ourselves, and the increased availability of materials for Oberon's Bullets and/or new bullets that aren't impossible to make. More often than not, the rolls I give to my party members are not the rolls I'd ideally want on myself. Evoker's Roll does nothing for a COR/SAM, the same is true for Fighter's Roll, etc.

Aliekber
03-10-2011, 05:50 AM
I'm not a COR, but as a side-bonus a Jackpot fireworks going off with a rain of coins and giving a random amount of gil (not too much to keep RMT from abusing it) to the party would be fun.

(Obviously a gameplay-related tweak would be better, but this is all I could come up with.)

Gwynplaine
03-10-2011, 06:05 AM
How about if an XI roll reset your phantom roll reuse timer to 0. Or perhaps if it would reset your Snake Eyes reuse timer to 0 (which is an optional merit but one of the most useful and serves as a reward for hitting the best possible roll number).

fodder
03-10-2011, 06:07 AM
[dev1004] If a Corsair rolls an 11, possibly:

1. For the duration of the "11" roll effect, apply the opposite effect of the roll to any monster the cor uses quick draw and/or a ranged weaponskill on as an added effect. For example, an 11 Tactician's Roll might impart a -4TP/tic debuff on the monster for some period of time after the Corsair uses quick draw on it.

2. For 1 minute after the 11 roll, enable a job ability that will impart a random buff or debuff, identical to or similar to Goblin Dice. For example, a Corsair rolls an 11, uses "Goblin Dice", and due to good or bad luck, the party and/or all monsters in range receive Benediction. Imagine the delightful chaos this would cause. Any Corsair worth his salt would find a game of chance of this magnitude all but impossible to pass by!

Greatguardian
03-10-2011, 06:29 AM
I would cry if my 11 Fighter's Roll caused Pandemonium Warden to Benediction :(

MuzakFan
03-10-2011, 06:29 AM
Here's a couple of quick thoughts I had on the subject:

1) Whenever a roll lands on XI, change the graphic effect to something flashy that stands out. Make us feel like we just won the lottery or at least a big hand in poker. Something like the word LUCKY! in big bold letters appears complete with streamers and maybe even a little jingle over the COR who rolled. This also lets the other party members know that they are now superpowered!

2) The COR receives a self-buff called "Jackpot" for X amount of time (at least 1:00, up to the complete duration of the XI roll). This buff gives a very potent Recycle (50% or MORE?) for bullets as well as Quick Draw cards. This would encourage us to gamble for an XI if it means we can spam bullets and cards without busting the bank. Just a nice little windfall for being lucky, which is what the job's all about right? At least it gives an incentive to aim high and not sit on a VI or VII out of fear. Heck, it might even make some rethink about putting more merits into Winning Streak if it would extend the time bonus of Jackpot. Also, this would be a (small) first step SE could take into lowering the overall expense playing COR (devs, read: it's ridiculous how much we spend to be good at this job).

AyinDygra
03-10-2011, 06:36 AM
For those under an 11 roll: Greatly increase the chance to see all of the "occasional" features of Job Traits, Armor and Weapons.

Examples: Occasionally resists (status effect), occasionally ranged attacks or ninjutsu do not consume tools/ammo, occasionally attacks (number of times), occasionally absorbs damage, occasionally reduces MP cost, occasionally adds kick attacks, occasionally intimidates monster family, occasionally conserves TP.

Airget
03-10-2011, 06:36 AM
I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
Cor= xp, skill rate increase
NIN= Evasion, parry/guard/shield rate increase
RNG= Acc/RACC, increase chance of interrupting targets casting
DRK= ATT, ignore x% defense
BLU= Mag Def, Reduce magic dmg taken
WHM= MP recovered while healing, Cure potency+
PUP= pet ACC, pet: increase chance of interrupting targets casting
BRD= spell interruption rate down, Quick Cast
MNK= subtle blow, Counter rate up
BST= Pet ATT, pet: ignore x% defense
SAM= Store TP, Conserve TP
SMN= Refresh, MP restored to Full
THF= Crit hit rate, Increase Crit dmg
RDM= Mag ACC, DMGing spells have chance to cause terror
WAR= DA, Occasionaly deal double dmg
DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
PLD= Spikes, absorb x% dmg taken
BLM= MATT, Magic crit hit dmg +
DNC= Regen, HP Restored to Full
SCH= Conserve MP, No cost(chance to reduces MP cost to 0)

It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.

MuzakFan
03-10-2011, 06:39 AM
I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
Cor= xp, skill rate increase
NIN= Evasion, parry/guard/shield rate increase
RNG= Acc/RACC, increase chance of interrupting targets casting
DRK= ATT, ignore x% defense
BLU= Mag Def, Reduce magic dmg taken
WHM= MP recovered while healing, Cure potency+
PUP= pet ACC, pet: increase chance of interrupting targets casting
BRD= spell interruption rate down, Quick Cast
MNK= subtle blow, Counter rate up
BST= Pet ATT, pet: ignore x% defense
SAM= Store TP, Conserve TP
SMN= Refresh, MP restored to Full
THF= Crit hit rate, Increase Crit dmg
RDM= Mag ACC, DMGing spells have chance to cause terror
WAR= DA, Occasionaly deal double dmg
DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
PLD= Spikes, absorb x% dmg taken
BLM= MATT, Magic crit hit dmg +
DNC= Regen, HP Restored to Full
SCH= Conserve MP, No cost(chance to reduces MP cost to 0)

It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.

I like this idea, too. Something like an additional buff to the roll that only occurs when XI is rolled AND the job is in the party (alliance?). Small, but it's a nice bonus to our buffs.

Dawnn
03-10-2011, 06:44 AM
I think a TP reward would be awesome

so if you can hit 11 then everyone in area of effect gets 20tp or something

Vagrua
03-10-2011, 07:10 AM
I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
Cor= xp, skill rate increase
NIN= Evasion, parry/guard/shield rate increase
RNG= Acc/RACC, increase chance of interrupting targets casting
DRK= ATT, ignore x% defense
BLU= Mag Def, Reduce magic dmg taken
WHM= MP recovered while healing, Cure potency+
PUP= pet ACC, pet: increase chance of interrupting targets casting
BRD= spell interruption rate down, Quick Cast
MNK= subtle blow, Counter rate up
BST= Pet ATT, pet: ignore x% defense
SAM= Store TP, Conserve TP
SMN= Refresh, MP restored to Full
THF= Crit hit rate, Increase Crit dmg
RDM= Mag ACC, DMGing spells have chance to cause terror
WAR= DA, Occasionaly deal double dmg
DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
PLD= Spikes, absorb x% dmg taken
BLM= MATT, Magic crit hit dmg +
DNC= Regen, HP Restored to Full
SCH= Conserve MP, No cost(chance to reduces MP cost to 0)

It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.

I also think these are some pretty neat ideas.

heartslaught
03-10-2011, 07:33 AM
As a corsair, the double duration elevens were highly annoying as it completely messed with rolls cycles and the steady timing that was necessary.

On to the actual discussion, how about non-linear stat growth at an 11? The stat boost of that coveted 11 should be absolutely explosive, and even more so with the job in the party or the proper piece of empyrean gear to enhance the roll. It shouldn't be game breaking, mind you, but six to seven minutes (maxed merited roll timers of course) of HOLY HELL mode should be available. Our job is to gamble and take big risks with buffing. Make those big risks have HUGE rewards.

On a side note, the merited job abilities do not fall under the effect of Random Deal... PLEASE FIX THIS!

Tenkage
03-10-2011, 07:53 AM
I think they should make an atma for Cors that enhance our 11 results giving whatever the roll was a boost that can rival that of an atma boost.

Eg. you just scored an 11 on a Chaos roll in abyssea with said new Cor. atma, lets name said atma "Atma of the lucky Phantom" ..... the result will be ATT (superior) +50, R.ATT (superior) +50 STR (superior) +50

Idk i think this would put cor back up as an awesome buffer and will also make it a valued job to have when going to fight bosses. I'm lvling cor and i wanna make it my main but my ls use to always make me jump on blu and it gets boring lol i want my cor to be a job ppl ask me to get on when we're doing events. ^_^ COR FTW

Emdub
03-10-2011, 08:03 AM
Greetings!

Just moving this thread on over to the Corsair Job area.

Apologies for any inconvenience!

-=Game Master Emdub=-

Malamasala
03-10-2011, 08:24 AM
As both a COR and a SMN, I thought 11 rolls already were vastly superior to SMN Wards. While it never hurts to be even better, I just can't think of anything that I feel is missing on rolling 11. I felt like the old double duration was extremely nice (for parties you roll twice in) but it was of course an issue in parties you roll 4 times.

But if we want to add something new, why not call it "morale boost" and do something odd like extend the food duration by 10 min and perhaps add 1% or something silly to the food stat caps? (Would make more people eat food as well)

OMEGA_HACK
03-10-2011, 08:29 AM
[dev1004]Corsair's Phantom Roll Ability

I think I am going to go outside the box on this, instead of just enhancing the current effect or increasing the duration of the roll what about adding a new (yet follows the current idea of the roll) effect. These are some things I have thought up.

Corsair's Roll: Original effect increases exp rate, with XI it will increase exp but also increase cp/is/an/cruor by a +%
Ninja Roll: Original effect increases eva rate, with XI it will increase eva AND parry rate
Hunter's Roll: Original effect increases racc/acc with XI it will increase racc/acc and gives dex+%
Chaos Roll: Original effect increases att with XI it will increase att and gives str+%
Magus's Roll: Original effect increases mdef with XI it will increase mdef and def
Healer's Roll: Original effect increases hmp with XI it will increase hmp and hhp
Puppet Roll: Original effect increases pet acc with XI it will increase pet acc and pet crit hit rate
Choral Roll: Original effect decreases spell interruption rate with XI it will decreases s.i.r. and gives -pdt%
Monk's Roll: Original effect increase subtle blow with XI it will increase subtle blow and AGI+%
Beast Roll: Original effect increases pet att with XI it will increase pet att and pet crit hit dmg
Samurai Roll: Original effect increases sTP with XI it will increase sTP and give conserve tp
Evoker's Roll: Original effect gives refresh effect with XI it will give refresh and give MND+%
Rogue's Roll: Original effect increases crit hit rate with XI it will increase crit hit rate and gives crit hit dmg+%
Warlock's Roll: Original effect increase macc with XI it will increase macc and magic crit hit dmg
Fighter's Roll: Original effect increases Double Attack with XI it will increase Double Attack and Triple attack+%
Drachen Roll: Original effect increases pet matt/macc with XI it will increase pet matt/acc and pet magic crit rate/attack
Gallant's Roll: Original effect gives dmg reflection with XI it will gives dmg reflection and VIT+%
Wizard's Roll: Original effect increase mab with XI it will increase mab and give INT+%
Dancer's Roll: Original effect gives Regen with XI it will give Regen and cure/waltz potency+%
Scholar's Roll: Original effect gives conserve mp with XI it will give cMP and magic crit rate
Bolter's Roll: Original effect gives Movement speed+ effect with XI it will give MS+ and sneak/invisible/deodorize effects
Caster's Roll: Original effect gives Fast Cast with XI it will give Fast Cast and Quickcast+%
Courser's Roll: Original effect increases Snapshot effect with XI it will give Snapshot+ and Fencer+%
Blitzer's Roll: Original effect decreases delay of wpns, with XI it will decrease delay of wpns and give +10% haste
Tactician's Roll: Original effect gives Regain with XI it will give Regain and TP bonus
Allies' Roll: Original effect increase skillchain dmg/acc with XI it will increase skillchain dmg/acc and skillchain crit rate/dmg

Those are my ideas. ^^y

Kagato
03-10-2011, 10:38 AM
Airget's is probably the best idea.

Frapp
03-10-2011, 11:00 AM
Here is my suggestions on what to do for an XI Roll.

1) An XI Roll immediately becomes a spell-type buff, and therefore will not take up 1 of the 2 positions for a Roll-Type buff.
2) The above would then open up the ability to have 3 or 4 COR buffs on the party and yourself. The limitation could be 2 XI Buffs and 2 Roll Buffs, regardless if the 2 bonus rolls were XI.
3) For the XI Rolls that become spell-type buffs, double the duration.

Making an XI roll become a spell-type buff, there could be an ability similar to Double Up involved. Let's call it "Butter" (because you're on a roll. Get it? >.>), at least for this explanation. So you Double-Up a few times, hit the XI, then hit the Butter command and that roll becomes the new spell-type double-timed buff. This command will allow the COR to have greater control over what gets buffed.

Mirabelle
03-10-2011, 01:47 PM
C'mon SE, do you really think you can fix COR with a buff to XI's? Every body is already super powered.

My idea is this:
Big Jackpot animation followed by 1k gil reward. Would at least make it fun.

or XI roll would make the next spell cast or WS proc yellow or red or would allow WS and spells to proc even if NM casting or TP move.

Tazz
03-10-2011, 04:09 PM
[dev1004]

Darnit! Frapp took my idea lol !! Any 11 roll would stay up for double duration (why did we lose that anyway?), it would also allowing an additional roll to be put in place on the party. This effect would have no limitations to the number of rolls able to be put on a party. However there would be a "double or nothing" clause added. Meaning that if u busted on a successive roll after an 11 was obtained it would also bust the 11 rolls active on the party. No need to use a job ability to make it that way, it just happens. Although, I really loved the butter pun :P rofl

Here's the scenario:
Chaos Roll hits 11 - duration 10 minutes and allows for one additional roll
Fighter's Roll stops at 10 - normal duration (snake eye is waiting on recast)
Hunter's Roll also hits 11 - duration 10 minutes and allows for one additional roll
At this point u can still roll a fourth roll so u go for it.
Tactician's Roll goes and hits a 3 > Double up for 3 more (total 6) > double up for 6 and your bust!!
<Party Members lose the effects of Chaos Roll, Hunter's Roll and of course Tactician's Roll>
Fighter's Roll would still be in effect because it was not an 11 and Cor would suffer the normal penalty of busting tactician's OR all three busts effects could be in effect in you (SE) feels it needs more balance.

Could be very powerful but also very limited, because although getting so many 11's in a row is possible, its not very likely. And having the possibility of losing all 11 rolls would very much intimidate players from pushing themselves over the limits.

I like the idea of added bonuses to 11's as well but I miss the extended duration the most.

Lucky 11 extra animation would be very very cool as most players (other then fellow COR's ever even bother to look at the # value on a phantom roll)

A single target phantom roll JA would be simply amazing. Make it Much like Pianissimo for BRD's. Call it "One-sided" so we can actually utilize rolls like Gallant's/Evoker's/Ninja's on just our tanks, without taking away from the Chaos/Hunter's on DD. Not to mention the mages lol.

o.O when a COR rolls an 11 they get a few (1-5) of the currently equipped bullets added to their stack or inventory. Its not gil, which i can so foresee being abused - even at 1K per 11 >< but its still an added bonus lol. Heck make it work for any stack-able ammo slot for the party.

I would really like to see the value of my roll displayed on the dies where all our buffs are. Nothing major but would still be cool. Much like the shadows remain for utsusemi. (side note - please add counters for aquaveil and blink - chances of being hit and shadows remaining)

A job ability to roll for the whole alliance would be probably overpowered so put a 10 minute timer on it and give BRD's the same thing too lol (kinda off subject)- but it could make any 11 roll active on whole alliance too!

Really these ideas in the thread are very good! I hope SE picks something cool for us!!

Zelgadis
03-10-2011, 04:27 PM
I like the idea of giving an 11 additional traits.

Corsair's Roll - Occasionally quadruple experience earned.
Ninja's Roll - Occasionally "Perfect Dodges" but it also dodges range attacks as well.
Hunter's Roll - Occasionally deals double damage based on accuracy.
Chaos Roll - Occasionally deals triple damage based on attack
Magus's Roll - Occasionally nullifies magical damage and effects.
Healer's Roll - Occasionally automatically restores a percentage of your magical points while resting over time.
Puppet Roll - Increases critical hit rate for pets.
Choral Roll - Occasionally absorb damage.
Monk's Roll - Drain Tactical Points from the enemy.
Beast Roll - Grants Double Attack and occasionally Triple Attack for pets.
Samurai Roll - Conserve Tactical Point and occasionally Tactical Points cost zero.
Evoker's Roll - Occasionally automatically restores a percentage of magical points back based on max magical points over time. (Does not work while resting)
Rogue's Roll - Increase critical hit damage.
Warlock's Roll - Occasionally grants magical points back when casting a spell based on the spell cost.
Fighter's Roll - Occasional deals quadruple damage when you double attack.
Drachen Roll - Deals 25% of magical damage dealt and occasionally deals two times damage of max magical damage dealt from pets.
Gallant's Roll - Occasionally nullifies physical damage.
Wizard's Roll - Increases magical critical hit rate and magical critical hit damage.
Dancer's Roll -Enhances "Cure" potency and "Waltz" potency; Occasionally automatically restores a percentage of health points based on max health points.
Scholar's Roll - Occasionally spells will cost zero magic points.
Bolter's Roll - Don't lose Bolter's Roll effect when getting aggression, getting hit, or attacking a foe.
Caster's Roll - Occasionally instant cast spells.
Courser's Roll - Occasionally range attacks will "Tripe Shot".
Blitzer's Roll - Occasionally the next attack will grant instant attack.
Tactician's Roll - Gives Tactical Point bonus of 100 and occasionally 200 on weapon skills.
Allies' Roll - Occasionally deals double damage on weapon skills.

Dais
03-10-2011, 05:24 PM
[dev1004]

I love the Ideas in this thread. I really like how creative the recycle idea on the first page is but bullet expense is it's own issue and I think we deserve it to to be resolved on it's own not tucked away into the 11 bonus.
My own Idea is for whoever is in exp range of you in your party to get 25A% of their job ability recasts taken off wen you hit 11. For example: if I hit 11 on my caster's roll on the mages the thief's waiting recast on sneak attack drops from 44 seconds to 33 seconds and the red mage's 5 minute recast hes desperately waiting on convert drops down to 3:45.
2hour ability timers would be immune to this effect.
Alternatively, since a corsair hitting 11 is such a lucky fellow, how about adding a treasure hunter +2 and gilfinder +2 effect to his lucky roll. This one is a bit odd but if your feeling lucky why not try to break the bank?

noodles355
03-10-2011, 05:32 PM
Don't have any views on Rolling an 11, but I always throught it would be cool to have a bonus if you managed to double up 4 times without busting. Just like getting a 5-card trick in black jack! (Roll + 4 double ups)

Chiibi
03-10-2011, 07:12 PM
How about if an XI roll reset your phantom roll reuse timer to 0.

I like this idea alot.

Maginmartin
03-10-2011, 07:14 PM
[dev1004] Corsair’s Phantom Roll Ability

[dev1004]

How about a strong boost to our rolls after we get to a certain level... I know it's off topic, but our buffs are comparitively weaker to BRD buffs, so perhaps when we reach level 91, a Job trait to boost rolls over all.

Now for a roll of 11, why not give a "mini" 2hr effect if it's a roll that corresponds to a job!

I.e.
WAR roll on 11 - 10~20 seconds of Mighty Strikes
PLD roll on 11 - 10 seconds of invincable
BLU roll on 11 - 10 seconds off 0 damage from magic

Things like that... overpowered in long doses, but in 10 second bursts, could be very nice!

Taken from the other discussion thread

bubblebath
03-10-2011, 08:01 PM
[dev 1004]
I would like for an 11 to result in the ability to have 3 rolls up at one time per person affected with the 11 roll that lasts until the 11 roll wears off.

Snoni
03-10-2011, 08:10 PM
I think I got a better XI roll enhancement. First off keep the enhancements the same, but once corsairs roll an XI they will be given three options: High or Low or Stay. If the corsair decides to stay at XI he/she will get the full benefits of the roll, but during the Double-Up period you can actually double up your bonuses if you guess High or Low from a number of two of coins to Ace of Batons. So if the corsair decides to push it further a card will appear and he/she will guess if the next card will be a higher or lower; just like those blue pyxis. If you win, you have another choice to quadruple your bonuses or stay. The duration will double as well to of 10 then 20 mins maximum, but if you bust the reverse is the same and everyone will get the detrimental effects of a bust. Players can risk themselves by being in AOE range of Corsair's roll. This is what true gambling is about. Here's an example. A corsair rolls a Tacticians roll at XI which gives 4TP/tick. A card pops up which is a six of batons asking if you woudl like to double up by guessing if the next card is high or low. So he guesses high and next card pops up which is a King of Coins and has the option to either continue or stay with 8TP/tick and 10 mins. Thinkign it is a good chance he continues and picks low but the next card he gets is a Ace of Cups! Now he busts with a an effect of -16TP/tick and 20 mins of bust duration! All his PT members felt the effects of it and are pissed. Also to add that Fold doesn't work for risk takers cause as the famous corsair, Ironclaw Safharg said "Battlefield is much like a game. You must know your enemy. formulate a strategy, and pray to the god of providence. The only difference is that you're wagering your life. It's one game where folding is not an option." Basically, you bust, you die.

koyukii
03-10-2011, 09:29 PM
[dev 1004]

I love a lot of ideas here, i was for the boost duration it was very usefull and let me the time to focus on DD or back up cure if i was needed to sub mage.

So my idea is to get a new ability, this ability will be a way to fix a 11 roll on a player's party (yourself too) and when you used this ability (with a recast 10mn will be good enough if we can get back the duration's boost on 11 roll) you can use 2 other roll like usual.

You just have a third roll one time every 10mn but you can for exemple fix an evoker's roll on a pld and keep use drk roll and sam roll on melee, the pld will have the effect of the three roll and the melee will have evoker's roll erased by the 2 other roll.

the more ideas we have the more usefull will be the job keep proposing please^^.

Kaida
03-10-2011, 10:35 PM
I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
Cor= xp, skill rate increase
NIN= Evasion, parry/guard/shield rate increase
RNG= Acc/RACC, increase chance of interrupting targets casting
DRK= ATT, ignore x% defense
BLU= Mag Def, Reduce magic dmg taken
WHM= MP recovered while healing, Cure potency+
PUP= pet ACC, pet: increase chance of interrupting targets casting
BRD= spell interruption rate down, Quick Cast
MNK= subtle blow, Counter rate up
BST= Pet ATT, pet: ignore x% defense
SAM= Store TP, Conserve TP
SMN= Refresh, MP restored to Full
THF= Crit hit rate, Increase Crit dmg
RDM= Mag ACC, DMGing spells have chance to cause terror
WAR= DA, Occasionaly deal double dmg
DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
PLD= Spikes, absorb x% dmg taken
BLM= MATT, Magic crit hit dmg +
DNC= Regen, HP Restored to Full
SCH= Conserve MP, No cost(chance to reduces MP cost to 0)

It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.

Liek most peopel i go with this

Karumac
03-10-2011, 11:26 PM
Not just for the 11 Rolls, but along with the upcoming Campaign improvements, can COR (and BRD) receive the same boost that SMN got with Blood Pact: Ward being an AoE to anyone with Tags on?

Obivion
03-10-2011, 11:56 PM
I dont think this had has been put fowards.

How about make lucky 11 a freeroll?

For example:
War Roll 9 - Standard
Rng Roll 11 - Lucky [Now a Free roll]
Mnk roll 7 - 3rd roll allowed because of the free roll

In theory with full merits, you could have 7 rolls going at this point if luck allowed, so a counter would be needed against the very lucky. Making bust more of an issue, BUST will remove all free rolls and while active BUST wll also prevent new free rolls being created. Free rolls will also NOT be written over by a normal roll.

For Example
Cor 11 [Lucky - Free]
Mnk 11 [Lucky - Free]
Rng 9 [Standard]
Drg 11 [Lucky - Free]
Smn 11 [Lucky - Free]
Blm 14 [BUST] - Removes Cor, Mnk, Drg and SMN, leaves BUST and Rng.


I think this idea will really put forwards the gamble aspect of Corsair, and having to take that chance to make things really good for the party, or risk losing a nice string of bonuses you have built up.

Svens
03-10-2011, 11:59 PM
I like many ideas in this thread, but keep in mind the complexity. Considering the first time 11s were buffed, it was only double duration for the roll, so ease of implementation should be considered. My idea to reward rolling an 11 would be a third, completely separate buff. It would act as a mini-transcendency effect (ala primeval brew), providing 11 different buffs. Not sure what it would be called, which 11 buffs it would give or how potent each would be, but preliminary thinking lead to this:

Status effect granted:Lucky 11
Duration: 5 minutes or if possible, equivalent to the roll which landed on 11 (Not removed upon roll being overwritten when keeping up a roll rotation), timer reset upon hitting another 11 before effect ends
+STR
+DEX
+AGI
+VIT
+INT
+MND
+CHR
Regen
Refresh
Regain
-Damage Taken

The effect could also scale depending on the level of the corsair as having static amounts would possibly make it too weak for lv90 and godlike at lv15, but again, that would complicate things. I tried to choose buffs that would help the most jobs, but if there are any suggestions, feel free to change it up.

Yukichibi
03-11-2011, 12:22 AM
Make roll XI undispelable at least.

noodles355
03-11-2011, 01:16 AM
I dont think this had has been put fowards.Then you should have actually read the thread. This same idea has been mentioned by at least 5 different people already.

Mrkyuusai
03-11-2011, 01:18 AM
Since this is just a direct improvement to Phantom Roll, I will not talk about how expensive it is to play COR. Improvements for stat lv's and upgrades to should definitly happen, but perhaps at a later time, via new merits, or Job Trait.
What I thought of (and apologies if it was mentioned previously) would be... In the instance an 11 is rolled, give the rolling Corsair a 1-3 minute buff that allows the next roll to automatically be a lucky on the first roll. Corsair is about luck and rolling the odds, but in the long run it is just a numbers crunch and it has it's averages. Giving an automatic lucky after an 11 would increase the overall, long-term efficiency of rolls.

Another idea would be the a 1-3 minute buff (let's call it "Lucky Streak"), that grants you automatic forgiveness for a busted roll. I.E. Rolling an 11 on any roll would grant you the "Lucky Streak" buff, then upon your next roll if you bust, instead of getting a "Bust" debuff the "Lucky Streak" would go away.

Better yet, you could combine the two together, rolling an 11 will grant you "Lucky Streak" then the next roll will automatically be the lucky number, and if you push it further then that and manage to bust "Lucky Streak" goes away and the bust effect is negated. Make the "Lucky Streak" go away after the 2nd roll (Unless another 11 is rolled, then it gets renewed!).

I feel this really plays up with the Corsairs ability to "Turn the Tides", and make successful 11's allow CORS to push better and better numbers reliably.

TrentWeskin
03-11-2011, 01:30 AM
My Idea/Suggestion for Phantom Roll and rolling #11.

Job Ability:
Cut the Deck
Recast: 1 minute
Duration: Until the roll duration has elapsed.
While active,Increases potency of Phantom Rolls with or without corresponding job in party.
While active, All DMG done by corsair is reduced by 50%.
Grants additional effects after attaining #11. See below:

I.E Chaos Roll: Attack potency is is increased with the additional effect En-Poison
I.E Evoker's Roll: MP Regen potency is increased with the additional effect of Increased Max MP.
I.E Rogue's Roll: Critical hit rate % is increased with the additional effect of lowering targets evasion.


Job Ability:
Bluff
Recast: 1 minute
Duration: As long as a Phantom Roll is currently active
While active,Increases the damage and Ranged attack speed of the corsair.
While active, Phantom Rolls potency will be dependent on jobs in the party.
Does not grant additional effects after attaining #11.

Seha
03-11-2011, 02:08 AM
COR hits a 11.
Sparkles, music, fireworks, dancing pixies, etc.
Party members within AoE receives a random amount of gil.

Cause that's what us CORs do: be random and throw gils!

Mara
03-11-2011, 02:36 AM
In my opinion it's not really changes the effect of rolls or XIs that COR needs, those are pretty much good as they are. What would REALLY be useful is an ability like BRD's Pianissimo. When there's 5 DDs an 1 mage in a party, and you're all pumped up to DD but the mage needs his buffs too, you have to go without DD buffs part of the time because it's impossible to just target a roll at a single person. It would be far more beneficial than ANY buff you could EVER give to an XI roll to give us a job ability that allows us to periodically target a single person with a roll.

Yukichibi
03-11-2011, 02:42 AM
Like i wanted to say, what the point to have a megabuff when it could be dispelled right away.
Even the phantom roll by itself is useless vs dispelga (spell or JA).

Damane
03-11-2011, 06:07 AM
I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
Cor= xp, skill rate increase
NIN= Evasion, parry/guard/shield rate increase
RNG= Acc/RACC, increase chance of interrupting targets casting
DRK= ATT, ignore x% defense
BLU= Mag Def, Reduce magic dmg taken
WHM= MP recovered while healing, Cure potency+
PUP= pet ACC, pet: increase chance of interrupting targets casting
BRD= spell interruption rate down, Quick Cast
MNK= subtle blow, Counter rate up
BST= Pet ATT, pet: ignore x% defense
SAM= Store TP, Conserve TP
SMN= Refresh, MP restored to Full
THF= Crit hit rate, Increase Crit dmg
RDM= Mag ACC, DMGing spells have chance to cause terror
WAR= DA, Occasionaly deal double dmg
DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
PLD= Spikes, absorb x% dmg taken
BLM= MATT, Magic crit hit dmg +
DNC= Regen, HP Restored to Full
SCH= Conserve MP, No cost(chance to reduces MP cost to 0)

It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.

I like this Idea, but some additional effects are a bit too OP. My suggestion would be to play a bit around with the job-traits/job specific abilitys of the job the roll is meant for.

Additional Effects for a XI roll:

Corsair's Roll: Skill up rate greatly increased for Party members(this one is actually very fine)
Ninja Roll: Enhances Dual Wield Ability (Jobs with no native dual wield gain the effect of dualwield)
Hunter's Roll: Occasionally adds a strong Bind effect to physical attacks. (15% chance)
Chaos Roll: Occasionally adds a Stun effect to physical attacks.(15% chance)
Magus's Roll: Occasionally intimidates monsters (all kind of mobs) (~10%).
Healer's Roll: Cure Potency + (this one was fine too) (~15%)
Puppet Roll: Greatly enhances Resist Amnesia (on players and pets) (~80% resist chance)
Choral Roll: Greatly enhances Resist Silence (~80% resist chance)
Monks Roll: Greatly enhances Counter Job trait (jobs with no Counter job trait, gain the Counter job trait) (~10%)
Beast Roll: Greatly enhances BST Killer job traits (players + pet), notice this one is quiet stronger then the BLU one since it doesnt effect all mobs (~20% intimidation)
Samurai Roll: Greatly enhances Zanshin effect
Evoker's Roll: Greatly enhances Maximum MP (+20% max MP)
Rogue's Roll: Enhances Triple Attack Trait (~ 10%)
Warlock's Roll: Occasionaly grants "Quick Magic" effect (instant spell casting + no recast) (~10%)
Fighter's Roll: Enhances critical hit dmg
Drachen Roll: Actions to monster generate occasionally no Enmity
Gallant's Roll: Physical attacks occasionaly blind the enemy (15% chance, pritty strong blind, but not like flash and only lasts a few seconds, does not overwrite a blind debuff on the mob)
Wizard's Roll: Magic Crit dmg+
Dancer's Roll: Conserve TP +
Scholar's Roll: Occasionally Spells gain the AoE, this applys to all spells that are either buffs or only castable to oneself. This does NOT take effect on spells that are cast on mobs or are allready AoE. example: Utsusemi: ichi/ni might be AoEd with this, while Slow wont become a slowga. This effects ALL spells: Ninjutsu, Blue magic, Cures etc.

Those are some littel bonuses, but dont seem too much brocken imho.

Eradius
03-11-2011, 06:37 AM
I agree with some other posts and would like for an 11 phantom roll to allow a 3rd slot for Phantom Roll buffs.

Honestly, I think the rolls need to be made stronger if the game is going to continue with play similar to the Abyssea Atma's. If that is truly the case, cor itself may need other improvements.

I don't get people crying over bullet cost, Leaden Salute and a frick ton of Mag Acc and Mab gear now available to cor, as well as triple shot, let you do a /mage Leaden Salute build that actually gains TP and dd's without the use of melee/shooting as much/joytoy tp. You can macro stronger bullets (without spending them) on Quickdraws and can macro bronze bullets for Leaden (without affecting its dmg..)

Radio
03-11-2011, 07:11 AM
[dev1004] Corsair’s Phantom Roll Ability

I rather enjoyed the longer duration of XI rolls for the few months we had it, but I think it would be better if 10 minutes was added to total duration of an individual corsair's phantom roll instead of making every XI roll ten minutes. This is so corsair category 2 merits aren't wasted. Adding an extra 5 minutes to a fully buffed phantom roll would be reasonable as well so with merits and gear your XI rolls would be at 12+ minutes instead of 10.

While I like the bonuses most have posted especially resetting Phantom Roll recast to 0 for an XI, I feel some of them could be added to the roll effects without being an XI bonus. As a reward for rolling an XI (along with the prolonged buff duration) I was thinking the corsair could get a personal buff that enables crazy damage! The corsair hits an XI roll and the level up animation without the "Level Up" text and the battle chat reads "<t> is on fire!!" At this point the corsair's critical hit rate, recycle effect, snap shot, attack speed, store TP, (ranged)accuracy or evasion are enhanced. With each 11 roll a new buff could be added but if I had it my way all parameters would be enhanced with one 11.

Chilzen
03-11-2011, 07:43 AM
Possibly having an effect like Random Deal take action after rolling an 11 would not be bad. Increased durations wouldn't be bad, either. I'm sure most would settle for a very watered down version of the Wild Card effect when hitting an 11, such as small gain of TP and the like to everyone in range. If we can make it greedy for CORs, I wouldn't mind having some expertise effect unlocked for the duration that would give me a chance to not consume ammo on cards or bullets.

Though, honestly, the effects of 11 rolls really could use some kind of buff. Usually the difference between the Lucky and 11 are pretty small for how rare it is to get lucky enough to even hit the 11 without manipulation of the merit abilities, and don't warrant the risk of a Bust. Hitting an 11 currently feels more like "Hey, that's not bad", compared to what should be "Woo! This is a great moment to have me in your party!"

Basically, COR feels a little weak in the buffs department compared to your run of the mill BRD, which is a real shame. There's always about 10 BRD seeking compared to the 1 COR on my server, and since COR definetely costs a good bit of Gil to level up compared to BRD, the reward of 11 doesn't feel as great as it should be? Take Bolter's Roll, for example. Hitting an 11 there will put you on par with Chocobo's Mazurka from BRD, which is a song they can cast often. Hitting the lucky number on that roll will grant you 12% movement, which is Raptor Mazurka level, which is another song BRD has access to early on and can cast as needed with the guaranteed effect. COR rolls are usually a %, but as the levels increase, BRD gains stronger versions of their songs that keep them comparable to the lucky or usually 11 version of the rolls a COR has access to.

Just some food for thought in the hopes that SE will possibly review some things.

Loona
03-11-2011, 08:33 AM
My ill-informed suggestion, as I haven't played COR yet (the cost is intimidating):

If the corresponding job isn't present, rolling 11 acts as if it were.

If it is, +11 to all stats.

Lambtor
03-11-2011, 09:25 AM
How about these for starters:

1) Duration of 11 roll lasts twice as long as any other number.
--- Nothing pissed me off more than removing this, and nothing enticed me to push toward an 11 as much as this did.

2) 11 roll resets a single <related> job ability recast timer (random chance).
--- Corsair's roll of 11 randomly reset quick draw timer, if it's waiting on recast. The timer reset would never happen for any other abilities. Other job abilities this could randomly happen for might be:
Sharpshot/Double Shot (rng)
Warcry (war)
Focus (mnk)
Flash recast (pld)
Aspir recast (blm)
Refresh/Refresh II (rdm)
Erase (whm)
Accomplice (thf)
Blood Pact: Rage or Ward (smn)
Drain/Drain II (drk)
Light Arts/Dark Arts (sch)
Utsusemi recast (nin)
Third Eye (sam)
Repair (pup)
Burst Affinity (blu)
Curing Waltz/Curing Waltz II/Curing Waltz III (dnc)
Lullaby Recast (brd)
Call Beast (bst)
Jump/High Jump (drg)

The recast timer reset would possibly happen only for the highest level JA on the member receiving the roll, based on the level of the Corsair.
Ex: Lv 30 Corsair hits 11 on Ninja roll, and Ninja in party is level 85, the only Utsusemi recast that might be reset is Utsusemi :ichi (and only if that spell is waiting on recast). Otherwise, if both the Corsair and Ninja are Lv 40, it might reset Utsusemi: Ni.

3) Where job rolls apply, a combat or magic skill bonus of +11 will sometimes happen for all party members, for the duration of the roll.
Enfeeble magic skill+11 (rdm roll)
Shield Skill+11 (pld roll)
etc.

Arkley
03-11-2011, 01:25 PM
I think a bonus for the whole party, and little something extra for the COR is the way to go.

My suggestion: XI rolls last 10 minutes, and become a separate buff effect - no longer part of the 2 roll limit. There's no limit to the number of XI roll effects the COR can have up at once, which will push CORs to really shoot for XIs.
For most CORs, this won't make much difference. It'll just be a really nice bonus that pops up from time to time. But for those who really try their luck, it could produce some incredible results. It'd be nice to see this, because it's such a simple addition, and it's a much more original alteration than just slapping additional buffs on all the rolls.

Lastly, if the COR hits an XI, the COR will receive an 11% bonus to Quick Draw damage until the "Double-Up Chance" effect wears off.

Arcas
03-11-2011, 02:22 PM
I like the idea of the rolls adding to specific stats when 11's are active, but the ratio of stats to rolls is a little uneven, I however think it'd be interesting to have rolls add certain job traits that are otherwise only available to the particular job that the roll belongs to. For example, Warrior could give the Fencer trait, or Monk could add a Counter effect to the roll. Thief could in theory add another level of Treasure Hunter (wishful thinking, right?!). That only leaves out the current new rolls that don't exactly follow the job system anymore.
Personally I find that an overall buff to corsairs rolls would be nice, while bard has been getting newer and more potent songs corsair has been kind of falling behind, particularly when it comes to Evokers Roll. With Refresh II and Ballad III, Evokers roll has fallen far behind in it's refreshing abilities when at one point it was top of it's class as the only job able to provide a (possible) 5 tic refresh, minus a relic bard. I personally would go for an overall potency boost to rolls than something tacked onto just the 11's.

Tenkage
03-11-2011, 03:07 PM
Instead of dual wielding swords and daggers Cors should dual wield guns ^^

TrentWeskin
03-11-2011, 03:35 PM
Yes but that would be twice the amount of bullets :(.

Zirael
03-11-2011, 05:17 PM
[dev1004]

This was already done with BRD (empyrean instrument), but when COR hits 11, that roll could become unrewritable and allow for an extra roll to be cast. So if you have 2 rolls on you active and one of them is 11, you can put third roll up and have three buffs on you/party. Not sure if it would break the game, but to spice things up, extra roll could be available for each 11 you have on you. So if you got two 11's active, you can buff up with 2 more rolls and have 4 active at the same time. I know this idea would need some tweaking to make it work and not be a pain to use or game breaking.

Seha
03-11-2011, 08:26 PM
I disagree with the idea of 11=3rd roll. As much as I think we deserve a 3rd roll option, that should be a trait gained at a certain level, not something that you have to throw in there now and then and that would mess up cycles(also, if you do two 11 in a row, the second one would be pointless and we're back to the start).
I also disagree with cor-only buffs. I love QD potency, recycle, etc, but those are separate things. PRwise it's not how the cor is meant to be. We buff the party, everyone should benefit from an 11, not just us.
Don't confuse things like JA/traits/new rolls you'd want for the job with the PR bonus.

Straadin
03-11-2011, 09:49 PM
Arkley

I think a bonus for the whole party, and little something extra for the COR is the way to go.

My suggestion: XI rolls last 10 minutes, and become a separate buff effect - no longer part of the 2 roll limit. There's no limit to the number of XI roll effects the COR can have up at once, which will push CORs to really shoot for XIs.
For most CORs, this won't make much difference. It'll just be a really nice bonus that pops up from time to time. But for those who really try their luck, it could produce some incredible results. It'd be nice to see this, because it's such a simple addition, and it's a much more original alteration than just slapping additional buffs on all the rolls.

Lastly, if the COR hits an XI, the COR will receive an 11% bonus to Quick Draw damage until the "Double-Up Chance" effect wears off.

I really like this idea.

Jski
03-12-2011, 01:08 AM
Working on cor 11 is a cool idea but over all its not going to changes the cor job all that much the big problem is that cor buffs are no longer needed at best they are nothing more then a novitiate this is true with the other buff jobs. Atmas is cor main problem atm these atmas give way too much for example 10 mp / 3 sec destroys the smn roll and in general every atma gives such a high buff that even if cor's rolls where giving a big boots the game will be so that a person could afk during most of the fight. What is needed now is a changes to make the cor job more support or a over all changes to atmas. 11 on a roll is not going to happen that often its cool when it dose but now that cor's buffs are so unneeded the 11 is meh.

Alobont
03-12-2011, 01:32 AM
Abyssea and atmas arent lasting forever people get out of that mentality.
I proposed the same idea of 11 giving access to a 3rd roll on alla and i believe that to be one of the best solutions.

Mirabelle
03-12-2011, 04:18 AM
Abyssea and atmas arent lasting forever people get out of that mentality.
I proposed the same idea of 11 giving access to a 3rd roll on alla and i believe that to be one of the best solutions.

Nope but they are certainly where the game is at right now. Ignore that fact and it might be too late to revive the job. I'd rather have them focus on making COR better for what the game is like now. And atma and abyssea are likely to be relevant for some time at least. The PR XI buff is nice thing for SE to consider but its not getting my LS leaders to invite me into Abyssea as a COR. And believe it or not, I like playing COR. I don't like being utilitarian and playing jobs I'm not fond of simply because they are more desirable.

Personally we should get three buffs anyway as well as 3 QD charges. QD should be alternate for yellow proc with BRD threnodies and Hot shot should be on red proc list. And then Se can do whatever the hell they want with PR XI's. I like the jackpot animation and random gil to the party.

Bersty
03-12-2011, 07:54 AM
I would like to see the beneficial effects, like people had mentioned, not be effected by whether or not the specific job is in party (even though the new rolls seem to be "jobless" in terms of that aspect). Also, it would be nice if an 11 is rolled, if we had the ability to immediately put up another roll, vs. waiting the rest of the minute to recast. (perhaps the phantom roll recast may be something to be looked at in T3 Merits?)

Just a thought,

~Cap'n Canada

Cruxus
03-12-2011, 09:10 AM
One idea that I was tossing round my head when hitting lucky 11 would include a new job ability:

Loaded Dice: Upon expending a die charge earned from hitting Lucky 11, the user's next phantom roll will automatically be rolled as the individual roll's lucky number. (E.G. Corsair uses Loaded Dice and uses Samurai Roll, roll automatically is set at number 2)

Cool Down Timer: 5 minutes

Max Charges: 3 Charges

This will not only grant the effect of the Lucky 11 effect, but also grant the Corsair the ability to expend the additional benefit (a Loaded Dice charge) at a later time which may prove to be more effective and useful to the party. Initially, the Job Ability is active with 1 charge given to the Corsair, while others must be earned (1 charge may be retrieved from using the Job Ability: Random Deal, if there are no current charges earned).

Given a 5 minute timer will also limit the abuse of constant "forced" lucky numbers for individuals who are constantly attempting for 11 when they may bust, creating detrimental "down time" on corsair buffs. This also opens the window of possible reduced reactivation timer, or even initial charge merits that could be implemented down the road.

Rubeus
03-12-2011, 10:47 AM
[dev1004] My idea for an 11 would still call it Lucky and show an animation but it would hold charges, similar to a dancer's "Steps." In this way, the corsair who got it can store anywhere from 1-5 of such counters and use them up on different rewards. Using the ability would be maybe called "Gamble" and would consume a *RANDOM* amount of charges for the appropriate reward. It would have a 30 second recast.
1: adds 1/2 the time remaining to all rolls in effect currently and increases them by 1 roll point or as if that job was in the party in the case of an 11 or lucky numbered roll. For example: an 8 would turn into a 9, an 11 would also act like a missing job was present.
2: guarantees that the next ranged attack by the COR will be 100% accurate and not consume ammo or cards.
3: guarantees that the next card attack from the cor doubles the remaining time of all of the enemy's debuffs
4: doubles the remaining time of all rolls present on the party and adds 1 more roll to the COR
5: does 1 and 4, also does some of the very good add-effect suggestions per-job/roll (whatever's least broken and gamebreaking).

this adds the gambit system people are looking for without producing gil and also rewards patient CORs in long-term parties.

Laurion
03-12-2011, 07:05 PM
I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
Cor= xp, skill rate increase
NIN= Evasion, parry/guard/shield rate increase
RNG= Acc/RACC, increase chance of interrupting targets casting
DRK= ATT, ignore x% defense
BLU= Mag Def, Reduce magic dmg taken
WHM= MP recovered while healing, Cure potency+
PUP= pet ACC, pet: increase chance of interrupting targets casting
BRD= spell interruption rate down, Quick Cast
MNK= subtle blow, Counter rate up
BST= Pet ATT, pet: ignore x% defense
SAM= Store TP, Conserve TP
SMN= Refresh, MP restored to Full
THF= Crit hit rate, Increase Crit dmg
RDM= Mag ACC, DMGing spells have chance to cause terror
WAR= DA, Occasionaly deal double dmg
DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
PLD= Spikes, absorb x% dmg taken
BLM= MATT, Magic crit hit dmg +
DNC= Regen, HP Restored to Full
SCH= Conserve MP, No cost(chance to reduces MP cost to 0)

It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.

I really like this idea as well.

I'm also fond of the idea of an XI reseting the phantom roll timer to zero, but I could still live without it.

Xiorin
03-14-2011, 03:55 AM
Im not actually a cor (though i would like to be one) and i know this isnt related to issue at hand but i really wish the cost of bullets wasnt so high, and that the stock wasnt so scarce. Those are the two main things stopping me from trying cor out.

Mac1
03-14-2011, 06:54 AM
The whole idea behind Corsair when it originally was introduced was that is was a job based off luck. As the job has evolved though it has become less and less about that and more about just consistently keeping two rolls on the party (ignoring the DPS capability and the enfeebling element). That being said here are my thoughts:

Originally when the 10 minute rolls were introduced it reestablished Corsair as a job of luck. You could see this from the play style of Corsairs almost immediately, when originally if you rolled a 6 a player would just leave it be if Fold was down players started using Double-Up on 8s and 9s in order to have the chance of hitting an 11 and getting the extended duration. This also allowed for the player to spend less time getting in position for rolls and more time focusing on DPS or helping with cures if they were /Mage. Just from pure logic this addition made sense.

Other good ideas I agree with concern adding an additional buff that makes an 11 worth going after (+3 Str to Chaos Roll is not worthwhile). Also the thought of rolling an 11 resets the Phantom Roll timer back to 0:00 is perfect because it puts Corsair on the same level as Bard.

I hope there is some plan to make Corsair relevant at all in Abyssea in the future. Currently it has 5 blue triggers (Shadowstich, Evisceration, Savage Blade, Slug Shot, and Detonator), 0 grellow triggers, and 0 red triggers (not including sub job additions). In all low man type scenarios it is completely useless.

Trefold
03-14-2011, 09:56 AM
Posted this in another thread, but this looks the one that's getting most activity...

I'd like to see it give a new type of effect altogether, but still based on the effects you wanted.

Like Chaos Roll would not only give the enhanced attack that you now get when rolling an 11, but would also get +15 STR for example.

More examples would be:
Fast Cast Roll - Small "Quick Magic" chance of 5%.
Blitzer's Roll - Chunk of Haste. Say +10% Job Ability type Haste.
Samurai Roll - small regain effect of like 2/tick.
Hunter's Roll - +15 DEX increase.
Gallant's Roll - already gives "damage reflection", but also give a conversion of that damageback to HP or MP. Or +15 VIT increase.
Ninja Roll - +15 AGI increase.
Magus Roll - Magic Evasion as well. Or +25 to all resistances included in the MDB bonus.
Healer's Roll - 10% boost to maximum MP.
Choral Roll - +15 CHR increase.
Monk's Roll - 10% chance of not feeding any TP to enemy when attacking.
Evoker's Roll - Immunity to plague effects.
Rogue's Roll - Increases critical hit damage by 5%.
Warlock's Roll - +15 MND increase.
Fighter's Roll - Small percent chance to triple attack, say 3-5%.
Wizard's Roll - +15 INT increase.
Dancer's Roll - +10% boost to maximum HP.
Scholar's Roll - +10% Fast Cast.
Tactician's Roll - Quadruple attack +1%.

Would certainly make it interesting to try and land 11, instead of just being pleasantly surprised when rolling 11.

Kennx
03-14-2011, 05:19 PM
Make it a random Bonus when rolling 11.


Time: One Recast timer set to 0 for all party members.
MP: Restores 200 MP to all party members.
HP: Restores 200 HP to all party members.
TP: Grants 100 TP to all Party members.
Stats: Grants +10 to all stats to all party members.

and also give Corsair a bonus for making the roll 100% each time:
Corsair: Saves Ammo on Bullets and Cards the full time of the Phatom Roll that is 11.

Tasuki
03-14-2011, 06:02 PM
Yup, I do agree with AyinDyra, if its under an 11 roll, the roll will have a special trait or effect activated like for example, if a Ninja roll under a 11 roll will give utsusemi effect, or maybe under a Galant's roll, it will have Stoneskin effect.

Rawr
03-14-2011, 11:07 PM
[dev1004]
some ideas
Roll 10 = 50% chance of rest 1 job ability of 1 magic on recast.
Roll 11 = 100% rest 1 job ability or 1 magic on recast.
1) doesn't rest 2hr.
2) affect longest recast.
3) roll 11 fill up QD charges.

I also would like QD to function like PR where it is based on luck.
When you use QD, a random number between 1 and 6 is placed on mob.
QD(double up) again to place another number on mob. IF you bust the QD, 2x the damage you inflicted on the mob will trigger on you.
1) QD can be used without any card. Using card will increase potency of QD.
2) damage of QD will be based on the number and job lv instead of MAB.

Bzbu
03-15-2011, 01:19 AM
I agree with Trefold

Also would be great to augument the Rolls, for example, chaos roll XI ocacionally deals double damage, samurai roll sometimes store double TP, fast cast goes to sometimes Instant, regain sometimes conserve TP, to mention some.

Silvers
03-15-2011, 03:06 AM
Here is my thoughts for additions and tweaks for COR. I think there should be a Luck system added to COR. For symbols to keep track should be marked with a 4leaf clover for when Luck is positive, and a thunder cloud when it is negative, with 11 of Luck total levels (-5 to +5). Luck increases by getting Lucky numbers and perfect rolls on Phanton Rolls (lucky numbers = Luck+1, Perfect = Luck+3) with a 4leaf clover for a icon when luck is positive. Luck decreases with Unlucky numbers and Busting (Unlucky numbers = Luck-1, Bust = Luck-3). As your luck increases or decreases it will cause the strength of Phantom Roll and Quick Draw to raise and fall. I haven't worked out the details for sugguesting amounts, but I think a Perfect Corsair's Roll with max luck should be +75% Exp. For Quick Draw, Lucks extends the duration of Light Shot 20sec with each level of positive luck and -5sec for each Lv of negative luck. For Dark shot gives a chance of dispeling more than one buff from target. For all other QD shots, Luck influences DMG. Luck should also affect Random deal, by it's ability to reset more than one job ability and it's ability to fail when only one JA is in recast. Below are some things that I think would
help the job with this system.

Luck of the Draw (or Lucky Draw, I can't decide on a name): Job Ability (Lv45, Duration: instant, Recast: 2min) - Increases Luck level by 1

Hot Streak: Job Trait ("Hot Streak I" Lv45, "Hot Streak II" Lv90) - Achieving a Perfect Phantom Roll: extents the duration to 10 minutes, resets Phantom Roll timer (making the JA ready for use again), and grants and addional roll effect (Max being 4 effects). To clarify, getting an 11 gives you another roll effect while there is a perfect roll active.

Trick Card: Job Ability (Lv55, Duration: 2min, Recast: 4min) - Uses one luck level, and lowers Quick Draw DMG by 25% while adds status effects to elemental shots. Status effects' duration/potency varies with Luck.

Two of a Kind: Job Ability (Lv60, Duration: 1 roll, Recast: 15min.) - Uses 2 Luck levels, and your next roll will automatically repeat your last roll.

Double or Nothing (or "Double Down", again can't decide on the name): Job Ability (Lv80, Duration: 1 roll, Recast: 6min) Uses 3 luck doubles the effects of your next roll. Unlucky numbers and 12+ will wipe all active roll effects and causes two bust effects and decreases Luck by 6.

Stacked Deck: Job Ability (Lv70, Duration: instant,Recast: 15min.) - Sacarfices all Buff effects currently on COR using the ability, and grants them to party members. Chance of retaining buffs depends on Luck.

Follow Suit: Job Ability (Lv70, Duration: instant, Recast: 5min) - Rolls a die and copys/absorbs 0-3 buffs on enemy depending on roll: rolling 1= no buffs, rolling 2-3= 1 buff, rolling 3-4= 2 buffs, rolling 5= 3buffs, rolling 6 will absorb 3 buffs regardless of Luck level.

Let me know what you thinks about these ideas.

I posted this in the other thread a few days ago. I agree with the need for an ability like Pianissimo. Could call the JA "Bluff", and using it makes the roll effect everyone but the COR activated (maybe even add an imtimidation for Lucky Numbers and 11's when used to the party when used). I know some think we should get a 3rd roll effect without hitting 11, but the job would be a little too close to BRD. BRD has to work for their extra song effect through trials. Why not a JA for COR to get an additional roll with a perfect roll, it fits the theme of the job. It's not that hard to hit an 11, or maybe I'm just lucky. I wondered why SE has never made luck a bigger part of the game for COR. I think a Luck system, similar to finishing moves for DNC, should be added to COR to have it affect PR, QD DMG, gil droped by enemy, TH, and weapon skill DMG. COR should have a little more control over roll outcomes. Can't rely on Lady Luck alone, we should be able to make our own luck some of the times, besdies she is very fickle in this game.

Seha
03-15-2011, 08:24 AM
I also would like QD to function like PR where it is based on luck.
When you use QD, a random number between 1 and 6 is placed on mob.
QD(double up) again to place another number on mob. IF you bust the QD, 2x the damage you inflicted on the mob will trigger on you.
1) QD can be used without any card. Using card will increase potency of QD.
2) damage of QD will be based on the number and job lv instead of MAB.Oh dear Prince Luzaf the Blackheart, let me join you in hell...

Just so no on all of that...QD is wonderful as it is.

Mirabelle
03-15-2011, 09:46 AM
Make it a random Bonus when rolling 11.


Time: One Recast timer set to 0 for all party members.
MP: Restores 200 MP to all party members.
HP: Restores 200 HP to all party members.
TP: Grants 100 TP to all Party members.
Stats: Grants +10 to all stats to all party members.

and also give Corsair a bonus for making the roll 100% each time:
Corsair: Saves Ammo on Bullets and Cards the full time of the Phatom Roll that is 11.

I kinda like this mini-Wild Card type effect.
Throw in a couple other options:
Money: Party Members receive 500 gil
Defense: Grants party members 5% damage mitigation

Bumbles
03-15-2011, 11:21 AM
Increase % on af2 hat proc if the job is not in the party

Sp1cyryan
03-15-2011, 04:30 PM
Oh dear Prince Luzaf the Blackheart, let me join you in hell...

Just so no on all of that...QD is wonderful as it is.

^This



Increase % on af2 hat proc if the job is not in the party

It is fine as is.

Reimii
03-15-2011, 11:44 PM
Such awesome ideas. To stack on with what people have said, I think the doubled time for XI rolls should be put back into the game. I also like the Lucky Chance idea for rolling 11s so one wouldn't have to resort to wasting their long ass Random Deal timer. I also had an additional idea myself. It may be kind of wierd but how about for rolling 11s the roll sort of "levels up". By that I mean well...here's an example:

Reimii uses Corsair's Roll. The total becomes 6!
Reimii receives the effect of Corsair's Roll.
Reimii uses Double-Up.
The total for Corsair's Roll becomes 11!
Lucky Chance! Reimii receives the effect of Navarch's Roll.

And not only for that but for lucky rolls too. If you roll the lucky number, the roll's level will increase to tier 2 (Commodore Roll) with double the potency of the tier 1 roll, and if you roll an 11 the roll's level will increase to tier 3 (Navarch's Roll) with triple the potency of the tier 1 roll, double the time and an additional effect (as mentioned in previous posts). They could also add cool new animations for rolling Luckies and 11s and stuff. It'll be a nice way to get more CORs to go for that risky gambit and roll beyond a flat 6. I guess it can be like this (base Roll > Tier II Roll after rolling lucky > Tier III Roll after rolling 11):

Corsair's Roll (EXP increase 1-5%) > Commodore Roll (EXP +10%) > Navarch's Roll (EXP +15%, Gil/Cruor increase, Treasure Hunter)

Ninja Roll (Evasion increase) > Koga Roll (Evasion increase II) > Iga Roll (Evasion Increase III, Occ. Dodges all forms of damage, AGI+20)

Hunter's Roll (Acc/RAcc +10-25) > Scout's Roll (Acc/Racc +50) > Sylvan's Roll (Acc/Racc+75, Enhances "Recycle", AGI+20)

Chaos Roll (ATK/RATK +6-19%) > Abyss Roll (ATK/RATK +30%) > Bale Roll (ATK/RATK +50%, Ignores target's defence, STR+20)

Magus's Roll (MDB +5-15) > Mirage Roll (MDB +25) > Mavi Roll (MDB +40, Occ. Absorbs Magical Damage)

Choral Roll (Spell Inturruption Rate Down) > Bard's Roll (Spell Int. Rate Down II) > Aoidos' Roll (Spell Int. Rate Down III, Increases the duration of Enhancing Magic and Song effects, CHR+20)

Healer's Roll (hMP +2-7) > Cleric's Roll (hMP +14) > Orison Roll (hMP +21, Cure Potency +5%, MND+20)

Puppet's Roll (Pet: Acc/RAcc +10-25) > Pantin Roll (Pet: Acc/Racc +50) > Cirque Roll (Pet: Acc/Racc +75, Pet: AGI+20, Quickens Melee/Ranged Attacks)

Monk's Roll (Subtle Blow +8-24) > Melee's Roll (Subtle Blow +40) > Tanta Roll (Subtle Blow +55, Enhances "Martial Arts" effect)

Beast Roll (Pet: ATK/RATK +6-19%) > Monster Roll (Pet: ATK/RATK +30%) > Ferine Roll (Pet: ATK/RATK +50%, Pet: STR+20, Occ. Deals Double Damage)

Samurai Roll (Store TP +2-24) > Saotome Roll (Store TP +40) > Unkai Roll (Store TP +50, Conserve TP, Enhances "Zanshin" Effect)

Evoker's Roll (Refresh +1-3) > Summoner's Roll (Refresh +5) > Caller's Roll (Refresh +10, Restores the MP of all party members in range by 30%)

Rouge's Roll (Crit. Hit Rate +2-10%) > Assassin's Roll (Crit. Hit Rate +15%) > Raider's Roll (Crit. Hit Rate +25%, DEX+20, Increases Crit. Hit Damage)

Warlock's Roll (Magic Acc. Increase) > Duelist's Roll (Magic Acc. Increase II) > Estoqueur's Roll (Magic Acc. Increase III, INT/MND+10, Occ. Grants the effect of "Double Cast")

Fighter's Roll (Double Attack +2-10%) > Warrior's Roll (Double Attack +15%) > Ravager's Roll (Double Attack +30%, ATK+50, Occ. Deals Double Damage)

Drachen Roll (Pet: MAB/MACC +2-8) > Wyrm Roll (Pet: MAB/MACC +15) > Lancer's Roll (Pet: MAB/MACC +25, Pet: INT+20, Increase Magic Crit. Hit Rate)

Gallant's Roll (Damage Reflection +5-25%) > Valor Roll (Damage Reflection +35%) > Creed Roll (Damage Reflection +45%, Occ. Absorbs Physical Damage)

Wizard's Roll (MAB+2-7) > Sorcerer's Roll (MAB+14) > Goetia Roll (MAB+20, Increases Magical Crit. Rate and Damage)

Dancer's Roll (Regen +3-8) > Etoile Roll (Regen +12) > Charis Roll (Regen +20, CHR+20, Restores the HP of all party members in range by 50%)

Scholar's Roll (Conserve MP) > Argute Roll (Conserve MP II) > Savant's Roll (Conserve MP III), Occ. Grants "No MP Cost" effect)

Bolter's Roll (Movement Speed +2-10%) > Trotter's Roll (Movement Speed +12%) > Strider's Roll (Movement Speed +25%, Grants the effect of Deoderize, Sneak and Invisible, Increases Evasion)

Caster's Roll (Fast Cast +2-12%) > Scribe's Roll (Fast Cast +15%) > Spellsinger's Roll (Fast Cast +20%, Occ. grants "Quick Cast" Effect)

Blitzer's Roll (Melee Haste +2-10%) > Striker's Roll (Melee haste +11%) > Beater's Roll (Melee Haste +13%, Grants an accuracy bonus for every hit landed)

Tactician's Roll (Regain +1-2) > Stratigian's Roll (Regain +3) > Expert's Roll (Regain +5, Restore's the TP of party members in range by 100)

Allies' Roll (Skillchain DMG/ACC +6-15%) > Comrade's Roll (Skillchain DMG/ACC +17%) > Army's Roll (Skillchain DMG/ACC +20%)


yeah that was a lot and probably not ever going to happen but it'd be super cool and awesome and better than seeing the same boring old stuff when I toll luckies and 11s...which is often. :< Make us CORs useful agaiiiin!!
It maaay be a BIT over powered but it might also be cool to have those Lucky Chances stack like DNC finishing moves. You can have up to say three of them so you freely bust up to 3 times without having to use Fold and stuff. If any of this were made possible more CORs would be busting to reroll anyway so having those Lucky Chances is a pretty good thing.

Ezikiel
03-16-2011, 01:36 AM
I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
Cor= xp, skill rate increase
NIN= Evasion, parry/guard/shield rate increase
RNG= Acc/RACC, increase chance of interrupting targets casting
DRK= ATT, ignore x% defense
BLU= Mag Def, Reduce magic dmg taken
WHM= MP recovered while healing, Cure potency+
PUP= pet ACC, pet: increase chance of interrupting targets casting
BRD= spell interruption rate down, Quick Cast
MNK= subtle blow, Counter rate up
BST= Pet ATT, pet: ignore x% defense
SAM= Store TP, Conserve TP
SMN= Refresh, MP restored to Full
THF= Crit hit rate, Increase Crit dmg
RDM= Mag ACC, DMGing spells have chance to cause terror
WAR= DA, Occasionaly deal double dmg
DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
PLD= Spikes, absorb x% dmg taken
BLM= MATT, Magic crit hit dmg +
DNC= Regen, HP Restored to Full
SCH= Conserve MP, No cost(chance to reduces MP cost to 0)

It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.

All good iseas well thought out too

Alistaire
03-16-2011, 02:48 AM
[dev1004] If a Corsair rolls an 11, possibly:

1. For the duration of the "11" roll effect, apply the opposite effect of the roll to any monster the cor uses quick draw and/or a ranged weaponskill on as an added effect. For example, an 11 Tactician's Roll might impart a -4TP/tic debuff on the monster for some period of time after the Corsair uses quick draw on it.

Like this, but make it like Dancer sambas. Hitting the mob giving a daze effect opposing the roll given.

Keyblade
03-17-2011, 04:13 AM
Maybe going back to Corsair as a gambler would be a good benifit for the job.
My idea is adding new abilities to the job called "Slots" (similar to a slot machine) but it rolls 1-6 similar to phantom roll. Everytime the cor hits the "Jackpot" roll of XI you gain on charge on your slot abilites and can hold up to 4 charges at a time.

LVL 40 - Attack Slot (Target: Party Member)
1- Use of a random WS without TP used
2- Gain 50 TP
3- Doube Attack
4- ??% Dmg Taken
5- Spike Effect (including Dread Spikes)
6- Double Dmg

LVL 50 - Enfeeble Slot (Target: Monster)
1- Slow
2- Paralyze
3- Blind
4- Silence
5- Addle
6- Reset TP to Zero

LVL 60 - Magic Roll (Target: Monster)
This roll produces a magic attack based on the current level of the cor and the element type rolled. This roll does not include any AOE spells and can range from Tier1 to Tier5 and AM spells depending on the cor's current level.
1- Earth Magic
2- Water Magic
3- Wind Magic
4- Fire Magic
5- Ice Magic
6- Thunder Magic

LVL 70 Enhancement Slot (Target: One party member)
1- Protect and Shell
2- 5 Shadow Blink
3- Phalanx and Aquaviel
4- En-Drain
5- Drain TP effect
6- Haste

LVL 80 Bonus Slot (Target: Party member within range; requires 2 charges)
1- Random Exp (250-1000 xp)
2- Random Gil (5-1500 gil)
3- Restore TP to 300%
4- Increase drop rate of current or next mob
5- Reduces the consumption of items to 0. (ex. ninja tools, QD cards, ammo, meds, food, and temp items)
6- Grants Re-Raise to party members.

Keyblade
03-17-2011, 04:16 AM
Another idea I had would be a single target ability similar to the Bard's Pianissimo called Solitare.

Bongs
03-17-2011, 05:51 AM
[dev1004]

I'd say random buff (STR, AGI, DEX etc) and reset the timer to zero. Nothing to exciting lol, but I think that would be balanced.

Rosalie
03-17-2011, 12:05 PM
Whatever it is they do for 11, I'm just hoping that they give something like a halved effect of whatever it is for lucky roll. Otherwise, why bother staying on the lucky roll when you can go for broke?

bishop
03-17-2011, 12:45 PM
Hopefully it benefits enough so I can play my COR more in Abyssea.

Malamasala
03-17-2011, 04:41 PM
COR is good. If you aren't playing it, it is most likely because it isn't best. Giving it invulnerability and 9999 per hit would solve that. Is that what you were asking for?

Jski
03-18-2011, 04:20 AM
Making buffs = to atmas for starters is what i ask or better yet make atmas = to buff.

Leonidus
03-18-2011, 04:42 AM
Whatever it is they do for 11, I'm just hoping that they give something like a halved effect of whatever it is for lucky roll. Otherwise, why bother staying on the lucky roll when you can go for broke?
Because most people don't want to bust a roll when they land on lucky. Its your choice how you play COR though.

When i play i aim for Lucky until i pass it. If im on 1-5 ill roll again assuming not lucky.
If i'm on 6 ill check a few things..
1. Is Fold up?
2. Do i currently have 1 busted Roll on my COR?
Sometimes ill roll on 6, sometimes i wont.

Yinnyth
03-18-2011, 05:13 AM
Add a new job ability category called "Jackpot". Similar to quickdraw or strategems, it is it's own category of various job abilities, and you store jackpot charges. Unlike other JAs, there is no timer for new charges, the only way you earn a charge is by rolling XI. You start off capable of holding 1 charge at level 1, and get the ability to hold another 1 every 20 levels (21, 41, 61, 81). Zoning or changing jobs resets your Jackpot to 0 charges. Some examples:

(level 1) Hedge Bet: 1 charge; Grants a status effect for 15 seconds which forces any new roll to land on its lucky number.

(level 30) Double or Nothing: 1 charge; Doubles the duration on all active rolls for party members within range.

(level 40) Big Shot: 2 charges; Grants the user a status effect for 30 seconds which increases the number of maximum and current quick draw charges to 4.

(level 50) Royal Flush: 2 charges; Removes 1-5 debuffs from all party members in range and 1-5 buffs from all enemies in range.

(level 60) Cut: 3 charges; Halves the time left on all expended abilities and spells for party members within range, including SP abilities.

(level 75) All In: 4 charges; Grants the user a status effect for 1 minute which increases the number of maximum rolls they are capable of applying to themselves and their party members to 3. Additionally, the phantom roll timer will be reset to 0 for the entire duration of the status effect, allowing the corsair to rapidly apply all 3 rolls if need be.

(level 90) House Always Wins: 5 charges; Grants the user and all party members in range the effect of every phantom roll at a potency equal to its lucky number for 1 minute. This causes all currently active phantom rolls to be overwritten, and disables the ability to apply any new phantom rolls until the effect expires. Job bonuses apply if the correct job is currently in the corsair's party.



SE asked what people wanted from lucky XI rolls, and there have been some very good ideas, but not all of them are well suited to everyone's tastes and how THEY like to play corsair. A system similar to this allows SE to implement multiple ideas suited to various peoples tastes and allow the player to choose on the fly which XI bonus is best for them.

Ethalio
03-18-2011, 05:35 AM
first I thought the 'house always wins' would break game balance, but it needs you to get an 11 5 times, so: not game breaking in my opinion. additionally you could get a 33% chance to obtain another charge if you get the lucky number, 33% chance to loose a charge if you get the unlucky number and 50% chance of loosing a charge if you bust.

Mirabelle
03-18-2011, 09:58 AM
Add a new job ability category called "Jackpot". Similar to quickdraw or strategems, it is it's own category of various job abilities, and you store jackpot charges. Unlike other JAs, there is no timer for new charges, the only way you earn a charge is by rolling XI. You start off capable of holding 1 charge at level 1, and get the ability to hold another 1 every 20 levels (21, 41, 61, 81). Zoning or changing jobs resets your Jackpot to 0 charges. Some examples:

(level 1) Hedge Bet: 1 charge; Grants a status effect for 15 seconds which forces any new roll to land on its lucky number.

(level 30) Double or Nothing: 1 charge; Doubles the duration on all active rolls for party members within range.

(level 40) Big Shot: 2 charges; Grants the user a status effect for 30 seconds which increases the number of maximum and current quick draw charges to 4.

(level 50) Royal Flush: 2 charges; Removes 1-5 debuffs from all party members in range and 1-5 buffs from all enemies in range.

(level 60) Cut: 3 charges; Halves the time left on all expended abilities and spells for party members within range, including SP abilities.

(level 75) All In: 4 charges; Grants the user a status effect for 1 minute which increases the number of maximum rolls they are capable of applying to themselves and their party members to 3. Additionally, the phantom roll timer will be reset to 0 for the entire duration of the status effect, allowing the corsair to rapidly apply all 3 rolls if need be.

(level 90) House Always Wins: 5 charges; Grants the user and all party members in range the effect of every phantom roll at a potency equal to its lucky number for 1 minute. This causes all currently active phantom rolls to be overwritten, and disables the ability to apply any new phantom rolls until the effect expires. Job bonuses apply if the correct job is currently in the corsair's party.

I like all but 4. While I like the idea of 3 rolls, it would be a pain to rush to get them all up especially if you are trying to get 3 up on both melee and mages. Can't think of an alternate that would be worth 4 charges though.

Yinnyth
03-18-2011, 04:26 PM
Though that is the beauty of the system. You don't need to like my specific examples, they can be replaced by anything you want. Or not. You can skip over any of my examples and/or replace them with your own. I came up with those ideas within about 10 minutes to hopefully satisfy several different people as to what they wanted from XI bonuses. The idea is that the system provides several benefits for every playstyle.

Sometimes you want your rolls to last a long time, such as a boring situation like Abyssea exp parties which last forever and never require a spike in power, therefore Double Or Nothing would be suited to your needs. Or sometimes you're having a bad day and hit unlucky numbers frequently, have one bust active, fold and snake eye are both spent, and you just need one good roll to tide you over, then Hedge Bet would be your man. Seeing as how I have Armageddon, my COR is relatively powerful, though not as powerful as a Death Penalty corsair would be with Big Shot; just burn 2 charges on QD, burn Big Shot, Random Deal for 4 more shots, Wild Card for 4 more, then Random Deal again, you have yourself some carnage. Royal Flush was borne of my opinion that not enough jobs are capable of clearing negative status effects. Cut, I thought would be appropriate for a job that concerns itself so heavily with recast times.

As you say, "All In" would be difficult to use properly, but that is one of the things I love about FFXI. People who play the game well can use their wisdom and finesse to outclass players who have better gear than them. Against enemies who are capable of massive dispels (nightmare hippogryph in Dynamis - Valkurm or various wyrms single-target dispels), the ability to rapidly apply rolls with no recast would be immanently valuable, not to mention the power boost from having 3 rolls active for as long as you can keep them.

My primary concern is versatility. Several jobs are powerful, but versatility is what I value above all. BLM has the most powerful magic damage, access to the most powerful sleep spells, and stun which makes them irreplacable in many situations. So what I want for COR is the abillity to rise to the challenge and prove themselves in nearly any situation. A zerg? House Always Wins. Slow, steady progress with no surprise weak rolls? Hedge Bet. Last man standing and need to save the day? Big Shot. That's what I want to see for COR and every job. We're not just gunbards, we're pirates, we're unique, and we're versatile.

Rosalie
03-18-2011, 06:12 PM
Because most people don't want to bust a roll when they land on lucky. Its your choice how you play COR though.

When i play i aim for Lucky until i pass it. If im on 1-5 ill roll again assuming not lucky.
If i'm on 6 ill check a few things..
1. Is Fold up?
2. Do i currently have 1 busted Roll on my COR?
Sometimes ill roll on 6, sometimes i wont.

My point was that if there's some sort of retarded awesomeness on 11 that isn't at least partially on lucky rolls is that why bother staying on the lucky roll when you can at least try for a shot at the 11 awesomeness (I stay on 7+ anyways)

TBH I was pretty much fine with the 10 min effect on 11's, but if something better comes out I'm not going to complain. (still would like a partial effect on lucky #'s though!)

Been playing cor for at least 3 years, don't act like I don't know how it works.

Rawr
03-19-2011, 12:07 AM
[dev1004]
some ideas:

dice roll 10, you get QD charge +1.
dice roll 11, you get QD charge +2.

Your QD damage will enhance your hexagun range attack and range acc.
200 QD damage will add 20 range attack and 20 range acc (duration 20 sec).

Dealing damage on mobs with hexagun will reduce busting timer if you have bust on.
Every 50 damage will reduce 2 sec on bust.

Seha
03-19-2011, 01:53 AM
dice roll 10, you get QD charge +1.
dice roll 11, you get QD charge +2.We buff the party, not just ourselves.


Your QD damage will enhance your hexagun range attack and range acc.lol what? Hexagun? Seriously?


200 QD damage will add 20 range attack and 20 range acc (duration 20 sec)So I'd get 100 racc and 100 ratk from my shots..that's cool, but maybe not lol


Dealing damage on mobs with hexagun will reduce busting timer if you have bust on.
Every 50 damage will reduce 2 sec on bust. There are merits for bust duration(which you shouldn't even consider anyway). And wtf with hexagun?

Nacht
03-19-2011, 08:47 AM
dice roll 11, you get QD charge +2.


I would totally get on board with more quickdraw charges from rolling an 11.
Also wish we could store more charges.



We buff the party, not just ourselves.


We already buffed the party.

Nightfox
03-22-2011, 04:10 PM
A few ideas for corsair:

I believe that some these adjustments could add to the fun of corsair while still maintaining game balance.

‘XI’ Effects


‘XI’ Roll Effects: Various effects on a roll can be added per the roll of an XI by a corsair. Not only will the effect of the roll increase, but the potency depending on the party size. Aside from this, a hidden job trait – “Deal Out”— will activate for the corsair lasting for about 30 seconds. This trait will allow the user the use of Quick Draw with a major delay reduction on its next use (3-5 seconds), and access to new card abilities. When the corsair reaches a roll of an eleven, an animation will appear around the corsair and dialogue: “*player name* has gained the effect of Deal Out”.

‘Deal Out’ Card Powers: When a player has gained the ability “Deal Out”, each card gains a special latent effect (enhanced versions of its current effects) for its use:

Light Shot: Puts target to sleep and Inflicts a small damaging ‘dia’ effect (1-2hp/tick) onto an enemy, this effect continues through its sleeping (1-2 minutes).

Dark Shot: Inflicts a short time ‘attack down’ effect or ‘blind’ effect (1-2 minutes), these will stack with other effects of the same nature.

Earth Shot: Inflicts a mild ‘slow’ status onto the enemy (5%), this effect stacks with other slow inducing effects.

Wind Shot: Inflicts a short time ‘defense down’ effect, ‘gravity’, or ‘silence’ (1-2 minutes), these stack with other effects of the same nature.

Ice Shot: Inflicts a short time ‘paralyze’ or ‘bind’ effect (1-2 minutes), these stack with other effects of the same nature.

Thunder Shot: Stuns the enemy for a short time (2-5 seconds).

Water Shot: Inflicts a high damage ‘poison’ effect on a target (5hp/tick), will awaken a sleeping enemy, but stacks with other ‘poison ‘effects.

NOTICE: cards used under the trait of “Deal Out” will not enhance the potency of a previously used card under its effect. (ex: using ‘Water Shot’ twice under the same “Deal Out” effect will not make it into a (10hp/tick) poison)

‘XI’ Party Size Potency: The bonus of a roll will be enhanced depending on the size of the current party the corsair is in (excluding alliance members). For Example:


Chaos Roll (Members in party):

Attack +31% (1 member)
Attack+ 33% (2 members)
Attack+ 35% (3 members)
Attack+ 37% (4 members)
Attack+ 39% (5 members)
Attack+ 41% (6 members)

With DRK:

Attack+ 41% (1 member)
Attack+ 43% (2 members)
Attack+ 45% (3 members)
Attack+ 47% (4 members)
Attack+ 49% (5 members)
Attack+ 51% (6 members)

‘XI’ Roll Duration: The current duration remain unchanged


Regards to bullet pricing and stock:

As a player of corsair, I also feel that that the prices for bullets are extremely high at the current time. But this is also due to the cost of ingredients and/or the acquisition of synthesis materials. For players that can synthesis bullets, it comes down to the price of materials and demand of the item. It will be difficult to make alternatives without damaging the economy for those that synthesis. Though some of these ideas may sound a bit too much for both sides, it could help the corsair job.

Exchanging cruor, tabs, conquest points, allied notes, and/or imperial standing: It could help the players if there were choices to obtain bullets via the methods above. But the bullets obtained through these methods should not only be usable by the player environment, but not as powerful as some auction bought bullets.

More easily obtainable materials: Though I cannot provide a detailed summary of certain materials that can be obtained or added into the game, this is also a concern for those that can synthesis the items. This way bullets could be sold for less on auction. Some ingredients can also drop off of abyssea mobs (if they do not already), maybe increasing the drop rate could be beneficial. But it’s important not to make them too easily obtainable, or there will be no bullets on the auction.



[dev1004] Corsair’s Phantom Roll Ability

Gildrein
03-23-2011, 04:40 PM
Thanks for all your feedback! We went to the development team with the veritable treasure trove of ideas posted, and are pleased to return with good tidings.

The team rather liked the notion of having bonus effects being granted to both the corsair and party members. They are looking into implementation as we speak, and will perform tests to ensure that the corsair’s true essence is not compromised in the course of change. Due attention will also be given to prevent an overreliance on rolling an 11.

The amount of work needed to implement these refinements makes introduction difficult in the next major version update. Once they go live, however, we believe that players will not be disappointed with the results!

Many posts were also made suggesting an increase in the number of active roll effects. We don’t plan to make this an aspect of rolling an 11. Rather, seeing as active song effects can be increased by equipping the Daurdabla, we believe that introducing new gear offering a similar benefit for rolls would be a practical solution.

Coldbrand
03-23-2011, 05:19 PM
You're already delaying the update, don't you think that gives you enough time?

Alhanelem
03-23-2011, 05:35 PM
They're talking about implementing something from a suggestion from scratch. They've already got a pretty full plate.

bishop
03-23-2011, 06:49 PM
Wow, the next next update couldn't get here any quicker. Can't wait to check out what they come up with.

Seha
03-23-2011, 06:54 PM
The team rather liked the notion of having bonus effects being granted to both the corsair and party members.See? A buffer job doesn't do things just for himself!


seeing as active song effects can be increased by equipping the Daurdabla, we believe that introducing new gear offering a similar benefit for rolls would be a practical solution.This is a cool idea...though inventory space is going to hurt even more @.@ moar gear swapping! xD

Nacht
03-23-2011, 06:57 PM
See? A buffer job doesn't do things just for himself!


You mean I'm not supposed to put regain and wizard's roll on the DD pt to up my wildfire damage/frequency?

Kaida
03-23-2011, 11:14 PM
You mean I'm not supposed to put regain and wizard's roll on the DD pt to up my wildfire damage/frequency?


LIES AND SLANDER!

Seha
03-24-2011, 12:36 AM
Wizard on the dd party? lol yep you're not supposed to do that. You move away from them and roll wizard on yourself.

Jski
03-24-2011, 12:45 AM
You mean I'm not supposed to put regain and wizard's roll on the DD pt to up my wildfire damage/frequency?

Meh kind of where cor is today being more of a dd job then a buff job. It realty dose not madder that he putting wizard roll on dd because they do not need any rolls. At best cor is more of a self buff job that dd with one ws and one QD (out of 8) that happens to be able to buff other jobs that are already at the cap. I do hope they fix all buff jobs soon so they are playable.

Laurion
03-24-2011, 09:49 AM
Can't wait to see what you guys decide to do.

Thuggin
03-24-2011, 03:17 PM
LIES AND SLANDER!

lolcopter ..

nitsuj
04-08-2011, 08:13 AM
Repost from another thread that has gotten lost:

I got this...

Rolling an 11 on a Phantom Roll will give you the best possible buff (as it does now) but will also not take a slot on your "2 buff list".

I.E. I have Chaos Roll (1 buff), I roll Evoker's Roll and hit 11.... when the Phantom roll timer is up I can roll Hunter's Roll for a total of 3 buffs active at one time.

If I roll an 11 on Hunter's Roll.... well... I can now roll a 4th

it's not over powered because Snake Eye is the only control you have over hitting 11, and it's on a 5 minute min. timer anyways... We don't hit 11 enough for it to become an issue, and it will REALLY play on our luck, which is what SE always wanted anyways.

bishop
04-08-2011, 11:24 PM
From the news from the dev team, look's like we'll be getting our new update in June. ; ; I want it now.

Seha
04-09-2011, 03:22 AM
Repost from another thread that has gotten lost:

I got this...

Rolling an 11 on a Phantom Roll will give you the best possible buff (as it does now) but will also not take a slot on your "2 buff list".

I.E. I have Chaos Roll (1 buff), I roll Evoker's Roll and hit 11.... when the Phantom roll timer is up I can roll Hunter's Roll for a total of 3 buffs active at one time.

If I roll an 11 on Hunter's Roll.... well... I can now roll a 4th

it's not over powered because Snake Eye is the only control you have over hitting 11, and it's on a 5 minute min. timer anyways... We don't hit 11 enough for it to become an issue, and it will REALLY play on our luck, which is what SE always wanted anyways.
They already told us that gettin more 'free rolls' from 11s isn't considered(thank god).

Creaper609
04-13-2011, 03:46 AM
How about an 11 will give the players a charge they can activate when they choose for a special short time boost. A charge icon could sit right on top of your status' bar. It could be as simple as 'removing' the status manually to activate and gain the effect. It can be as simple as Chaos roll giving an additional percentage to your attack for a certain amount of time, or spice it up by giving an additional ability instead. Maybe make it so certain job rolls gain their respective jobs abilities. Maybe chaos roll could give you a temporary last resort or soul eater. Or fighters roll could give certain warrior abilities like warcry or aggressor etc. It doesn't have to be restrained to what the job associated can do. Maybe Healer's roll charge will act like an instant self cure, curaga, or esuna. Warlocks could allow you to chainspell the next two spells you cast, Wizards roll could let you magic burst your next spell without a skillchain, etc. The possibilities are endless.

It seems easy to regulate how powerful these buffs could give. Simple adjust the stats according or only allow certain jobs to gain access to specific charges or only allow charges when you hit an 11 WITH a job bonus. That would force people to build party's a little smarter and would increase the want for the commodore tricorne.

That's my two cents. With the addition of abyssea, I feel corsair's buffing power doesnt compare to what someone can atma on theirself. Perhaps a nice power increase is in order.

Wenceslao
04-16-2011, 03:40 AM
Corsair's roll would be better if we get a random buff on the party like a stoneskin effect, blink, aquaveil, or a random buff on stats, like a str+, vit+, def+ or atk+,def,+acc or +racc, this way we could keep the gambling nature of the job, and give us incentives to try get an 11 with this roll.

And to SE, when are you planing to give us more bullet options as well as an easier way to get'em

Ragearo
04-18-2011, 11:56 PM
Personally, my favorite suggestions so far have been either locking in the 11 roll, or making it a "free" roll.

I don't believe this has been suggested yet, but I only read through the first 5 pages or so.

What about an 11 hitting everyone in the alliance, rather than just the corsair's party? If this change is supposed to buff corsairs in Abyssea, a lot of times people are in alliances for either experience or linkshell events. I feel like it would get quite a bit of attention from the other parties of the alliance, and people might appreciate having a corsair more often.

Saiken
05-04-2011, 02:48 PM
How about hitting 11 unlocks a 3rd roll effect allowed! kina like the empy harp does :o if someone alrdy suggested this forgive me.

Huevriel
05-12-2011, 04:37 PM
Rolling 11--

Give us back 10 min. (extend with winning streak)
or
Add a special boost to rolls: [JOB] rolls-
Upon getting XI, add the original buff +

COR- 40% instead of 25% (more xp)
NIN- Ninja tool expertise +3-5
RNG- Recycle +3-5
DRK- Endark? or just more atk
BLU- absorb magic +3-5
WHM- HP recovered while healing
PUP- more accuracy + ranged accuracy
BRD- more interrupt down
MNK- +kick attacks (only jobs with H2H skill)
BST- double attack +3-5 for pets
SAM- Zanshin +3-5
SMN- would like this revamped to be % based instead of hard number
THF- Triple Attack +1-3
RDM- Fast Cast
WAR- Counter
DRG- Conserve MP for pets
PLD- + DEFENSE
BLM- +magic critical
DNC- would like this recamped to be % based instead of hard number
SCH- more conserve MP
Bolters- no change
Casters- no change
Coursers- +Sharpshot
Blitzers- no change
Tacticians- no change
Allies- extend time window it takes to make skillchains/magic bursts


Still waiting on a Parry+ roll, or add Parry to Corsair's roll.

Panthera
05-14-2011, 06:51 PM
If you roll an XI, you are able to have a third roll on the party that lasts the same duration as the roll which landed an XI.

Tamoa
05-15-2011, 03:21 AM
I would be happy just getting increased duration back, I loved that.

If that's totally not an option at all, then yes I think allowing a 3rd roll would be the next best thing.


Edit: whoops, totally did not read all pages in this thread - I see a Dev responded already, guess that means no extended duration then :(

Tazz
07-13-2011, 07:56 AM
Dear dev1004,
This update was hugely disappointing to me and I would bet most other Corsairs in Vana'diel. This forum has SO many ideas on what could be done to make COR that much more, and yet all we are given is a harder job. The not busting after you roll an 11 is decent BUT resetting the recast time on phantom roll seems helpful for the time being but in the long run it will create a GAP where players are left without any or all rolls. example, COR rolls an 11 on chaos roll(duration 5 min) COR then rolls samurai roll and gets a 9. If the COR stays at 9 then both rolls will wear off about 10 seconds apart and then melees will be left without 2 rolls on for at least a minute unless the COR hits an 11 again and can spam the rolls. Even is the COR pushed the 9 ang got lucky with a 2 on double-up, so both rolls at 11. The same problem will still exist. Chaos roll will wear and then 10-15 seconds (depending on how many double-ups were needed) Samurai roll will wear. and without an 11 the COR will be leaving either melee or mages, because a good COR will roll 4 rolls total, without their buffs because his/her rhythm will be off completely due to this update. Hence it will make the Corsairs have to work even harder to be a good cor.

We can support and DD (depending on sub job and whatnot) and if we fail at keeping buffs up our party members, then we may as well have come full DD or full support(BRD)

Please fix our problems and make COR's actually wanted again, its sad that I never get to play on my Corsair when I have put so much time an effort into it, simply because the majority of the players in FFXI, refuse to have a COR in their party and demand that I play on another job.

/cry and still upset about the failupdate >.<

OMEGA_HACK
07-13-2011, 05:10 PM
Tazz that scenario is exactly what I was thinking as well, once we make that 3rd roll remember we also will lose the 30sec recast, that means we are going to screw up our times as well.

But not only that...I could have sworn they said they wanted to give a bonus to the Corsair AND the party, as it stands now this doesn't really do either, I really hope you are reading this SE...way to fail.

Aurara
07-14-2011, 01:10 AM
Double duration again :(

Yinnyth
07-15-2011, 10:11 AM
Thanks for all your feedback! We went to the development team with the veritable treasure trove of ideas posted, and are pleased to return with good tidings.

The team rather liked the notion of having bonus effects being granted to both the corsair and party members.

Not that I think corsair is an underpowered job that needs a lot of loving, but what happened to that?

Shalk
07-20-2011, 12:29 PM
I'd like to see an 11 roll give everyone in the party a random JA from the job associated with that roll.

For instance, in a PT with a WAR, roll an 11 Drachen Roll and there's a chance the WAR in your PT gets a one-time use of Super Jump to shed some pesky hate after using Ukko's Fury.

Or with a WHM in the party, roll an 11 Warlock's Roll and there's a chance the WHM gets a free Convert.

Plus, it would be wacky fun if your SMN got Impetus or sommat.

Shalk
07-20-2011, 01:00 PM
Another thing I've always thought would be cool would be "Roll Synergy".

Roll an 11 on both BLM and THF rolls and gain "Magic Critical Hit Rate +10%"
Roll an 11 on both SMN and BLU rolls and gain "Occasionally Absorb Magic Damage"
Roll an 11 on both Courser's and RNG rolls and gain "Recycle +15"
Roll an 11 on both DRK and PLD rolls and gain "Counter +10"
Roll an 11 on both SAM and Tactician's rolls and gain "Zanshin +5"

Ya know, stuff like that. And I guess maybe not give EVERY set of 2 rolls a special bonus because that would be over 600 buffs to think up. But yeah, like maybe just the ones that make sense.

Aaaaand, once they give COR 3 rolls at a time, there could be a whole mind-boggling vortex of potential double synergies.

11 rolls on BLM THF and DRK gains "Magic Critical Hit Rate +10%" and "Magic Critical Hit Damage +10%"
11 rolls on WAR PLD and THF gains "Counter +10" and "Quadruple Attack +4%"

Have I thought of a bonus for every combo? Only about forty five of them. Charts available if a Dev thinks this is a cool idea.

Seha
07-20-2011, 06:34 PM
No. That's too tangled.
Just an increased special effect job-based on 11 would be enough. As there have been some good ideas(some were exagerated).