View Full Version : Phantom Roll XI Adjustment 9-19-11
Greatguardian
09-20-2011, 09:41 AM
Has anyone figured out what this is? By XI adjustment, I'm referring to this in the update notes:
o The effect for rolling 11 with the corsairs' Phantom Rolls has been altered.
I've tested a few things and thus far the following are what I have compiled:
- We do not get a third Roll effect even when under 2 simultaneous XI effects
- The Recast time of Phantom Roll is still (Base - 30 seconds) when an XI is active
- We are still immune to Bust effects while an XI roll is active
- There is no noticeable difference in the actual bonuses provided by rolls when hitting an XI
Tested with Tactician's Roll and Chaos Roll, both producing expected pre-update results upon rolling an XI.
Is there anything else anyone can think of that may have been altered? Anything that needs to be tested?
Things I have not yet tested:
- Range
- Duration
I'll update this as I go through the list
Greatguardian
09-20-2011, 09:45 AM
.... Never mind. It's an animation and a sound effect. Serves me right for playing with no sound.
Kaida
09-20-2011, 04:40 PM
Can't say i expected anythign else than disappointment
Greatguardian
09-20-2011, 11:14 PM
Well, considering the XI buff is so powerful as is, I'm not really disappointed. Honestly, I was more worried they were going to nerf it.
Mirabelle
09-20-2011, 11:43 PM
Well we've been asking for a new animation, so that's nice. Previously the party only knew if we busted. Now they know when we've hit the jackpot.
noodles355
09-21-2011, 08:30 AM
Well we've been asking for a new animation, so that's nice.We have..?
Agetos
09-22-2011, 02:34 PM
We have..?
Indeed we have..! ('_')b
Camate
01-04-2012, 05:28 AM
Howdy!
It’s been quite some time since we announced that we would be revamping corsair’s Phantom Roll effects, but I have some additional information about the planned changes.
※Currently these features are in-development and testing and are subject to change.
Phantom Roll Effect Changes
Healer’s Roll
Increased amount of MP recovered → Increases potency of cures received
<table width="240" border="0" cellpadding="2" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="50%" align="center" class="th01" bgcolor="#a8d0d7">Roll Value</td><td width="50%" align="center" class="th01" bgcolor="#a8d0d7">Effect Value</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">+5%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">+6%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">+15%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">+7%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">+8%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">+9%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">7</td><td bgcolor="#eaf2f3">+2%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">8</td><td bgcolor="#f5fafb">+10%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">9</td><td bgcolor="#eaf2f3">+11%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">10</td><td bgcolor="#f5fafb">+12%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">11</td><td bgcolor="#eaf2f3">+20%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Bust</td><td bgcolor="#f5fafb">-5%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Bonus</td><td bgcolor="#eaf2f3">+5%</td></tr></table>
Gallant’s Roll
Damage reflection → Damage reduction
<table width="240" border="0" cellpadding="2" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="50%" align="center" class="th01" bgcolor="#a8d0d7">Roll Value</td><td width="50%" align="center" class="th01" bgcolor="#a8d0d7">Effect Value</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">-6</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">-8</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">-24</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">-9</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">-11</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">-12</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">7</td><td bgcolor="#eaf2f3">-3</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">8</td><td bgcolor="#f5fafb">-15</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">9</td><td bgcolor="#eaf2f3">-17</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">10</td><td bgcolor="#f5fafb">-18</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">11</td><td bgcolor="#eaf2f3">-30</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Bust</td><td bgcolor="#f5fafb">+5</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Bonus</td><td bgcolor="#eaf2f3">-5</td></tr></table>
Phantom Roll Effect Value Adjustments
Warlock’s Roll (Enhanced magic accuracy)
<table width="300" border="0" cellpadding="2" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="40%" align="center" class="th01" bgcolor="#a8d0d7">Roll Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">Old Effect Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">New Effect Value</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">+2</td><td bgcolor="#eaf2f3">+2</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">+3</td><td bgcolor="#f5fafb">+3</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">+4</td><td bgcolor="#eaf2f3">+4</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">+10</td><td bgcolor="#f5fafb">+12</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">+4</td><td bgcolor="#eaf2f3">+5</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">+5</td><td bgcolor="#f5fafb">+6</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">7</td><td bgcolor="#eaf2f3">+6</td><td bgcolor="#eaf2f3">+7</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">8</td><td bgcolor="#f5fafb">+1</td><td bgcolor="#f5fafb">+1</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">9</td><td bgcolor="#eaf2f3">+7</td><td bgcolor="#eaf2f3">+8</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">10</td><td bgcolor="#f5fafb">+7</td><td bgcolor="#f5fafb">+9</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">11</td><td bgcolor="#eaf2f3">+12</td><td bgcolor="#eaf2f3">+15</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Bust</td><td bgcolor="#f5fafb">-4</td><td bgcolor="#f5fafb">-5</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Bonus</td><td bgcolor="#eaf2f3">+4</td><td bgcolor="#eaf2f3">+5</td></tr></table>
Beast Roll (Enhanced pet attacks)
<table width="300" border="0" cellpadding="2" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="40%" align="center" class="th01" bgcolor="#a8d0d7">Roll Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">Old Effect Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">New Effect Value</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">+12</td><td bgcolor="#eaf2f3">+16</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">+15</td><td bgcolor="#f5fafb">+20</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">+18</td><td bgcolor="#eaf2f3">+24</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">+48</td><td bgcolor="#f5fafb">+64</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">+21</td><td bgcolor="#eaf2f3">+28</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">+24</td><td bgcolor="#f5fafb">+32</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">7</td><td bgcolor="#eaf2f3">+30</td><td bgcolor="#eaf2f3">+40</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">8</td><td bgcolor="#f5fafb">+6</td><td bgcolor="#f5fafb">+8</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">9</td><td bgcolor="#eaf2f3">+33</td><td bgcolor="#eaf2f3">+44</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">10</td><td bgcolor="#f5fafb">+36</td><td bgcolor="#f5fafb">+48</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">11</td><td bgcolor="#eaf2f3">+60</td><td bgcolor="#eaf2f3">+80</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Bust</td><td bgcolor="#f5fafb">-20</td><td bgcolor="#f5fafb">-25</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Bonus</td><td bgcolor="#eaf2f3">+20</td><td bgcolor="#eaf2f3">+25</td></tr></table>
Choral Roll (Decreased spell interruption rate)
<table width="300" border="0" cellpadding="2" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="40%" align="center" class="th01" bgcolor="#a8d0d7">Roll Value </td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">Old Effect Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">New Effect Value</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">-11</td><td bgcolor="#eaf2f3">-13</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">-43</td><td bgcolor="#f5fafb">-55</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">-14</td><td bgcolor="#eaf2f3">-17</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">-16</td><td bgcolor="#f5fafb">-20</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">-19</td><td bgcolor="#eaf2f3">-25</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">-5</td><td bgcolor="#f5fafb">-8</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">7</td><td bgcolor="#eaf2f3">-22</td><td bgcolor="#eaf2f3">-30</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">8</td><td bgcolor="#f5fafb">-27</td><td bgcolor="#f5fafb">-35</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">9</td><td bgcolor="#eaf2f3">-30</td><td bgcolor="#eaf2f3">-40</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">10</td><td bgcolor="#f5fafb">-32</td><td bgcolor="#f5fafb">-45</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">11</td><td bgcolor="#eaf2f3">-54</td><td bgcolor="#eaf2f3">-65</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Bust</td><td bgcolor="#f5fafb">+20</td><td bgcolor="#f5fafb">+25</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Bonus</td><td bgcolor="#eaf2f3">-20</td><td bgcolor="#eaf2f3">-25</td></tr></table>
Drachen Roll (Enhanced pet magic attack and magic accuracy)
<table width="300" border="0" cellpadding="2" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="40%" align="center" class="th01" bgcolor="#a8d0d7">Roll Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">Old Effect Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">New Effect Value</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">+4</td><td bgcolor="#eaf2f3">+4</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">+5</td><td bgcolor="#f5fafb">+5</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">+14</td><td bgcolor="#eaf2f3">+18</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">+5</td><td bgcolor="#f5fafb">+7</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">+6</td><td bgcolor="#eaf2f3">+9</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">+7</td><td bgcolor="#f5fafb">+10</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">7</td><td bgcolor="#eaf2f3">+2</td><td bgcolor="#eaf2f3">+2</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">8</td><td bgcolor="#f5fafb">+9</td><td bgcolor="#f5fafb">+11</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">9</td><td bgcolor="#eaf2f3">+10</td><td bgcolor="#eaf2f3">+13</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">10</td><td bgcolor="#f5fafb">+11</td><td bgcolor="#f5fafb">+15</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">11</td><td bgcolor="#eaf2f3">+18</td><td bgcolor="#eaf2f3">+22</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Bust</td><td bgcolor="#f5fafb">-6</td><td bgcolor="#f5fafb">-8</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Bonus</td><td bgcolor="#eaf2f3">+6</td><td bgcolor="#eaf2f3">+8</td></tr></table>
Dancer’s Roll (Regen)
<table width="300" border="0" cellpadding="2" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="40%" align="center" class="th01" bgcolor="#a8d0d7">Roll Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">Old Effect Value</td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">New Effect Value</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">+3</td><td bgcolor="#eaf2f3">+3</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">+4</td><td bgcolor="#f5fafb">+4</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">+11</td><td bgcolor="#eaf2f3">+12</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">+4</td><td bgcolor="#f5fafb">+5</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">+5</td><td bgcolor="#eaf2f3">+6</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">+6</td><td bgcolor="#f5fafb">+7</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">7</td><td bgcolor="#eaf2f3">+1</td><td bgcolor="#eaf2f3">+1</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">8</td><td bgcolor="#f5fafb">+7</td><td bgcolor="#f5fafb">+8</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">9</td><td bgcolor="#eaf2f3">+8</td><td bgcolor="#eaf2f3">+9</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">10</td><td bgcolor="#f5fafb">+8</td><td bgcolor="#f5fafb">+10</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">11</td><td bgcolor="#eaf2f3">+14</td><td bgcolor="#eaf2f3">+16</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Bust</td><td bgcolor="#f5fafb">-3</td><td bgcolor="#f5fafb">-4</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Bonus</td><td bgcolor="#eaf2f3">+3</td><td bgcolor="#eaf2f3">+4</td></tr></table>
※We are making adjustments to make the amounts larger for high numbers and lucky numbers.
※We are also planning on increasing the bonus associated with having a Roll's main job in the party.
As long as there are no major development/testing problems, we are planning to introduce these changes on the test server middle or late January.
As usual, please let us know your feedback!
Mirabelle
01-04-2012, 06:02 AM
Thanks for the update Carnate. I think this is the first time I've ever seen SE give us the values for PR. ALways had to figure them out ourselves.
One question about the new Gallant's roll. Are the values a flat amount of -DT (like phalanx) or a percentage (like -DT gear)?
Otherwise my biggest comment is: why so much focus on rolls no one ever uses? It seems Evokers was the roll most needing a boost with BRD's and RDM's getting significant refresh boosts recently. Admittedly DNC's roll was pretty weak but even with the modest boost, its not likely to get used.
In any event I can at least see Gallants and Healer's roll being used on a two tank party type setup. Combined with Scherzo and earthen armor that could really help tanks stay alive.
Sparthos
01-04-2012, 06:12 AM
Status on the 3rd roll slot? Was it canned or is it being kept for something in the future?
These rolls will still see very little use after the buffs because Miser/Tactician is that good. Unless we're looking at a 3rd roll slot, I see these going back into obscurity within a few days.
Hayward
01-04-2012, 06:13 AM
I'm not so worried about Evoker's Roll being adjusted, though it would be nice. I am quite glad to see Gallant's and Healer's Rolls given a more tangible use. Choral Roll still seems to be of questionable use to me as no magic user should be in a position where their spells being interrupted would make that vital a difference. One roll that I'd still like to see modified is Chaos Roll from a fixed amount of +Attack to a percentage increase (might not benefit anyone at low levels, but could be of great use at 99).
Greatguardian
01-04-2012, 06:44 AM
Status on the 3rd roll slot? Was it canned or is it being kept for something in the future?
These rolls will still see very little use after the buffs because Miser/Tactician is that good. Unless we're looking at a 3rd roll slot, I see these going back into obscurity within a few days.
Cosign. Any news on this? It's been close to a year now with no word on the status of this.
I'm not so worried about Evoker's Roll being adjusted, though it would be nice. I am quite glad to see Gallant's and Healer's Rolls given a more tangible use. Choral Roll still seems to be of questionable use to me as no magic user should be in a position where their spells being interrupted would make that vital a difference. One roll that I'd still like to see modified is Chaos Roll from a fixed amount of +Attack to a percentage increase (might not benefit anyone at low levels, but could be of great use at 99).
Chaos Roll is already %-based...
Nefertiri
01-04-2012, 07:33 AM
Hurray for making Gallants Roll not completely useless, nobody cares about Choral tho.
Changing up Healer's Roll is ok I guess, but I would have rather seen a different roll altogether give enhanced cure potency.
Greatguardian
01-04-2012, 07:51 AM
If Healer's Roll functions the same way that other "Received Cure Potency+" gear does, then it applies to the 50% Cure Potency cap additively and is thus fairly useless when dealing with a good Mage. I guess it could be interesting for lower levels, though, if people actually group at those levels any more (unlikely).
If they made the effect multiplicative and ignored the caster's Cure Potency cap, it could be significantly more relevant.
Keinn
01-04-2012, 10:02 AM
Better pet rolls and making PLD and WHM rolls worth using? All good news. Glad to see these changes :D
Laurion
01-04-2012, 10:33 AM
If Healer's Roll functions the same way that other "Received Cure Potency+" gear does, then it applies to the 50% Cure Potency cap additively and is thus fairly useless when dealing with a good Mage. I guess it could be interesting for lower levels, though, if people actually group at those levels any more (unlikely).
If they made the effect multiplicative and ignored the caster's Cure Potency cap, it could be significantly more relevant.
This is what they need to do with it. My girlfriend plays white mage and she is very close to the cure potency cap, therefore the roll would be useless for her when we're out with our LS doing whatever. Also if it does apply to the Cure Potency cap then I'd be getting even less use out of Healer's Roll then I already do since it is nice for those rare times people need to rest MP.
So yeah make it ignore the Caster's cure potency cap.
Rezeak
01-04-2012, 12:25 PM
While this is a nice update
I don't see me moving away from Tacticians + Misers
For this to be useful we need a third roll that only effects others so that we just don't put Wizards or Sam roll to boost our already high DMG potential.
Keyln
01-04-2012, 10:55 PM
Now, what would really be nice if there was a way to make Dice Rolls affect a single member of the party instead of being all AoE all the time.
cidbahamut
01-04-2012, 11:58 PM
Healer’s Roll
Increased amount of MP recovered → Increases potency of cures received
Can we get some clarification on the wording here? It sounds like this is something you'd have to apply to the people who are bleeding all over the floor, rather than something you can just apply to the White Mage in the back lines.
With that and the cure potency cap, I'm concerned that Healer's Roll may become utterly redundant and impractical. At least with the MP recovery effect it had some niche use.
Mirabelle
01-05-2012, 12:01 AM
Now, what would really be nice if there was a way to make Dice Rolls affect a single member of the party instead of being all AoE all the time.
Yes, Piannissimo for COR has been requested for ages. Hell I'd even accept a reverse Luzaf's ring that just narrows the field of AoE to something like 4 yalms.
Still would like a boost to Evoker's for those odd times I get put in a mage party. BLM's still can burn through MP pretty quickly outside of Abyssea.
Hayward
01-05-2012, 02:44 AM
Cosign. Any news on this? It's been close to a year now with no word on the status of this.
Chaos Roll is already %-based...
I'll take your word on this and stand corrected.
On Choral Roll, I have no real idea how to change this to fit the theme of Bards. I understand where S-E was going originally since Bards aren't likely to get interrupted casting songs. This doesn't really fit as a roll, though, for the reasons I mentioned previously. Increasing resistance to Silence doesn't sound any more useful to me than Spell Interruption down. The only material change I can think of that fits the Bard theme is increased resistance to any enfeebling effect (let me know if there's a roll that does that already. I can't think of any right now).
Greatguardian
01-05-2012, 03:17 AM
Can we get some clarification on the wording here? It sounds like this is something you'd have to apply to the people who are bleeding all over the floor, rather than something you can just apply to the White Mage in the back lines.
With that and the cure potency cap, I'm concerned that Healer's Roll may become utterly redundant and impractical. At least with the MP recovery effect it had some niche use.
The BG translation of the original JP post had it reading the same as that new equipment that was added in the past update or two with "Enhances received Cure potency", which just adds to the caster's Cure Potency when casting on a target with the effect on - if that makes sense.
So, assuming they're staying consistent, this is indeed a roll that would be put on the Melee rather than the mages, and unfortunately seems to directly conflict with the caster's Cure Potency stat. So, say, if you have 30% Cure Potency on WHM and your Monk has a 20% Healer's Roll on, your Cures will affect him as if you were casting with 50% Potency (Additive) rather than 56% Potency (Multiplicative). Likewise, since this trait just adds to the caster's Cure potency, it is subject to the Cure Potency cap and is thus 100% useless when your mage has +50% Cure Potency already.
This is assuming that the roll stays consistent with previous gear of the same description. I'd be extremely disappointed if this was the case, but we'll have to wait and find out.
Yinnyth
01-05-2012, 12:47 PM
I forget where I saw it, but there was talk about the cure potency system being reworked. I assume this means the 50% cap (which is BS to begin with) will be abolished.
Greatguardian
01-05-2012, 01:06 PM
I thought that was in reference to how MND and Healing Magic Skill affected the end result of Cures in order to nerf them from subjobs or something like that, but I'd honestly love to be corrected if I'm wrong on that point.
Economizer
01-05-2012, 03:15 PM
I forget where I saw it, but there was talk about the cure potency system being reworked. I assume this means the 50% cap (which is BS to begin with) will be abolished.
I thought that was in reference to how MND and Healing Magic Skill affected the end result of Cures in order to nerf them from subjobs or something like that, but I'd honestly love to be corrected if I'm wrong on that point.
There is a thread discussing the cure formula changes (http://forum.square-enix.com/ffxi/threads/17433-Cure-Formula-Changes?p=231878&viewfull=1#post231878), and it refers to what the community reps have said:
Abolishing the cap on gear potency would be a completely terrible idea for a variety of self-evident reasons I do not currently wish to explain, but I believe SE said something a long while back about this not happening. I also believe that SE wasn't going to nerf cures for subjob users. For more information there is a thread floating around on the forums about discussing the changes SE talked about, complete with a few quotes from SE's statements regarding the matter, but for your convenience I'll repost the relevant quotation here:
So one possibility we’re considering is increasing the influence of the healing skill and MND, as well as increasing the HP recovery amount more than it is currently.
We believe this would involve making adjustments to jobs that have healing skill to improve the amount of HP recovered, but due to the fact that we will also be implementing cure potency equipment, implementing this aspect is simply one issue under consideration.
With that said our goal is not to make it so a certain job’s advantages are given to other jobs so they are able to do the same thing, instead we would like to look into how we can keep each job’s specialties intact and create ways that they can support other jobs.
There was more said, and you can click the links if you want to read more, but this is basically the important part for this discussion.
I think what people are asking for is for the COR buff to function like SCH's buffs to heals in that they are multiplicative and ignore the potency caps, which is understandable and agreeable, but potentially overpowering. Personally, I'm not firmly sitting on either side of this at this time, but I understand if SE happens to be weary of balance issues related to this, especially if we're still to see the change to cure formulas (that hopefully makes Healing Magic skill more useful).
Rukkirii
01-06-2012, 05:06 AM
One question about the new Gallant's roll. Are the values a flat amount of -DT (like phalanx) or a percentage (like -DT gear)?
The damage reduction from Gallant's Roll is not a percentage, the reduction value is the number itself. (Maximum 30 damage)
In case you didn't know, you can stack this with Phalanx making it possible to increase the amount of damage reduced. :)
In regards to those of you asking about a third roll, we haven't solidified a specific adjustment timing so I don't have any new information for you guys at the moment. But when I do, you bet I'll be giving you guys an update!
Mirabelle
01-06-2012, 05:33 AM
The damage reduction from Gallant's Roll is not a percentage, the reduction value is the number itself. (Maximum 30 damage)
In case you didn't know, you can stack this with Phalanx making it possible to increase the amount of damage reduced. :)
In regards to those of you asking about a third roll, we haven't solidified a specific adjustment timing so I don't have any new information for you guys at the moment. But when I do, you bet I'll be giving you guys an update!
Thanks for clarifying. i suspected as much. Nice to know it will stack with phalanx and should also not count towards any gear related -DT cap.
Washburn
01-06-2012, 06:33 AM
AE all the mobs!
Camate
01-12-2012, 08:54 AM
Greetings all :)
I have some additional info on corsair adjustments based on some questions from the Japanese forum to share with you all.
Though Drachen Roll gives magic attack bonus to pets, this does not affect wyvern’s attack breath, and in the case of battles that are dependent on a pet’s magic attack, a dragoon will not be in the party for the bonus.
In order to allow for better use of the job bonuses, we are currently looking into swapping the stats on Drachen Roll and Puppet Roll. We are making preparations so that this can be implemented onto the test server along with the other roll adjustments.
[Pre-adjustment]
Drachen Roll: Enhances pet magic attack and magic accuracy
Puppet Roll: Enhances pet accuracy
[Post-adjustment]
Drachen Roll: Enhances pet accuracy
Puppet Roll: Enhances pet magic attack and magic accuracy
Would it be possible to edit the effect of Blitzer’s Roll?
Currently, if you cast Blitzer’s Roll, the amount of TP gained is reduced and if attackers use store TP it’s not really possible to get the full benefit. Could you edit this so that the effect does not affect TP gain and reduces attack delay like Haste and March?
The effect of Blitzer’s Roll is the same as Martial Arts as it reduces the attack duration, so the amount of TP gained is affected. We do not plan on changing the effect to make it similar to Haste/March as these spells have an influence on magic.
Can you make it possible to cast rolls on a single party member? It could have a 15 second recast and no Double-up possibility. If we had this, it would make it possible to use all of the hard to use pet rolls, etc. It would also be possible to put the new Gallant’s Roll on the tank only.
In regards to single target rolls, I will address this and the concept of corsair as a set.
Corsairs have the ability to support party members with their rolls similar to bards; however, while bards spend most of their time during battle supporting party members with songs, corsairs don’t spend the same amount of time on support and were made to have a surplus of time so they can attack. This is why the effect duration and recast time on rolls have been set to be longer than songs.
While it is definitely possible to look into single target effects in order to effectively use rolls, the functionality of corsair would most likely be largely changed due to the increased frequency of roll usage, so we would like to continue to look into this while carefully considering whether it is really appropriate for the corsair style that we envisioned.
The enhanced cure potency for cures received is good with waltzes too, right?
Unfortunately the effect from Healer’s Roll will not enhance the potency of waltzes.
While they are similar effects, the stats are separate and this is the roll for white mages.
Valkrist
01-12-2012, 09:46 AM
For the new Healer's Roll, are we getting potency that can go past the 50% potency cap?
Chamaan
01-12-2012, 10:09 AM
If you made it so we couldn't double up a single-target roll, what time is wasted? It's an instant JA, not a song that takes 8 seconds to sing. Still lots of time to deal damage.
Babekeke
01-12-2012, 03:21 PM
If you made it so we couldn't double up a single-target roll, what time is wasted? It's an instant JA, not a song that takes 8 seconds to sing. Still lots of time to deal damage.
Especially with new gear that makes rolls last longer anyway, what harm is there to stick another 1 roll in for the tank or a pet job?
Keyln
01-12-2012, 03:37 PM
In order to allow for better use of the job bonuses, we are currently looking into swapping the stats on Drachen Roll and Puppet Roll. We are making preparations so that this can be implemented onto the test server along with the other roll adjustments.
[Pre-adjustment]
Drachen Roll: Enhances pet magic attack and magic accuracy
Puppet Roll: Enhances pet accuracy
[Post-adjustment]
Drachen Roll: Enhances pet accuracy
Puppet Roll: Enhances pet magic attack and magic accuracy
I approve of this. I like this. Make it so.
In regards to single target rolls, I will address this and the concept of corsair as a set.
Corsairs have the ability to support party members with their rolls similar to bards; however, while bards spend most of their time during battle supporting party members with songs, corsairs don’t spend the same amount of time on support and were made to have a surplus of time so they can attack. This is why the effect duration and recast time on rolls have been set to be longer than songs.
While it is definitely possible to look into single target effects in order to effectively use rolls, the functionality of corsair would most likely be largely changed due to the increased frequency of roll usage, so we would like to continue to look into this while carefully considering whether it is really appropriate for the corsair style that we envisioned.
I think this should happen as there are some rolls (Ninja Roll, Gallant Roll, pet rolls) which would be of benefit to single members of the party as a whole.
Swapping the properties of Drachen and Puppet makes sense...but still won't be used.
*ignores Blitzer part*
I agree on the rest, I couldn't care less about Pianissimo. Just give us the 3rd roll you promised though.
Mirabelle
01-13-2012, 01:19 AM
Unfortunately the effect from Healer’s Roll will not enhance the potency of waltzes.
While they are similar effects, the stats are separate and this is the roll for white mages.
I don't get this. It's Cure Potency "Received". Therefore its a roll to be placed on tanks not on WHM's. And again since virtually every WHM is at the Cure potency cap, this roll is useless to them unless Cure Potency caps are to be increased.
Some clarification is necessary since the only situation I envision for Healer's roll is when you have a RDM or BLU healer and for some reason you are PLD tank/kiting a mob. Certainly it has little value for most WHM setups.
Neisan_Quetz
01-13-2012, 02:33 AM
It makes sense they are separate effects, hence you have "Cure" Potency gear and "Waltz" Potency gear.
It's also useless for Rdm healers, so the only job who benefits is support healing Blu.
Mirabelle
01-13-2012, 05:48 AM
It makes sense they are separate effects, hence you have "Cure" Potency gear and "Waltz" Potency gear.
It's also useless for Rdm healers, so the only job who benefits is support healing Blu.
Well its not useless for my RDM since I don't have capped Cure Potency (32% currently). And no I'm not buying a Roundel earring for a job I rarely play.
All that aside my major question is why they'd refer to it as a WHM roll when you neither apply it to a WHM nor does any WHM need such a bonus.
Economizer
01-13-2012, 07:30 AM
All that aside my major question is why they'd refer to it as a WHM roll when you neither apply it to a WHM nor does any WHM need such a bonus.
Although many White Mages can cap cure potency, some fall just a tiny bit short, or alternatively, giving more cure potency means that said White Mage can equip some haste gear to positively affect recast timers. Shaving a second or two off a Cure V recast without having to dump cure potency gear is amazing. Another situation you might see is one in which you have Lightsday/Weather up... equipping the twilight cape and Korin Obi means less cure potency gear in the back slot and if the White Mage wears a haste belt lower recast times that could be alleviated by wearing a bit of Blessed gear in combination.
Maybe the way it currently is going to be implemented isn't good enough, or maybe this should be implemented in a better way, but thinking creatively shows that it still provides some nice benefits to White Mages.
Afania
01-13-2012, 07:36 AM
Although many White Mages can cap cure potency, some fall just a tiny bit short, or alternatively, giving more cure potency means that said White Mage can equip some haste gear to positively affect recast timers. Shaving a second or two off a Cure V recast without having to dump cure potency gear is amazing. Another situation you might see is one in which you have Lightsday/Weather up... equipping the twilight cape and Korin Obi means less cure potency gear in the back slot and if the White Mage wears a haste belt lower recast times that could be alleviated by wearing a bit of Blessed gear in combination.
Maybe the way it currently is going to be implemented isn't good enough, or maybe this should be implemented in a better way, but thinking creatively shows that it still provides some nice benefits to White Mages.
IMO this roll would be a lot more useful if it's cure potency+ instead of received cure potency+. If you're a tank, you get more benefit from DD roll no matter what and there are no reason to use this over DD roll. So the only use is really just holding mobs/kiting etc.
However if it's cure potency+ you can just use on the mages while the tank keep their DD roll.
I know that will bring up another problem though, that many ppl hates doing roll rotation due to losing dmg, that's against SE's vision of "buff less, DD more" for the job.
Still would rather have another semi-useful roll instead of another nearly useless one.
Mirabelle
01-13-2012, 07:45 AM
IMO this roll would be a lot more useful if it's cure potency+ instead of received cure potency+. If you're a tank, you get more benefit from DD roll no matter what and there are no reason to use this over DD roll. So the only use is really just holding mobs/kiting etc.
However if it's cure potency+ you can just use on the mages while the tank keep their DD roll.
I know that will bring up another problem though, that many ppl hates doing roll rotation due to losing dmg, that's against SE's vision of "buff less, DD more" for the job.
Still would rather have another semi-useful roll instead of another nearly useless one.
This is the big problem. You'd never roll this on the tank just to get a few more points of haste onto your WHM's gear set. Tanks are far more concerned with keeping hate than Cure recast. And wouldn't you just put Casters roll on your WHM if you wanted to increase Cure casting and recast? That way you can keep DD rolls on the tank.
Chamaan
01-13-2012, 11:33 AM
Why not have it just give Lights Day bonus? Then it'd be useful for cures, Banish, Holy, Light Shot, Luminohelix.
Healer's roll is even more useless than before.
Camate
01-19-2012, 07:39 AM
Dearest corsairs,
Just wanted to deliver some feedback that was being discussed on the Japanese forums in regards to Quick Draw and Rolls.
Personally, I would like to focus on Phantom Roll + Quick Draw + Weapon Skills.
(With the current system for Phantom Roll)
What is currently severely lacking is the number of charges for Quick Draw.
I would like this adjusted so that it would be possible to pull off something like the following rotation: Roll→2 Draws → Roll → 2 Draws…→Weapon Skill → Roll…
As such, I would like the number of charges for Quick Draw to be increased to about 6.
Increasing the number of charges will lead to an increase in damage dealt over the same time span, so this is something we have to look into very carefully.
Since Quick Draw is an ability, it can be used quickly and there is not much down time, which means that it is more convenient than ranged attacks and it is possible to deal as much damage as a weapon skill, based on how it is used. If the number of charges is simply increased, corsairs would have more attacking power than rangers.
If we do end up increasing the number of charges, we would have to nerf its effects to maintain balance. Whether or not it would be worth nerfing the effects to increase the number of charges is an issue that we are investigating with the help of your feedback.
In addition, we plan on adding enfeebling effects to Quick Draw in the enfeebling spell adjustments we have planned, so please look forward to these changes as well.
I'm really fine with 2 Charges and the actual recast of Quick Draw as well... I don't want more charges for a less power Quick Draw.
If there is some down time between Quick Draw, just use Triple Shot and do some regular shoot (even with Steel Bullet to save some gils and maybe Courser's roll to shoot quickly)
Ophannus
01-19-2012, 08:50 AM
I like how Camate is staring to shy away from using cold and intimidating developer lingo like "Blah blah blah deeply apologize for any inconvenience" or using ambiguous words like "adjust" and is starting to use words like nerf. Rather hear him tell it to us straight than sugar coat it with vague ambivalence.
Daniel_Hatcher
01-19-2012, 09:49 AM
In addition, we plan on adding enfeebling effects to Quick Draw in the enfeebling spell adjustments we have planned, so please look forward to these changes as well.
Sigh, give with one hand, take with the other.
Stop giving other jobs RDM's spell line.
Economizer
01-19-2012, 12:16 PM
If we do end up increasing the number of charges, we would have to nerf its effects to maintain balance. Whether or not it would be worth nerfing the effects to increase the number of charges is an issue that we are investigating with the help of your feedback.
Would it be possible to have some job trait, gear or ability that made it so that getting an 11 roll would increase the charges of Quick Draw without nerfing the effects? If this would be too powerful, perhaps the if it is a job ability or piece of gear (but not a passive trait) it can also "risk" a Quick Draw charge in the case of a bust? I think this would be an interesting way to add a way to get more Quick Draw charges without nerfing the effects of Quick Draw.
ManaKing
01-19-2012, 01:32 PM
Yeah seriously, wtf Devs? No love for RDM but apparently you can take the time to add Debuffs to CORs. I'm not offended at all that CORs get cool buffs; they are pirates and pirates are awesome. Gun debuffs sound awesome.
BUT I'm still offended that RDM has been trash since Aby came out and you have done nothing about it. I really am starting to lack the ability to converse in a civilized manner because you are just straight ignoring all of RDMs problems and not giving us any updates to keep us confrontational and guessing. I apologize that this becoming more and more of an egregious situation but you aren't doing anything to defuse it. A lot of us have the distinct impression that you are slowly phasing RDM out completely and will just leave it a pile of trash. All of what we are good at will be split up between COR, BLU, and SCH. You give us the distinct impression we will have no relevant future because you have left our problems unsolved for such an extensive period of time and respond to our questions with half answers and no new relevant information. You are doing us a disservice.
Greatguardian
01-19-2012, 02:13 PM
Get this Red Mage garbage the hell out of my Corsair forums.
No one here gives a shit.
Chamaan
01-19-2012, 03:55 PM
I don't want enfeebles on QD shots unless it's a second JA that makes the next QD give an enfeeble. There are a few situations where you don't want to give any debuffs to a mob, most specifically any time you're facing a Wamoura.
And lowering the damage on QDs just to give us 6 (because of the Hexagun?) shots is ridiculous. All it does is add to the cost and inventory requirements of the job. Give us Recycle already.
You said you wanted to fiddle with new merits. How about a merit that adds more QDs but makes the recast longer?
Or up QD to 3 shots and add a merited trait that gives a certain % of refilling QD charges every time you fire.
How about a stance that gives you 6 QD charges, lowers QD recharge to 30s (20 with full recast merits), and a whole ton of -snapshot so QD is the only way to build TP besides Tact Roll. That way we can go full on magic DD and kill ourselves the way stupid BLMs do.
Greatguardian
01-19-2012, 04:30 PM
Sigh.
Pro Tip: If they reduce QD damage by 1/3 and give us 6 charges that reload every 13-20 seconds (as opposed to 40-60, which keeps overall QD damage the same), you still end up with a net gain in damage due to significantly increased TP gain.
With that said, any adjustment which lowers total QD damage over time, or which adjusts total charges and per-QD damage without lowering QD recast, is absolute hogwash and none of us want it.
I will be frank with you, Devin. I really just don't want to hear about what people are suggesting on the JP COR forums. I'm afraid it will just give me a headache. Unlike most jobs which are fairly cut and dry, there is a deep cultural divide between how different regions choose to play Corsair. Many Japanese players prefer to treat the job like Bard and sub White Mage while curing and not dealing damage. Frankly, I don't feel that their interests will mirror ours in the slightest.
Corsair is an extremely expensive job. It has a high upkeep cost, and zero defensive options in combat. Because of this, I believe that we are entitled to a bit of overpowering on our offensive side. We are glass cannons who toss out millions of gil to deal extreme damage to our foes while giving amazing buffs to our party. Are we unbalanced? A bit, but who cares? If someone's going to put in the amount of money Corsair requires to excel, they ought to be a little unbalanced.
The addition of enfeebles to QD could be interesting. I would especially like to see Thunder Shot be given a Stun effect if they do choose to pursue this. However, I would prefer if Fire Shot was left alone in order to give Corsairs an offensive option in battles where enfeebling our foe is unwanted. It's not like there are any fire-based enfeebles anyways aside from Addle and Amnesia. Trust me, we really don't care about Addle. You can skip it.
Hoshi
01-19-2012, 05:17 PM
I'd be delighted to get 6 faster charging QDs for lesser damage as long as they gave the same TP return as QD currently gives and I suspect any Wildfire COR would feel the same.
Cruxus
01-19-2012, 07:22 PM
What I've never understood is why QD dmg was never able to magic burst, granted at this point in game where minimal situations call for an actual MB, still never understood why magic based dmg like this wasn't able to get a slight boost in dmg.
As far as number of QD's idk, i could see potential by increasing the number of charges with a reduction of power (always being able to Fire Shot pre-WF comes to mind, especially when brewing in abyssea) though the current cool down with added reduction through merits/ACP body piece reduces it to a minimal wait.
Yay QD enfeebles, I've been waiting for that for a long time!
About charges/power, they're fine as they are. Just need to change the recast merits from 2 seconds to 5(or at least 4). Recast > charges. I don't want QD damage being touched in the slightest.
Frost
01-19-2012, 07:41 PM
I hope I am not in the minority here, But I would like to have more shot charges. On newer content with capped skill, I still miss more than I like using regular bullets. In higher tier Voidwatch, its practically my only way to get TP at all.
But I take exception to the inference that Corsairs would do too much damage.
At the moment we can fire 1 shot a minute, with "Good" gear for about 450 a shot, and enhance party members' debuffs, and nukes. We use exceptionally slow ranged weapons and a select few have Wild Fire. But the average Corsair I don't think has the firepower you're insinuating.
Even best case scenario, you're looking at 2 shots, and 2-3 Wild Fire every 2 minutes. That's probably close to 2,000 - 3,000 Damage a minute, if you're lucky and do nothing else, have max gear/buffs, and never get resisted.
Compared to a Blm that under the same circumstances and buffs could do Tundaja > Thunder V > Blizzard V > Thundja > Etc. And convert. Doing the same damage as a Cor in seconds with no financial upkeep. But the concern is for rangers.
Rangers have a considerably higher DPS than Cor, and aside from shots get every damage tool Cor get, with the added bonus of ridiculous amounts of quickshot/snapshot. But Cors get to Buff too, so there's a Give & Take sure.
If I could give viable input it'd be this: Give Cor more shots, un-nerfed AND buff ranger a bit. Solve two problems separately making both jobs Happy. Ranger DOES need a buff. So it works out.
Mirabelle
01-19-2012, 11:54 PM
1) If you are worried about RNG, fix RNG
2) 3 charges on QD would not excessively screw the damage potential for COR. You've done that nicely by giving us crap bullets all these years and convincing JP COR's that hexaguns are still cool
3) And if the recast timer is not changed the added damage from the extra QD charge would only occur at the beginning of the fight. If you are riding timers on QD, you won't be storing many extra charges.
3) Adding debuffs is a cool idea and I hope it also means that damage will return to light and dark shot. Death Penalty COR's would appreciate that immensely.
pim-ptarutaru
01-20-2012, 11:35 AM
I hope I am not in the minority here, But I would like to have more shot charges. On newer content with capped skill, I still miss more than I like using regular bullets. In higher tier Voidwatch, its practically my only way to get TP at all.
But I take exception to the inference that Corsairs would do too much damage.
At the moment we can fire 1 shot a minute, with "Good" gear for about 450 a shot, and enhance party members' debuffs, and nukes. We use exceptionally slow ranged weapons and a select few have Wild Fire. But the average Corsair I don't think has the firepower you're insinuating.
Even best case scenario, you're looking at 2 shots, and 2-3 Wild Fire every 2 minutes. That's probably close to 2,000 - 3,000 Damage a minute, if you're lucky and do nothing else, have max gear/buffs, and never get resisted.
Compared to a Blm that under the same circumstances and buffs could do Tundaja > Thunder V > Blizzard V > Thundja > Etc. And convert. Doing the same damage as a Cor in seconds with no financial upkeep. But the concern is for rangers.
Rangers have a considerably higher DPS than Cor, and aside from shots get every damage tool Cor get, with the added bonus of ridiculous amounts of quickshot/snapshot. But Cors get to Buff too, so there's a Give & Take sure.
If I could give viable input it'd be this: Give Cor more shots, un-nerfed AND buff ranger a bit. Solve two problems separately making both jobs Happy. Ranger DOES need a buff. So it works out.
I really don't have prob in vw using ranged attack on my cor with cap skill, 8/8 merits +4 marksmenship on my blood finger gauntlets and marksmenship with cor neck have also like +80ish range acc in gear. Use food for range acc. i just use cheap bullets when i /range. Really not hard just have to gear yourself.
SpankWustler
01-20-2012, 02:07 PM
More charges and a lower recast would still be a net gain, since that would mean faster TP gain. It would be pretty interesting if the damage and recast were lowered to the point that Quickdraws were basically magical ranged attacks but I don't see any potential change working that well. I have a pretty strong feeling that TP gain would be adjusted along with damage, given how the Development Bros roll as of late.
So, I'd rather Quickdraw recast and damage be left as-is.
I'm eager to see how the addition of enfeebling effects to Quickdraw will pan out. Does it mean Light Shot and Dark Shot will do damage again? Will Thunder Shot have a Stun effect? Will the guy who adds Addle to Fireshot feel like he's wasted two minutes of his life? Why am I hungry again when I ate oatmeal for dinner just an hour ago?
Not enough answers, let's not leave this in the hands of the japanese players!
Imho more charges are pretty much useless as like Mirabelle said, you'd only notice them at the beginning of a fight, or if you're been sitting there doing nothing for a while...the higher dps would be in the recast, not in the charges since they come back 1 at a time anyway. Don't get yourself tricked by the sneaky dev team! c.c
Anyway please don't touch the damage.
And remember you promised us to give damage to Light and Dark shots as well.
YOU BETTER KEEP YOUR PROMISES!!!
Binahel
01-26-2012, 07:02 AM
In addition, we plan on adding enfeebling effects to Quick Draw in the enfeebling spell adjustments we have planned, so please look forward to these changes as well.
I honestly think this is amazing news.
In my personal COR experience what I experience is the lack of a specific focus (are we DD? are we buffer? are we pirates?) which is inherent to the actual state of the job and I have no problems with that - certainly we don't want to become bards...
adding enfeebling effects to Quick Draw would add a debuffing ability, giving a little boost to the job - still keeping it quite hybrid.
On the issues of more Quick Draw charges I am a bit sceptic. Are we not going down the road of being a bit more DD that way? If so the Quick Draws would have to be severely nerfed to keep the damage overall similar and I am sure most players won't like that... it would be pretty interesting if the enfeebles would stack for example, giving more charges a sense in order to be able to put more enfeebles on the mob - and maybe giving us something else to shot than Fire Shot.
Reflecting on what the Japanese forum suggested though, it's true that adding more charges would probably lead to a roll>QD>weaponskill>quickdraw>weaponskill chain what would boost our damage considerably...
and therefore I can see the need for a massive QD nerf in order to keep the damage similar to what it is now - or we would be the new blms and we don't want that (I am sure we don't, don't we? :) )
Personally I would love to do more weaponskills but with care... I am worried of a massive COR conversion of the damage addicted people eheh
would probably lead to a roll>QD>weaponskill>quickdraw>weaponskill chainIt happens already unless we're up against magic resisting mobs. 1-2 hitting in VW is easy.
Binahel
01-28-2012, 06:55 AM
It happens already unless we're up against magic resisting mobs. 1-2 hitting in VW is easy.
I actually never saw it eheh :p most of the time I am forced to come brd at events :(
Dathus
01-28-2012, 02:30 PM
In my personal COR experience what I experience is the lack of a specific focus (are we DD? are we buffer? are we pirates?) which is inherent to the actual state of the job and I have no problems with that - certainly we don't want to become bards...
This here made me laugh. Are you serious? You've been playing the job and you don't have an idea what we are? The simple thing is we are whatever we make ourselves.
If you wanna be a buffer, you can /WHM or /SCH, do just rolls and don't bother shooting/WSing. Or go /BRD and be a bigger bitch than you already are.
Wanna be a DD? Go /WAR, /SAM and enjoy yourself and WS like a boss and keep your rolls up.
Wanna be a pirate? Get the AFv1/2/3 and look so sexy it's not even fair to the other jobs.
About the QD stuff, I'm actually fine with the 2 QD charges we have, especially with all the recast down we can get. Yea, you're riding your QD timers occasionally, and for bonus damage you should be. More charges would either mean an extension of each charge recast, or a lowering of damage.