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Crimson_Slasher
02-03-2012, 08:12 PM
Cant you still apply samba daze effects to a mob with enspells up? I mean i know you cant benefit from them but... cant a enspell rdm/dnc with en1 spells still grant haste samba to others? I think a dual/single wield drk/pld with enlight/endark can do the same, could be wrong, once i finish skilling staff up on mnk ill give it a shot but i think that worked last time i checked. In expanding on my idea before, the criteria for building those buff copy charges could vary actually. Could be something like "X amount of magical damage, or X amound of physical damage, or X amount of HP cured" similar to how various events use those numbers to determine exp rewarded at the end (besieged, campaign). That would offer benefit to any role without restricting you to any, however it wouldnt incorporate buffs/debuffs, but if we are only debuffing or buffing, we would have a lot of time according to mage, so this could be an appealing option for the buff sharing option and wouldnt need us to have single target buffs, we could just swap our gainspell between transfers. If that is how you are so inclined to do it, mind you.

Mageoholic
02-03-2012, 08:18 PM
yes a RDM can do that, they just don't get the benefit of the samba.

Daniel_Hatcher
02-03-2012, 10:14 PM
lolGoogleTranslate


Cure adjust the amount of recovery
is to receive healing magic skill is greater than the impact of the recovery amount of Cure. Increase the amount of recovery higher than traditional skills, skills for low reverse recovery amounts to virtually eliminate the impact.
This effect has been set as a difference in the growth range depending on the type of Cure, we have focused on the following adjustments, particularly Cure IV.
(For adjustment of the scope of this magic system recovery Kearuga / Kearura, and dancer for waltz is not eligible.)
Cure I ~ IV: The amount recovered up to approximately 1.4 times the conventional
Cure V ~ VI: almost no effect
When this adjustment has been mention last Sun review of up amount healed Cure Released Date / amount healed Cure or ex two, and aims to increase the number of opportunities回Reru Standing healer in job-based mage than White Mage .

So does that mean Cure IV goes from 500 to around 700?

Eitherway we'll know when officially translated.

saevel
02-03-2012, 10:16 PM
Idk, is it?




Enspell 2s don't work particularly well on anyone that doesn't have native enhancing magic. It was bad by design and never got fixed.....just like most things on the job. If they changed Enspell 2s to reflect the enhancing magic on cast from the originator it would be fine, but that's not even how it works on RDM (much to our disappointment). Expect that to get fixed around the same time Enfeebles/Enhancing even get looked at, much less fixed.

Enspell II's suck at overall damage. Temper was the nail in the coffin for them. Prior to Temper they were useful for RDM/WAR or RDM/DRK builds, after Temper their useless. RDM/NIN with melee gear and Temper is going to hit around 2.6 times per attack round, an Enspell II would have to average above 75~78 damage to beat it. The elemental resistance reduction is only -10 and to the wrong element. You must use water to reduce thunder, thunder to reduce earth and so forth. This guarantees that you'll be using the wrong element on enspell and get horrible resist rates, all for only a +10 m.acc (same as -10 m.evasion) towards the weakened element. I find using the NI spells from /NIN to be more useful then Enspell II's.

Seriha
02-04-2012, 01:11 AM
lolGoogleTranslate



So does that mean Cure IV goes from 500 to around 700?

Eitherway we'll know when officially translated.

Well, if it's further multiplicative against potency and received, it could make 1065 or more Cure IV possible. Without received gear, it's about in-line with what I estimated SE would do (750-800 range with good cure potency). More than adequate to get the job done if it's what you're being suckered into. SCHs should presumably be able to hit 1250+ Cure IVs with Aurorastorm, Twilight Cape, and Obi. Have fun with Rapture on top of that.

I am, however, worried about enmity.

Daniel_Hatcher
02-04-2012, 01:29 AM
Did go to check but the Test Server doesn't work, kicks me off saying a download is available even though I downloaded it.

Mageoholic
02-04-2012, 05:38 AM
have focused on the following adjustments, particularly Cure IV.
(For adjustment of the scope of this magic system recovery Kearuga / Kearura, and dancer for waltz is not eligible.)
Cure I ~ IV: The amount recovered up to approximately 1.4 times the conventional
Cure V ~ VI: almost no effect

Hmmm 400*1.4 = 560*1.5 = 840, not bad SE I am glad you chose to ignore C5 and C6. Guess you did steal my idea after all. Should be able to get close to 1K with MND added on top. Its like SE got into my brain.

Mageoholic
02-04-2012, 08:28 AM
http://forum.square-enix.com/ffxi/threads/20485-Battle-Balance-Adjustment-Cure-Potency?p=273891#post273891


Cure potency will be affected more significantly by healing magic skill. If a player has high healing magic skill, cure potency will be greatly increased, but low healing magic skill will have almost no effect on cure potency. The effect of skill level on cure potency will vary based on the type of cure, but cures lower than Cure V will be affected the most. Note that Curaga, Cura and Waltzes will not be affected.

Cure I-IV: Up to 1.4 times the normal cure potency
Cure V-VI: Almost no change

With this adjustment combined with the increase of cure potency mentioned earlier, we would like to increase opportunities for mages jobs other than white mage to serve as healers.

Google Trans was pretty bang on, essentially all cure spells from T1-T4 move up a Tier with combined skill and potency. A buff for all jobs with native healing skill, and exactly the thing RDM needed for healing. Here is to hoping they do something similar with Enhancing and Enfeebling.

Neisan_Quetz
02-04-2012, 08:36 AM
Notes to enfeebling should be linked to that one, although there's still some issues with what was written.

Greatguardian
02-04-2012, 08:37 AM
Yeah. They've said that Enfeebling immunities will be generally removed aside from a few special cases, but high magic Eva and partial resists will be put into place. A pretty solid deal for Red Mage, all things considered. Would be happier if the Corsair nerf wasn't in the same bloody post.

Mageoholic
02-04-2012, 09:00 AM
Hardly call that a nerf, TP saved is still pretty awesome.

The wording seems misleading.

They say if STP is 20 it will become 25 if 5TP was gained on the WS (a one hit dagger WS for example)

I don't see anything stating that 20STP is the max or min. Just a number the picked to use.

Greatguardian
02-04-2012, 09:13 AM
Hardly call that a nerf, TP saved is still pretty awesome.

The wording seems misleading.

They say if STP is 20 it will become 25 if 5TP was gained on the WS (a one hit dagger WS for example)

I don't see anything stating that 20STP is the max or min. Just a number the picked to use.

The average TP return on a 2-hander/Ranged WS (you know, the important ones) is 16-20. Even MNK averages a 15 TP return. The average Miser's Roll is 20. XI Miser's is 25.

Post-nerf, an average Miser's will have 0-4 Save TP effect for those DDs. An XI will have 5-9.

Pretty huge nerf, man. Miser's will go from always saving 1-2 rounds to 100TP to situationally saving 1 round to 100TP if a DD gears specifically for it, which won't happen. Effectively useless outside of Voidwatch and pretty bloody nerfed inside.

Mageoholic
02-04-2012, 09:32 AM
Just reread that and see my mistake. Yes that is a nerf, oh well was a busted ass ability anyway. Of course SE is adjusting SAM to compensate. My bad for fail reading.

Daniel_Hatcher
02-16-2012, 11:25 PM
/sigh I wonder if RDM's merits are every going to be updated..

If they do, god I'm hoping for Full Potency, only duration increase on the spells.

Economizer
02-17-2012, 02:22 AM
If they do, god I'm hoping for Full Potency, only duration increase on the spells.

I'm hoping full potency and duration and increased merits increase the duration or accuracy further. :(

Neisan_Quetz
02-17-2012, 02:23 AM
I'd be happy with just Phalanx 2 and Dia 3 being adjusted tbh. I'm mostly fine with the rest of them, it's just annoying I have to lose 2 merits because of Voidlogs procs.


EDIT: unless they revamp it to the point additional merits in slow/para are actually worth it

ManaKing
02-19-2012, 03:31 PM
I just want them to do anything......

I'm not really sure if the proposed change will really make a difference. If Gravity or Bind can land for more than 10 seconds it would be a decent safety net. Other than that, I don't see Slow, Silence, Addle, Paralyze, or Blind really making a difference against NMs. They are just going to TP or cast magic like you aren't even there most likely.

I wonder if Break will actually do anything after this change. It's so limited use right now. It's my 4th sleep after Sleep 2 + 1, and Bind are already spent.

saevel
02-19-2012, 07:30 PM
I just want them to do anything......

I'm not really sure if the proposed change will really make a difference. If Gravity or Bind can land for more than 10 seconds it would be a decent safety net. Other than that, I don't see Slow, Silence, Addle, Paralyze, or Blind really making a difference against NMs. They are just going to TP or cast magic like you aren't even there most likely.

I wonder if Break will actually do anything after this change. It's so limited use right now. It's my 4th sleep after Sleep 2 + 1, and Bind are already spent.

This is what I keep saying, our current enfeeble set is only useful vs things weaker then us. Otherwise it's like trying to stop a forest fire by pissing on it. Well GG could probably drown the whole forest, but that's a different discussion entirely.

We need new enfeebles that reduce the target's stats. I'm talking about reducing it's MAB / MDB / INT / STR / ect.. by a sizable margin, at least on par with our current Gain-X spell line but preferably double that. Make the potency based on enfeebling magic and not something like dINT / dMND. Or give something that lowers the enemy's critical hit evasion, that would be epic just on it's own.

We'll see what SE does though.

Daniel_Hatcher
02-20-2012, 12:37 AM
I'm hoping full potency and duration and increased merits increase the duration or accuracy further. :(

Well yes, I'd 100% want this. Fingers crossed!

Also 100% Yes to the new enfeebles.

Daniel_Hatcher
02-24-2012, 09:29 PM
Messing about with Cure IV on the test server I got these numbers:

Naked (RDM capped skill): 532
Naked (Light Arts): 547
13% Potency (87+26 MND / 80+2 VIT): 630
33% Potency (87+26 MND / 80+2 VIT): 742
33% Potency (Primeval Brew): 851

Didn't have the body (still after it), torque or earring to test at 50%.

Crimson_Slasher
02-24-2012, 11:42 PM
That seems right in the zone for where id want cures to be honestly.

Daniel_Hatcher
02-25-2012, 12:01 AM
That seems right in the zone for where id want cures to be honestly.

Yeah, I can't complain at all. Basically a Cure Potency +50% cure IV naked is cool!

tyrantsyn
02-25-2012, 12:19 AM
Messing about with Cure IV on the test server I got these numbers:

Naked (RDM capped skill): 532
Naked (Light Arts): 547
13% Potency (87+26 MND / 80+2 VIT): 630
33% Potency (87+26 MND / 80+2 VIT): 742
33% Potency (Primeval Brew): 851

Didn't have the body (still after it), torque or earring to test at 50%.

Those are nice number's. A little confuse in the difference between casting cure IV spells for Cure V numbers instead of just getting the spell. But I guess the balance is in the fact that you can only see those number's off the one spell instead of casting Cure IV & V back to back for the same value's. Did you happen to test III at all?

Daniel_Hatcher
02-25-2012, 12:59 AM
Those are nice number's. A little confuse in the difference between casting cure IV spells for Cure V numbers instead of just getting the spell. But I guess the balance is in the fact that you can only see those number's off the one spell instead of casting Cure IV & V back to back for the same value's. Did you happen to test III at all?

On a quick test.

Cure I
naked: 56
/sch: 58
13%: 63
33%: 77

Cure II
naked: 131
/sch: 133
13%: 148
33%: 176

Cure III
naked: 286
/sch: 293
13%: 323
33%: 389

Greatguardian
02-25-2012, 01:00 AM
Those are nice number's. A little confuse in the difference between casting cure IV spells for Cure V numbers instead of just getting the spell. But I guess the balance is in the fact that you can only see those number's off the one spell instead of casting Cure IV & V back to back for the same value's. Did you happen to test III at all?

Cure V has unique enmity properties and doesn't share a timer with Cure IV.

WHM now has, essentially, 3 Cure Vs (lolcure6) while RDM has 1. Fine with me, really.

Daniel_Hatcher
02-25-2012, 01:20 AM
Not too sure on the enfeebles, but it stills seems like most NM's are ~70% resistant to then decent ones. Don't vouch on me for that though as I've only tried 1 or 2 enemies in VW and Abyssea.

tyrantsyn
02-25-2012, 01:34 AM
Cure V has unique enmity properties and doesn't share a timer with Cure IV.

WHM now has, essentially, 3 Cure Vs (lolcure6) while RDM has 1. Fine with me, really.

Fine with me as well, just can't help but to giggle a bit.

Economizer
02-25-2012, 09:23 AM
Messing about with Cure IV on the test server I got these numbers

I've added your information to the Cure Formula Changes (http://forum.square-enix.com/ffxi/threads/17433-Cure-Formula-Changes) thread. Thanks once again for testing this stuff out, it helps loads.

If anyone wants to discuss that we've been having the thread going for some time (even before these changes formally got announced) and any help working out the new cure formula would be great.

Daniel_Hatcher
02-25-2012, 09:31 AM
I've added your information to the Cure Formula Changes (http://forum.square-enix.com/ffxi/threads/17433-Cure-Formula-Changes) thread. Thanks once again for testing this stuff out, it helps loads.

If anyone wants to discuss that we've been having the thread going for some time (even before these changes formally got announced) and any help working out the new cure formula would be great.

I'll look into doing that test tomorrow if I can get the time. Can't guarantee it though.

Doombringer
02-25-2012, 11:55 AM
not bad, not bad....

Kristal
02-27-2012, 11:18 PM
Not too sure on the enfeebles, but it stills seems like most NM's are ~70% resistant to the decent ones. Don't vouch on me for that though as I've only tried 1 or 2 enemies in VW and Abyssea.

If you need an RDM to land enfeebles on tough NMs with any consistency, so much the better. Even reduced potency is better then outright immunity. (As long as immunity hasn't been replaced with 0% potency just so we can see the spells land.)