View Full Version : Death Spell
Cljader1
12-08-2011, 10:18 AM
Death I: Deal dark damage to enemy, with a small chance of instant death. Darkness damage and instant death increases with dark magic skill.
Spell cost - 101mp
Casting Time - 3 sec
Recast Time - 45 sec recast.
Scroll Learned - drk lvl 71
Death II: Deals heavy darkness damage to a enemy, with a moderate chance of doom or small chance of instant death. Darkness damage, and chances of doom or instant death increase with dark magic skill
Spell Cost - 167mp
Casting Time - 2 secs
Recast Time - 90 secs
Scroll Learned - Drk lvl 99
We should have a death spell line up, it make no sense to have it on twilight scythe and not have it function exactly the same but in spell form. This would be a very nice aspects of the job and increase the appeal on entrophy.
Hextitan
12-08-2011, 10:28 AM
IMO "Added Effect: Death" should be a Job Trait at 99. Obviously low proc rate, maybe 5% at the most. Also Blood Weapon should be a Job Trait, not our 2 hour. Possibly 10% proc rate, with the ability to merit it for more procs.
Then again if they did this they'd have to program the game so En- effects don't over write each other, which ain't gonna happen.
Cljader1
12-08-2011, 11:33 AM
Well since we have entrophy, SE needs to make dark magic worth a damn. We have a -A in dark magic skill and the second highest skill in elemental magic yet our spell selection is so so so crappy. Dark Knight should be a job that augments its melee prowess through the use of magic, and devastate enemies with destructive dark magic.
StingRay104
12-08-2011, 01:30 PM
I like the concept of a dark based nuke that has a chance to inflict doom or death (be it a low percentage and only on non nms) however the name won't work because death is already a spell in the game. Two names I've seen brought up before that I think would be better are Darkness and Unholy. On the whole I completely support the idea of having dark based nukes with death/doom effects, however I would prefer we DRKs to get them earlier and scale up through the levels. I would also like to have unique elemental nukes that also have debuffs on them that scale with dark skill, for instance a fire based nuke with att down on it, thunder based nuke with acc down, earth based nuke with def down etc...
All in all good suggestion, now lets wait 10 years for SE to read and acknowledge it.
Ziyyigo-Tipyigo
12-08-2011, 01:35 PM
I'm sure it'll be about as effective as Break has been.
Saiken253
12-08-2011, 02:39 PM
100% support all of this haha. I also personally like my idea for a new 2hr for drk, I've posted it a few times in several other places so it shouldn't be hard to find. but basicallyy x2-x3 dmg for the duration that mighty strikes has.
Cljader1
12-08-2011, 06:06 PM
I woud like any darkness based nuke really, but the touch of death would be a very perk too add to the feel of the job. Furthermore, we should get a zerg JA that removes the penalty for soul eater maybe making is 30 duration on a 5min or 10 minute timer.
Daniel_Hatcher
12-08-2011, 06:12 PM
SE would do as follows:
Death: Deals Darkness damage to the enemy, Occasionally causes KO. (activation rate: 10%)
DRK 99
Cast Time: 10 seconds
Recast : 6 minutes 66 seconds. (possibly)
MP Cost: 666 (This is actually in the .DATs)
Personally I'd prefer:
Grim Strikes (JA)
While under the effects of Grim Strikes your attacks will occasionally cause Doom, Plague or KO.
DRK 75 (20% Plague - 15% Doom - 10% Death)
Duration: 3.00 - Recast: 5.00
Vampiric Strikes (Trait)
Occasionally converts damage dealt to HP.
DRK 50 (10% activation)
Kriegsgott
12-08-2011, 06:16 PM
DRK just geting a update and you guys still cry like babys which dont get enough candys....
keep in mind there ar a lot more jobs DRK isn the only one!
Daniel_Hatcher
12-08-2011, 06:18 PM
DRK just geting a update and you guys still cry like babys which dont get enough candys....
keep in mind there ar a lot more jobs DRK isn the only one!
You're joking right? Are you referring to the trollJA or trollScytheWS?
DRK is one of the most trolled jobs where SE are concerned, but then hey, what do you know. You're a MNK which is a OP job.
Kriegsgott
12-08-2011, 06:23 PM
Actually i'm not joking just a little bit pissed how people flame/cry about SE and how the can't do anything!
there should be a Thank You Camate for reading all the stuff and pass the info to the DEV team
of course people come back with the i pay for the game i need/want stuff now!
but serously everyone who playd 5-6-7 years ago know there were rarely updates and now SE doing a lot more for people why isn this just enough?
Cljader1
12-08-2011, 06:24 PM
SE would do as follows:
Death: Deals Darkness damage to the enemy, Occasionally causes KO. (activation rate: 10%)
DRK 99
Cast Time: 10 seconds
Recast : 6 minutes 66 seconds. (possibly)
MP Cost: 666 (This is actually in the .DATs)
Personally I'd prefer:
Grim Strikes (JA)
While under the effects of Grim Strikes your attacks will occasionally cause Doom, Plague or KO.
DRK 75 (20% Plague - 15% Doom - 10% Death)
Duration: 3.00 - Recast: 5.00
Vampiric Strikes (Trait)
Occasionally converts damage dealt to HP.
DRK 50 (10% activation)
I like that idea, so much can be done with this job but SE refuse to do any real work on drk, its almost like its a chore for them to brainstorm and come up with content for a drk update. Blm have talked about comet for years, and now they finally got it, well now its our turn now and we should get "death" as a drk exclusive spells, none of this blm can get it later through the new tier 2 merit or pup blm fame get it...no, but dark knight exclusive only. By the way can we get a +A in dark magic skill to supercede blm -A, there should be a difference between us and blm in term of using dark magic.
Daniel_Hatcher
12-08-2011, 06:28 PM
Actually i'm not joking just a little bit pissed how people flame/cry about SE and how the can't do anything!
there should be a Thank You Camate for reading all the stuff and pass the info to the DEV team
of course people come back with the i pay for the game i need/want stuff now!
but serously everyone who playd 5-6-7 years ago know there were rarely updates and now SE doing a lot more for people why is this just enough?
Everyone is nice to Camate, he just passes along the messages and what the DEV's say. No one has blamed him. The blame is entirely on the Dev's as stated many times.
The balance wasn't such an issue at 75 as much as it is now. So many jobs are OP (WAR, WHM and MNK as prime examples) and so many are left in the dust with no fixes even mentioned.
Cljader1
12-08-2011, 06:32 PM
Actually i'm not joking just a little bit pissed how people flame/cry about SE and how the can't do anything!
there should be a Thank You Camate for reading all the stuff and pass the info to the DEV team
of course people come back with the i pay for the game i need/want stuff now!
but serously everyone who playd 5-6-7 years ago know there were rarely updates and now SE doing a lot more for people why isn this just enough?
Well if we got more comments in the drk forum that would help a great deal, even if they say we'll look into it or something along those lines. To me all responses from the development team or the forum staff are welcome
Economizer
12-08-2011, 06:34 PM
Obviously, the Doom/Death effects from these spells are pretty much just there for the flavor, while the main point of these spells (considering their high cost) is to exploit Occult Acumen. There have been many, many suggestions for this, but I don't think SE has really felt comfortable adding the Doom and Death spells in, due to the lack of use they would have on most things, but if instead the effect is just an added bonus you occasionally get, it would be much more useful.
Going along these lines, the spell could be a much closer analog to another suggestion that has been made, as a sort of Dark Magic version of Holy. The name isn't really important, whether you call it Unholy, or Darkness, or Doom or Death, the ideal is still there.
While it might not be the right solution in the end, I'm personally drawn to the spells being opposites of sorts, and would like a similar death effect for undead, but I think Raise isn't about to be made monster targetable any time soon, so Holy could fill that role. As such, here is the idea:
Doom
Deals Dark elemental damage to an enemy. Additional effect: Doom.
Spell cost: 100 MP
Spell element: Dark
Magic skill: Dark Magic
Black Mage lvl 50
Dark Knight lvl 55
Casting Time: 0.75 seconds
Recast Time: 60 seconds
Death
Deals Dark elemental damage to an enemy. Additional effect: Doom or Death.
Spell cost: 150 MP
Spell element: Dark
Magic skill: Dark Magic
Black Mage lvl 95
Dark Knight lvl 99
Casting Time: 1.5 seconds
Recast Time: 55 seconds
Holy and Holy II might have the same additional effects as Doom and Death respectively, but only against undead. Obviously, NMs are immune.
On the levels, they are obviously to be mirrors of Holy but with the more appropriate jobs, but I have a slight feeling that the two I have listed might be switched for flavor reasons. Regardless, Dark Knight is supposed to, and would get much more utility out of both.
I suppose there could be a merit category for the effect Dark Knight gets as well for proc rate, but I'm not sure how useful that would be. A merit category for Occult Acumen effect would be a better improvement to these spells.
Kriegsgott
12-08-2011, 06:35 PM
tbh i have to say the last update isn really a masterpiece of work for DRK of course...
the last MNK updates if there were any didn made me happy and i'm even more unhappy with Relic vs Empy but all what i can do is waiting for the lvl 99 and lets see how our Jobs get pimped/gimped!
anyways lets not run off topic i dont wand to get the Thread closed
as a Bonus Idea
if you guys get Death as Spell or not wouldn it be nice to get a JA for party members to increase the Death Spell resist?
Cljader1
12-08-2011, 06:51 PM
Well I do think Death and Doom flavored spells should be drk exclusive spells, I know blu has several spells that inflict doom which are blue magic of course, but drk should have there own unique version of doom and death in there dark magic section.
Daniel_Hatcher
12-08-2011, 06:59 PM
tbh i have to say the last update isn really a masterpiece of work for DRK of course...
the last MNK updates if there were any didn made me happy and i'm even more unhappy with Relic vs Empy but all what i can do is waiting for the lvl 99 and lets see how our Jobs get pimped/gimped!
anyways lets not run off topic i dont wand to get the Thread closed
as a Bonus Idea
if you guys get Death as Spell or not wouldn it be nice to get a JA for party members to increase the Death Spell resist?
Bardark/ra would help that, I can't believe bar-dark and light haven't been added yet.
Kriegsgott
12-08-2011, 07:09 PM
Bardark/ra would help that, I can't believe bar-dark and light haven't been added yet.
true & sad because SE seems to forget to add this for WHM the only way to increase the resistence against Light/Dark spells ar equip or a BRD
Cljader1
12-08-2011, 07:24 PM
Well there alot of things SE can do to add to many jobs, they already showed the can make things like comet, doom and death work. Now its time to fix drk's magic side, with the new entrophy ws, we need some GOOD magic to justify that ws. SE have said they were going to make drks the best at dark magic, lets start with some new spells that are actually worth something.
Economizer
12-08-2011, 07:40 PM
Well I do think Death and Doom flavored spells should be drk exclusive spells
I'll have to disagree here. Black Mage has traditionally had these spells as well.
That said, Dark Knight should by all means get more usage out of the spells by far, and I don't think this would be very hard to ensure, given that Dark Knight has better access to Haste gear to reduce recast times, and better tiers of OA which would actually make them better to cast. If that wasn't enough, I'm sure you could add something like a job trait that makes the additional effect chance higher.
I think a good analogy here would be Dual Wield. Sure, jobs other then Ninja get the ability, but nobody will argue that they are the master of it. I think that unlike certain spells or abilities, these two spells should/would be a large enough amount more useful to Dark Knight then Black Mage to the point where asking for exclusivity is an unreasonable attack on another job's traditional territory without defending that of Dark Knight's.
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Bardark/ra would help that, I can't believe bar-dark and light haven't been added yet.
Back when SE was finally doing the White Mage Q&A replies (where they totally ignored the request to make bareffect spells useful and played off their reply to it like we were asking them to fix our barelement spells which we never did... grrr) they did mention them, but they haven't said anything since. Here is the relevant quote for those who are interested:
Add bar-type spells that protect you from Light and Dark.
The magic capacity is becoming pretty full, but we will try and look into it.
As for Bardeath specifically, given the way the barspells work currently and SE's total shrug off of requests to fix them, I don't think we'll see it. Slight pity, because despite how useless the spell would probably be, I'd use the autotranslate phrase of it for a great many jokes.
I don't think that Black Mage or Dark Knight getting either Doom nor Death would increase the number of monsters that get either of these spells though, so it isn't that big a worry for Barstatus on these effects. Still, I'm sure I speak for most players when I say that White Mage and Red Mage have been hosed out of having Bardark/ra and Barlight/ra for far too long. :(
Cljader1
12-08-2011, 08:02 PM
I'll have to disagree here. Black Mage has traditionally had these spells as well.
That said, Dark Knight should by all means get more usage out of the spells by far, and I don't think this would be very hard to ensure, given that Dark Knight has better access to Haste gear to reduce recast times, and better tiers of OA which would actually make them better to cast. If that wasn't enough, I'm sure you could add something like a job trait that makes the additional effect chance higher.
I think a good analogy here would be Dual Wield. Sure, jobs other then Ninja get the ability, but nobody will argue that they are the master of it. I think that unlike certain spells or abilities, these two spells should/would be a large enough amount more useful to Dark Knight then Black Mage to the point where asking for exclusivity is an unreasonable attack on another job's traditional territory without defending that of Dark Knight's.
Well going by that argument drk should get comet and meteor as well, since it was a part of there job in past final fantasies. However I'm cool with blm's having exclusivity to comet and meteor, but in return drk's should get unique spells that can effect doom, death or terror. It will be a great part of the job, it'll get OA rockin' and make it useful. Plus there has to be good magic for drks to use to make entrophy worth a damn. However I do agree with a JA that may increase the death proc on said spells, that will actually be very very nice to see. Death is already in the dat. hopefully they will give this to drk and make them the true king of dark magic as they promised us.
Daniel_Hatcher
12-08-2011, 08:33 PM
Well going by that argument drk should get comet and meteor as well, since it was a part of there job in past final fantasies. However I'm cool with blm's having exclusivity to comet and meteor, but in return drk's should get unique spells that can effect doom, death or terror. It will be a great part of the job, it'll get OA rockin' and make it useful. Plus there has to be good magic for drks to use to make entrophy worth a damn. However I do agree with a JA that may increase the death proc on said spells, that will actually be very very nice to see. Death is already in the dat. hopefully they will give this to drk and make them the true king of dark magic as they promised us.
Indeed, this is true of many jobs. Traditionally they had a lot of spells such as RDM having Curaga, -na spells and ga black magic. It just doesn't fit FFXI's vision of the jobs in the same way Death does not fit this games BLM.
Economizer
12-08-2011, 09:39 PM
Well going by that argument drk should get comet and meteor as well, since it was a part of there job in past final fantasies.
Not sure this is true, but point taken. I think they still are entitled to the spells however, since they fit the spells in this game. You may still disagree, but I think that Black Mage should get the flavor part of the spells, while Dark Knight gets both the utility and flavor.
terror
SE pretty much said no to this earlier. I think it has to do something with mob resists. Stun II would be more likely to be implemented, but I think SE might want people to have to rely on multiple people for stuns, which could be potential hassle to implementation.
However I do agree with a JA that may increase the death proc on said spells, that will actually be very very nice to see. Death is already in the dat. hopefully they will give this to drk and make them the true king of dark magic as they promised us.
Currently Dark Knight is the king of Dark Magic already. The problem is that they are like a king with no money to run their kingdom, no army, and their kingdom is made up of cardboard boxes. While it might occasionally do really cool things, it hasn't scaled well as the king grew out of childhood.
Anyways, the job trait increasing the proc rate would only really be a reality if there was a reason for it - either merits or another job like Black Mage having the spell too (imo, such a merit category would be useless). As for a Job Ability, who knows... maybe Scarlet Delirium would get it, or maybe it would be tied to something else a little more known for being useful.
Ultimately, increases won't be very much, and the proc rate will be abysmal - this is mostly a flavor spell stuck onto much needed utility for Dark Knight.
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All that said, regardless of BLM getting the spells or not, I feel that Doom should come before Death. It just feels more right.
Urteil
12-08-2011, 09:55 PM
Well there alot of things SE can do to add to many jobs, they already showed the can make things like comet, doom and death work. Now its time to fix drk's magic side, with the new entrophy ws, we need some GOOD magic to justify that ws. SE have said they were going to make drks the best at dark magic, lets start with some new spells that are actually worth something.
Can I get an Amen?
Cljader1
12-08-2011, 11:01 PM
Not sure this is true, but point taken. I think they still are entitled to the spells however, since they fit the spells in this game. You may still disagree, but I think that Black Mage should get the flavor part of the spells, while Dark Knight gets both the utility and flavor.
Oh Yeah drk got meteor in the final fantasy just before this one, it was called "Black Sky" it was my favorite spell too, they also had souleater which was called "Darkness" Blm didnt even have a meteor or death in the final fantasy before this one I do remember them getting meteor in other versions.
Dark Knight http://www.ffx2.com/darkknight or http://www.ffspirit.net/finalfantasyx-2/dresspheres/darkknight
Black Mage http://ffx2.com/blackmage
As you can see dark knight had death, doom, souleater, and meteor in the version of final fantasy just before this one, and black mage didn't even have these spells or abilities in this version of final fantasy.
Cljader1
12-09-2011, 12:33 PM
SE would do as follows:
Death: Deals Darkness damage to the enemy, Occasionally causes KO. (activation rate: 10%)
DRK 99
Cast Time: 10 seconds
Recast : 6 minutes 66 seconds. (possibly)
MP Cost: 666 (This is actually in the .DATs)
If this is the way the death spell exist in the .dats files, it should be able to work on all mobs including nms. The reason why is because the mp cost is extremely high (almost double the mp cost of comet) and the recast is 7 mins with a 10% death success rate. The spell should effect all mobs, and be drk only. It'll pose a challenge for drk to get that spell off since its has a extremely high mp cost and 10 second casting time. I think this form of the spell warrants the 10% chance of instant death on all mobs considering the challenge it is for a drk to get it off.
Cljader1
12-09-2011, 05:41 PM
I just wanted to warp in here and let you know that we are thinking about lowering the casting time for dark magic. On top of that, we are also looking into DRK's magic usage.
Great ideas so far! Keep the feedback coming. ^_^
SE is listening keep your idea's coming lets show SE what we need and what we would like
Economizer
12-10-2011, 12:41 AM
should be able to work on all mobs including nms
I don't even have to say anything to this to point out how absurd this is.
The spell effects he is suggesting are just suggestions, and the MP cost and probably cast times are the only things that are actually in the Dats. Personally, if it is a spell that has those attributes, you might as well just cast Impact, because the likelihood it will have a good proc rate is low.
Damage with the occasional Death proc is the better idea by far. Having a reasonable MP cost, cast time, and recast would all be nice too, and I don't think we should loose sight of that for an unreasonable thought that SE is going to let people oneshot NMs after years of fighting speed kills. Basically, the uselessness of a low proc Death spell (which, what else could you expect) is pretty much made moot by the darkness damage that wouldn't just be "lolimmune" by NMs just because they are NMs.
Daniel_Hatcher
12-10-2011, 02:36 AM
If this is the way the death spell exist in the .dats files, it should be able to work on all mobs including nms. The reason why is because the mp cost is extremely high (almost double the mp cost of comet) and the recast is 7 mins with a 10% death success rate. The spell should effect all mobs, and be drk only. It'll pose a challenge for drk to get that spell off since its has a extremely high mp cost and 10 second casting time. I think this form of the spell warrants the 10% chance of instant death on all mobs considering the challenge it is for a drk to get it off.
My bad, I wasn't clear. My fault! Only the 666 cost is in the .DATs. Everything else is a guess.
Best: A Darkness nuke with a chance of Death (Even if only via Trait or JA).
Worst: A Death spell with a crap activation rate on fodder, and immunity for NM's would be basically a wasted magic slot.
Selzak
12-10-2011, 02:37 AM
I think it'd make more sense to be instant-cast, and have a low-accuracy Doom effect that may or may not proc.
If it does proc, it should usually just wear off before the timer (maybe 3 tics) expires. The spell would be cast for damage, and it would be called Darkness or something and not just straight up Death or Doom. The added effect would just make it more interesting, not necessarily add much power to it.
Every now and then, the timer would go all the way down and result in a KO.
Cljader1
12-10-2011, 11:16 AM
My bad, I wasn't clear. My fault! Only the 666 cost is in the .DATs. Everything else is a guess.
Best: A Darkness nuke with a chance of Death (Even if only via Trait or JA).
Worst: A Death spell with a crap activation rate on fodder, and immunity for NM's would be basically a wasted magic slot.
This couldve been already implemented for impact possibly. With that being said drk can even have a JA called "Sacrafice"
Job Ability - "Sacrafice" - instantly depletes 33% of the drk maximum HP in exchange for unbridled insidious spells of dark magic (under sacrafice the dark knight can be healed and can still be restored to 100% of it original HP)
Spells under Sacrifice
1) The bane of Stop - a spell that stops all actions of an enemy, the enemy have a -75% physical and magical reduction rate when under the effects of stop (damage accumulation does not effect the duration of this spell)
2) The bane of Confuse - a dark spell that occasionally causes the enemy to physically attack itself
3) The bane of Movement - absorbs the movement speed of an enemy and grants it to the drk.
4) The bane of Death - Causes instant KO on a enemy, moderately low success rate (no items are rewarded upon enemies inflicted with death)
5) The bane of Doom -employs a hideous countdown until the enemy falls. moderate success rate
6) The bane of Provoke - a dark based spell used to de-aggro an aggressive enemy
7) The bane of Scythe -occasionally reduces the amount of tp used after a weaponskill
8) The bane of Damage - A dark based spell that grants the ability to occasionally inflict double attack damage
9) The bane of TP - a defensive prowess dark based spell where the user gains 4x the TP from enemies attacks
10) The bane of Blood - a dark based spell that occasionally causes a melee hit to be fully absorbed as HP
Saiken253
12-10-2011, 06:30 PM
I love all of this post right here ^