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View Full Version : Party Support, LET'S DO IT



Aliekber
10-19-2011, 04:52 AM
Throwing out some ideas I've had for party support spells and a (probably overpowered) ability:

Float (25MP, Recast 1:00, Cast time 0.5 sec, Duration 5 seconds. Enhancing Magic, Party Target)
Prevents Severe Physical Damage (think Migawari, but limited to Physical moves)

Concept: Since RDM isn't getting Flash or Stun anytime soon :( , a defensive spell that requires reflexes to make useful that will be useful to both PLD and NIN tanks without completely eclipsing Migawari. The fun of stunning, but without removing any potential appeal of /BLM.

Subterfuge (70MP, Recast 0:45, Cast time 3.0 sec. Enfeebling Magic, Party Target)
Moves a negative status effect off the target party member and onto the enemy.

Concept: If unresisted, transfers a debuff from the targeted party member to that party member's battle target (same targeting mechanics as /assist). If resisted (some status effects will probably always be resisted on NMs, such as Petrify), has a chance to remove the status effect anyway.

Alternate Concept: Puts up a Dread Spikes-esque effect on the party member that transfers debuffs from the party member to the enemy each strike. Lasts for variable amount of hits, based on casting skill (similar to Aquaveil's variable number of interrupt preventions based on skill).

Suspend ((Merit Category 3?) Job Ability, Recast 15:00, Instant, Duration 15 seconds, Self Target)
Terrorizes everything (including mobs and alliance members) in range (30' Sphere) except the RDM for 15 seconds, but puts Amnesia on the RDM for the duration of the terror effect.

Concept: RDM is known for casting spells quickly; in this case, they cast so quickly that time itself crawls to a halt for everyone but them for a short duration. The idea is for an emergency JA used to try to prevent an incoming disaster, or to recover after a devastating attack against an alliance, but as it's meant for casting spells, not to use Job Abilities (and to prevent Suspend + Chainspell abuse), justification can be that JAs can't be used when time has stopped. The terror effect should not act as a Stun against enemy TP moves being readied when the JA is used (they should go off as normal when the Terror effect ends).

Stylin
10-19-2011, 12:45 PM
I've always imagined Float as the polar opposite of Gravity: an increase to evasion and movement speed. It would be a cold day in hell before SE gives RDM a native movement speed buff though. lol

Seriha
10-19-2011, 01:40 PM
If it mirrored Mazurka, Fleet Wind, or Bolter's Roll, I don't really see why not. Though, that kind of eliminates the +evasion component if it wears on attacks or being attacked.

Daniel_Hatcher
10-19-2011, 03:55 PM
Now SCH gets Regen IV and are going to get V, can RDM have Regen III.

Mirage
10-20-2011, 06:53 AM
If it mirrored Mazurka, Fleet Wind, or Bolter's Roll, I don't really see why not. Though, that kind of eliminates the +evasion component if it wears on attacks or being attacked.

Could be solved by making the spell give two separate status effects. One evasion-up and one quickening, where only quickening would wear off upon being attacked. Or just make it only an evasion boost, which is still very nice.

I think this spell as an evasion boost is a good idea anyway, and would be a very nice buff to put on evasion tanks against very accurate mobs. I think perhaps an evasion boost of 20-30 would be fair. This would lead to a 10-15% lower hit rate for the mob. If you compare this to Shell Vs -17% magic damage taken, I think it isn't too overpowered. Maybe the amount of evasion gained should be based on enhancing skill, with a lower limit of 5-10%


And yes, I think rdm should get even regen 4.

Crimson_Slasher
10-20-2011, 01:20 PM
And then blind too would be a bit more worth casting in conjunction with this as they would compliment one another.

Babekeke
10-21-2011, 02:12 AM
Didn't float in previous FFs actually make you float, and therefore immune to earth elemental attacks?

Daniel_Hatcher
10-21-2011, 02:34 AM
Didn't float in previous FFs actually make you float, and therefore immune to earth elemental attacks?

Yeah, but it wouldn't fit FFXI's theme, so Evasion still tips on the style of float in that something will miss.

Greatguardian
10-21-2011, 02:54 AM
Inb4 Arch-Odin kills all players who do not have the status effect "Float" active when using Ragnarok Zantetsuken at 10% HP.

Aliekber
10-21-2011, 03:21 AM
Inb4 Arch-Odin kills all players who do not have the status effect "Float" active when using Ragnarok Zantetsuken at 10% HP.

On that note, does Scherzo/Migawari prevent Zantetsuken from K.O.ing you on Avatar/Einherjar Odin? (Never have done either)

Daniel_Hatcher
10-21-2011, 03:27 AM
On that note, does Scherzo/Migawari prevent Zantetsuken from K.O.ing you on Avatar/Einherjar Odin? (Never have done either)

It's a death move, it deals no damage unless you heal as far as I know, that can only save you if it deals damage.

Hashmalum
10-21-2011, 03:38 AM
Didn't float in previous FFs actually make you float, and therefore immune to earth elemental attacks?Not precisely; certain attacks were flagged (or hard-coded) to miss floating targets and these were usually but not always earth-based attacks. Other things float status did were making it so you wouldn't take damage from walking over lava and such, and making it so you wouldn't spring traps by walking on them. Obviously neither of those really apply to FF11 either. I can think of several things float could plausibly do here:
1) Strong vs. earth attacks, possibly with a corresponding weakness to wind (I think FF9 did the latter). Not real likely that one of the six "major" elements would just get suddenly and arbitrarily hosed.
2) Anti-gravity (+evasion and +movement speed). Considering that we can already Sleep/Bind/Gravity mobs to keep them from catching us, I think SE might be afraid to give us yet another such tool. I sure wouldn't mind though!
3) Prevent the player from leaving footprints (your feet aren't actually touching the ground after all) and thus foil tracking by mobs that track by sight, making it the missing counterpart to Deodorize. This would be sensible but no one would ever use it.

Of course, there were some times in the FF series where it was actually beneficial to cast the spell on enemies. What would a float enfeeble look like?
1) In FF8, Selphie's "Rapture" special was Levitatega in the JP version, where Float was Levitate. Rapture lifted the monster up off the screen never to be seen again, presumably to Heaven or something. Tonberries were immune (I always pictured a sequel to "All Dogs Go To Heaven" called "All Tonberries Go To Hell"...) SE wouldn't give us instant death (unless it only worked on trash mobs at some low hit rate) but lifting the enemy high enough off the ground that it was rendered unable to move--sort of like how Break is an different elemental alternative to Sleep, this would be an alternate Bind. This could work but wouldn't be very interesting.
2) Again in FF8, in order to stop the earth-powered minotaur brothers from regenerating you had to remove them from contact with the ground by casting float on them. Accordingly, earth-based mobs could have their connection to the earth weakened this way, lowering attack, defense, earth magic attack/accuracy, TP gain, or whatever. Again, not real likely that one arbitrary category of mob will just get suddenly hosed.
3) Make the mob weak vs. wind (but strong vs. earth). I guess it could work but again would be kind of dull.

Babekeke
10-21-2011, 05:12 AM
We actually already have floating mobs in this game (well flying mobs). Perhaps casting float on a non-flying enemy would make it immune to melee damage but take doubel damage from magic/ranged? Probably be broken though.
As would making it enhancing, and casting on players would make them immune to melee damage. Unless, like in the OP it was for a very short amount of time with a long recast. Now I look at it from this angle, this is probably what he was thinking, duh >.>

Aliekber
10-21-2011, 05:49 AM
Pretty much, yeah.