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Briarb19
04-29-2012, 03:42 PM
With only a few exceptions, generally our buff spells have very short durations, rendering most of them impractical for general use.

Cocoon - 1.5 minutes
Feather Barrier - 30 seconds
Memento Mori - 30 seconds
Warm-up - 3 minutes
Amplification - 1.5 minutes
Saline Coat - 1 minute
Reactor Cool - 2 minutes
Plasma Charge - 1 minute
Battery Charge - 5 minutes
Magic Barrier - 5 minutes
Barrier Tusk - 1 minute
Orcish Counterstance - 1 minute
Triumphant Roar - 1 minute

I think consideration should be given not just to increasing the duration of BLU buff spells, but perhaps also to adding a stance for BLU that doubles buff duration, while slightly increasing Blue Magic casting time across the board. This would allow BLUs the option to take advantage of some of the less commonly used buff spells, especially in situations that require endurance, such as Nyzul. As it currently stands, the hit to our DoT and to our MP pool is simply too much for a lot of these spells to ever see the light of day.

Cabalabob
04-29-2012, 10:11 PM
I think consideration should be given not just to increasing the duration of BLU buff spells, but perhaps also to adding a stance for BLU that doubles buff duration, while slightly increasing Blue Magic casting time across the board. This would allow BLUs the option to take advantage of some of the less commonly used buff spells, especially in situations that require endurance, such as Nyzul. As it currently stands, the hit to our DoT and to our MP pool is simply to much for a lot of these spells to ever see the light of day.

Blu isn't getting composure. Events such as Nyzul allow you to buy ethers and mana powders and mana boosts. In the next update diffusion is going to buff our durations by 5% per merit (20% at 5/5 assuming the first merit doesn't count) then the relic shoes +2 will increase that by another 5% per merit 45% at 5/5.

I'm not saying I don't agree Blu durations need a buff, things like feather barrier, barrier tusk and orcish counterstance really do, even if only to something like 3mins, but there are work arounds for it, + if you are doing events like Nyzul why are you even setting these spells? You don't need defensive setups for Nyzul, spells like feather barrier and cocoon are for when you aren't time constrained, you set them for long battles where you won't be using physical spells as much

Prothscar
04-30-2012, 04:32 PM
An additional 45% buff duration every 10 minutes from 5/5 diffusion and mirage charuqs +2 will not even come close to making half of these buffs ever worth using. I fail to see how Mp restore items have any impact on it either. We just seriously need our buff durations increased.

Spells like Triumphant Roar, Barrier Tusk, and O.Counterstance lasting for 3~5 minutes would actually make those spells usable.

Feather Barrier and Memento Mori would be fine with 2~3 minute durations.

Cocoon, Magic Barrier, and Battery Charge are fine as they are.

The rest of our buffs are either too situational or too useless to be worth casting in the first place. In the former case, their duration is often fine. In the latter, I don't care enough to ask for them to be changed. Using development time to fix spells that actually need to be fixed, however, would be appreciated SE.

Aside: 5/5 diffusion isn't even worth considering btw.

Tennotsukai
05-01-2012, 12:16 PM
not that it matters much with this spell, but I'm a little jealous that a blm can cast shock spikes for an easy 3 min while we have a similar spell with a 60 second duration and a worse recast time of 60 seconds. why are many of our magical spells so inferior? and why are we still sitting on broken spells?

Luvbunny
05-01-2012, 07:38 PM
Some of those buffs could see an increase in duration, others are fine. Hope they actually read this thread and do something about it.

Tashan
05-02-2012, 04:23 PM
I agree with everyone that the duration could be better but an adjustment like that would make me be weary of....

....

+looks around+

Coast clear?

.....balance.

We have access to everything any job would want, but at the price of short durations.

Attack that stacks with Berserk? - Check
Magic Attack? - Check
Defense, Stoneskin and DT down? - check
Accuracy +? - Check
Evasion +? - Check
Ice Spikes+? - Check

And of course Haste and Refresh - Check

Prothscar
05-02-2012, 04:34 PM
Problem is though, the potency of the buffs does not justify the poor durations. Sure we can do a lot of buffs, most of them simultaneously, but they aren't really that potent. Most of our buffs (that have counterparts anyway) are less effective than its other magic/item/ability form, and that's absolutely fine, but the durations have no need to be so small to compensate for an issue that doesn't really exist.

There are exceptions, like Cocoon, that are fine with their current duration, however spells like Triumphant Roar and Barrier Tusk don't really call for an incredibly short duration at all, and those short durations make them so inefficient to use that they're completely worthless.

Tennotsukai
05-02-2012, 09:38 PM
not a fan of some casting times we've gotta deal with too. barrier tusk, warm-up, amplification, and orcish counterstance are all too long. I even think saline coat should be faster due to its situational aspects, but thats just me. if this is a form of balance, it's a cruel form of it. some spells become completely useless and a waste of time to set. feather barrier... probably the worst out there. 30 second duration with 120 seconds recast... wow!

Tashan
05-03-2012, 01:19 AM
Too true!

Bleh :(

Daniel_Hatcher
05-03-2012, 02:39 AM
I agree to some of the short duration's such as Memento (though I do think I'd up it to 60 seconds), but others are ridiculous for what they do.

Agerknux
05-04-2012, 05:35 AM
It's not like increasing duration on these buffs would break blu either.

Here are all the buffs that have duration/recast/set point problems. If all these were to be fixed, I STILL don't think blu would be unbalanced.

Cocoon: That defense helps but still wouldn't use a blu to tank serious VW NMs even with a duration boost.

Triumphant: Even with the attack bonus, the 2h jobs will still do more damage. Increase in duration would push blu slightly further and may even be useful to diffuse.

Barrier Tusk: Already inferior to phalanx until an extreme amount of damage. The cast time AND duration makes this utterly useless. This would find a little bit more use if it had its duration up to 3-5 minutes.

Feather Barrier: This would help in abyssea, but blu is already really sturdy without it. Not to mention no spell traits are attached to this. I think I only set it once because I wanted to see what it did, only to take it off because of how incredibly short the duration of this buff was.

Warm-Up: The duration on this thing is something they got right, but making it take 7 seconds to cast and 4 blue magic points to set? Doesn't even make a good job trait to set either.

Plasma Charge: 5 set points, 60 seconds, 3 second cast. Everything is wrong with this one. Buffing this would not make blu break any sort of balance.

Reactor Cool: Almost got this buff right if only it was 3-4 minutes and much less set points. (3 points seems good)

Amplification: Not only the recast is greater than the duration on this, the gain from this buff isn't that significant to justify using 3 set points and taking 7 seconds to cast it.

Memento Mori: Recast is 4x the duration of this 4set points buff. 20mab would be great to diffuse on mage parties but the duration of this is so bad that I rarely consider even setting it. An increase in duration may also spark an interest of blu nukes.

Saline Coat: This one is one of the few buffs that is decent. Seeing either an increase in duration or lower set points would be great. All this does is add survivability for blu.

Zephyr Mantle: This is one of the few spells that I think its casting time should be reduced. Make it 4 or 5 seconds (Equivalent to utsusemi: ichi).

Regeneration: This one is not bad, but seeing a duration increase would be great as this is already weaker than non light arts Regen II.

Orcish Counterstance: Recast is greater than duration. 5 set points. Pairs with other useless and point hogging spells to create counter. This spell is so useless because of the duration. Even 3 minutes would still make this barely useful because of other things holding it back.

Tennotsukai
05-04-2012, 09:04 AM
regeneration would be much better if it was twice or three times more potent.... or 5 times...

Camate
05-15-2012, 03:49 AM
Hi everyone :)

Thanks for the easy to read list and your suggestions.

We ran the feedback by the development team and they mentioned that since blue magic spells have such high stats, they would like to proceed with adjustments carefully. Basically, if we were to extend the effect durations right now, the MP cost for the time granted would be lower, causing blue mages to be in a superior position, so thought needs to given to this when making adjustments.

Of the list that was given, there was an impression that Feather Barrier being a passive skill is difficult to really utilize within the short effect duration of 30 seconds, but for the rest of the spells the development team feels that they are not extremely difficult to utilize within their effect durations.

We will be adjusting Diffusion in the next version update and this will enhance the usability of these blue magic spells further, so we would like to see the effects from this and determine the necessity for adjustments.

Zerich
05-15-2012, 04:01 AM
BLU and SAM: you can have your cake and eat it too!

Tennotsukai
05-15-2012, 04:42 AM
kinda happy about feather barrier. thank you, camate. though, I always thought we received stats from spells cause we can't have all spells like a blm has all his, and received job traits through the same manner since we have none that are innate. guess I had a different perspective. I suppose it comes down to the simple fact we are so flexible in what all we can do. I will say I am very happy our spell durations were looked at. i would be completely happy spending more mp on orcish counterstance and barrier tusk for longer durations. thank you

Prothscar
05-15-2012, 06:26 AM
Are you counting spells that are useless with their effect durations when you say "easy to utilize with their effect durations"? because spells like Barrier Tusk are absolutely worthless because of it. At least lower the casting times.

I would have absolutely 0 problem paying double, triple, or even quadruple the MP cost for my buffs if their durations were higher.

Alhanelem
05-15-2012, 06:41 AM
as per the previous post: I'm sure most players would be willing to compromise to get longer effect duraitons. if the devs expessed concern that the ratio of effectiveness to MP cost would get too high, then there's a simple solution- just raise the MP cost. The point is, it's a huge hassle to keep casting these spells. Most people would b e happy paying twice as much (or even a little more) for twice the duration.

SpankWustler
05-15-2012, 06:51 AM
I would have absolutely 0 problem paying double, triple, or even quadruple the MP cost for my buffs if their durations were higher.

This.

Even if the MP cost per second goes up, gaining longer durations would be more than worth it.

In what is probably the most ridiculous example, Barrier Tusk currently has a casting time that is 10% of its one-minute duration. To maintain Barrier Tusk full-time would mean spending 10% of one's time doing nothing but casting Barrier Tusk. In what strange universe full of lizard-people is Barrier Tusk worth 10% of someone's time?

larrymc
05-15-2012, 06:55 AM
I was initially excited when we first learned that BLU was going to get Barrier Tusk (to replace Phalanx from /rdm), but then was quickly let down when I realized that Barrier Tusk duration was 60 seconds - Phalanx was 3 minutes. I realize that the spells are not 100% comparable - but at the time I was just focused on blu cleaving, so the damage reduction from small hits would be about the same. Barrier Tusk really shines when you get bigger hits .. but .. I agree with Prothscar in that I would exchange higher spell MP for longer duration. Or at a minimum let us merit more "category 2", so we can fully merit diffusion without sacrificing Enchainment or Assimilation.

Cabalabob
05-15-2012, 08:24 AM
I'd be happy with double duration for double mp costs etc. larger mp cost for longer duration so our spells will last for the duration of at least a fight beats having to cast the same spell twice/three times in one fight for small mp cost

Agerknux
05-15-2012, 05:56 PM
I agree, I would much rather spend more MP for a longer buff duration. That extra time used to rebuff yourself is a loss of a lot of damage(Where blu already behind 2h jobs where the dds are buffed as well).

Sharnak
05-15-2012, 07:45 PM
Many of Buff magic of Blu become useless since it's duration is too short. Let's see

BLM version
Shock Spike / Spell cost: 24 MP
Casting Time: 3 seconds
Recast Time: 10 seconds
Spell Duration: 3 minutes

BLU Version
Plasma Charge / Spell cost: 24 MP
Casting Time: 3 seconds
Recast Time: 60 seconds
Duration: 60 seconds

Same MP same cast time but why blu end up 1 min and blm get it for 3 min?

or

Ice Spikes / Spell cost: 16 MP
Casting Time: 3 seconds
Recast Time: 10 seconds
Spell Duration: 3 minutes

Reactor Cool / Spell cost: 28 MP
Casting Time: 3 seconds
Recast Time: 60 seconds
Duration: 120 seconds (2 minutes)

It's already almost double MP just for 12 percent more def still less duration than ice spikes.

Same to many of buff/debuff magic with very short duration.
Like Barrier Tusk you cast time is 10 percent of totally time use that is very insane. Make it more useful please.

Transmit
05-16-2012, 01:32 AM
Another vouch for make the spells last longer and increase the MP cost appropriately. Right now the spells are NOT worth using at all. We wouldnt give up points on our spell list for these buffs at the moment.

3 minute duration Triumphant roar at 108mp instead of 36mp? I'd take that in a heart beat.

Briarb19
05-16-2012, 05:50 AM
Thank you very much Camate for the response.

To sum up, I think it's fair to say based on the feedback in this thread, the consensus among BLUs is that we're perfectly willing and ready to pay more MP to cast these buff spells in return for a longer duration.

But I want to stress that I think it would need to be at least x2 the duration and probably closer to x3 or even more in many cases to be a worthy improvement. In other words, please don't skimp on this :)

In terms of ways to execute this, besides making a flat update to all buff spells across the board (which I think is fine and I can't imagine any BLU complaining about), another way is to create a stance that applies only to BLU buff spells where cost is tripled in return for tripled duration. That allows you to leave the present system alone. This ability "stance" could become one of the new merit abilities where each additional upgrade enhances the potency of the buff by 5%.

In any event, I really hope this change doesn't get pushed to the back burner because it really is one aspect of BLU that is pretty broken at the moment, in varying degrees.

Looking forward to hearing more feedback from Dev. Thanks again Camate!

Daniel_Hatcher
05-16-2012, 07:13 AM
Thank you very much Camate for the response.

To sum up, I think it's fair to say based on the feedback in this thread, the consensus among BLUs is that we're perfectly willing and ready to pay more MP to cast these buff spells in return for a longer duration.

But I want to stress that I think it would need to be at least x2 the duration and probably closer to x3 or even more in many cases to be a worthy improvement. In other words, please don't skimp on this :)

In terms of ways to execute this, besides making a flat update to all buff spells across the board (which I think is fine and I can't imagine any BLU complaining about), another way is to create a stance that applies only to BLU buff spells where cost is tripled in return for tripled duration. That allows you to leave the present system alone. This ability "stance" could become one of the new merit abilities where each additional upgrade enhances the potency of the buff by 5%.

In any event, I really hope this change doesn't get pushed to the back burner because it really is one aspect of BLU that is pretty broken at the moment, in varying degrees.

Looking forward to hearing more feedback from Dev. Thanks again Camate!


You mean Composure... Not going to happen.

Briarb19
05-16-2012, 08:13 AM
You mean Composure... Not going to happen.

Well Camate just said they're concerned about making BLU overpowered by increasing duration. Call it whatever you want - at least a stance is a possible fix.

Fyreus
05-16-2012, 02:08 PM
What's overpowering? Most of the spells we'd share with the pt would be once every 10mins. If it were once every 1 to 3 then i'd understand. SE often judges spell vs spell but players judge spell + situation + recasts/casts vs situation and that's why we have these problems--we play to win which is something i think they no longer do (See PW for details).

Saenomo
05-18-2012, 08:45 AM
Can we have the rest of blue "magic" classified in terms of formal spellcasting? Our healing spells are based off Healing skill and are affected by "Increases 'Cure' potency" gear. Can we get our buffs classified as Enhancing Magic, our debuffs classified as Enfeebling Magic, and our Drain/Aspir type spells classified as Dark Magic (Maybe Holy for Magic Hammer to protect the broken aspect of what I am about to suggest on the next line).

This way, /SCH would be able to enhance the spells using their stratagems and again making them more viable options.


~~~~

From a different option, and one I think people might find agreeable, would a new Job Trait be out of the question?

A BLU exclusive Job Trait.


In an effort to keep the beast at bay, the Magus Attire was forged in an effort to prevent the transformation into something far more feral (Never figured out why a powerful BLU would become a BLM Soulflayer even if they had no experience as a BLM). A new method was developed by the Immortals to protect oneself further, but recovery time increases.


Protected Soul (Job Trait): The duration of your buff spells increases, but your recast time for all spells increases.
Protected Soul I - Buff duration increases by 15%. Recast time for all spells increases by 30%.
Protected Soul II - Buff duration increases by 10% (25%). Recast time for all spells increases by 20% (50%).
Protected Soul III - Buff duration increases by 15% (40%). Recast time for all spells increases by 30% (80%).
Protected Soul IV - Buff duration increases by 10% (50%). Recast time for all spells increases by 20% (100%).

Set 2 of the following spells for each tier:
Cocoon
Refueling
Feather Barrier
Diamondhide
Amplification
Triumphant Roar
Regeneration
Battery Charge


This would mean that, in exchange for doubling the recast time of all of your spells, you could increase the duration of your buffs by 50%. A 1-minute buff would last 30 extra seconds, a 3-minute buff would last for closer to 4 minutes and 30 seconds. However, blue spells could not be spammed anywhere near as fast. In fact, the trait would have an added benefit to limiting the TP feed of some spell happy BLUs much to the joy of some tank jobs.

Cabalabob
05-18-2012, 11:27 PM
Can we have the rest of blue "magic" classified in terms of formal spellcasting? Our healing spells are based off Healing skill and are affected by "Increases 'Cure' potency" gear. Can we get our buffs classified as Enhancing Magic, our debuffs classified as Enfeebling Magic, and our Drain/Aspir type spells classified as Dark Magic (Maybe Holy for Magic Hammer to protect the broken aspect of what I am about to suggest on the next line).

This way, /SCH would be able to enhance the spells using their stratagems and again making them more viable options.


~~~~

From a different option, and one I think people might find agreeable, would a new Job Trait be out of the question?

A BLU exclusive Job Trait.


In an effort to keep the beast at bay, the Magus Attire was forged in an effort to prevent the transformation into something far more feral (Never figured out why a powerful BLU would become a BLM Soulflayer even if they had no experience as a BLM). A new method was developed by the Immortals to protect oneself further, but recovery time increases.


Protected Soul (Job Trait): The duration of your buff spells increases, but your recast time for all spells increases.
Protected Soul I - Buff duration increases by 15%. Recast time for all spells increases by 30%.
Protected Soul II - Buff duration increases by 10% (25%). Recast time for all spells increases by 20% (50%).
Protected Soul III - Buff duration increases by 15% (40%). Recast time for all spells increases by 30% (80%).
Protected Soul IV - Buff duration increases by 10% (50%). Recast time for all spells increases by 20% (100%).

Set 2 of the following spells for each tier:
Cocoon
Refueling
Feather Barrier
Diamondhide
Amplification
Triumphant Roar
Regeneration
Battery Charge


This would mean that, in exchange for doubling the recast time of all of your spells, you could increase the duration of your buffs by 50%. A 1-minute buff would last 30 extra seconds, a 3-minute buff would last for closer to 4 minutes and 30 seconds. However, blue spells could not be spammed anywhere near as fast. In fact, the trait would have an added benefit to limiting the TP feed of some spell happy BLUs much to the joy of some tank jobs.

You can't have a job trait that hurts you, it's a passive ability that you can't choose to toggle on or off. What if I wanted to set cocoon and battery charge but didn't want my buff recasts increased? It doesn't work as a trait and to make it an ability would be composure which Blu will not get, move away from increased recasts as a penalty in ideas it's been done, Blu won't get it

Daniel_Hatcher
05-18-2012, 11:33 PM
Can we have the rest of blue "magic" classified in terms of formal spellcasting? Our healing spells are based off Healing skill and are affected by "Increases 'Cure' potency" gear. Can we get our buffs classified as Enhancing Magic, our debuffs classified as Enfeebling Magic, and our Drain/Aspir type spells classified as Dark Magic (Maybe Holy for Magic Hammer to protect the broken aspect of what I am about to suggest on the next line).

This way, /SCH would be able to enhance the spells using their stratagems and again making them more viable options.


~~~~

From a different option, and one I think people might find agreeable, would a new Job Trait be out of the question?

A BLU exclusive Job Trait.


In an effort to keep the beast at bay, the Magus Attire was forged in an effort to prevent the transformation into something far more feral (Never figured out why a powerful BLU would become a BLM Soulflayer even if they had no experience as a BLM). A new method was developed by the Immortals to protect oneself further, but recovery time increases.


Protected Soul (Job Trait): The duration of your buff spells increases, but your recast time for all spells increases.
Protected Soul I - Buff duration increases by 15%. Recast time for all spells increases by 30%.
Protected Soul II - Buff duration increases by 10% (25%). Recast time for all spells increases by 20% (50%).
Protected Soul III - Buff duration increases by 15% (40%). Recast time for all spells increases by 30% (80%).
Protected Soul IV - Buff duration increases by 10% (50%). Recast time for all spells increases by 20% (100%).

Set 2 of the following spells for each tier:
Cocoon
Refueling
Feather Barrier
Diamondhide
Amplification
Triumphant Roar
Regeneration
Battery Charge


This would mean that, in exchange for doubling the recast time of all of your spells, you could increase the duration of your buffs by 50%. A 1-minute buff would last 30 extra seconds, a 3-minute buff would last for closer to 4 minutes and 30 seconds. However, blue spells could not be spammed anywhere near as fast. In fact, the trait would have an added benefit to limiting the TP feed of some spell happy BLUs much to the joy of some tank jobs.

As said, there can be no negative with traits.

As a question: Who will get this trait naturally? BLU doesn't get any unique traits bar the merits, which are not really traits as such.

Saenomo
05-19-2012, 09:25 PM
Firstly, there are already traits that hurt you in one way or another. Look at Dual Wield, clearly a boon, but due to the bonus of a reduction in delay, it reduces your TP gain (Until of course, you counter balance it with a low enough weapon delay).

The simply truth is that our buffs just don't last long enough to justify even bothering to set most of them. They're are cheap to cast for the most part, but are typically self only spells (sans Diamondhide) and tend to waste spell slots for an effect you almost never have up when you do set it.

How about a job ability that acts as Perpetuance does for a scholar? Maybe an increase in duration at a cost of more MP to cast. Double duration of the effect, but it costs 2-3x as much MP to cast? Though I'd really rather it just be built into the spells by default. I know I'd be willing to increase MP cost by 2-2.5x on any blue magic buff (except stoneskins and blinks because they'll never stay up beyond their other limit anyway) to double the duration of the effect.

Cabalabob
05-19-2012, 10:21 PM
Dual wield doesn't hurt you unless you choose to dual wield. You can't choose to not use the trait your suggesting. Again if I wanted to set battery charge and cocoon purely because they are good spells I'm then forced to have increased recasts that I don't want. Unlike dual wield where you can simply not dual wield and avoid the tp loss. And don't say something like increased durations will make up for the increased recasts, cause first off you made the recasts double that of the duration when some of our spells already have a longer recast than duration. Second off with spells such as occulation that already have a hefty recast and aren't solely based on duration will suffer from a trait I didn't even want to set.

Neisan_Quetz
05-20-2012, 01:58 AM
Not sure if that statement about dual wield is serious.

EDIT: yes I do recognize your per hit tp gain goes down but in no way is dual wielding a negative.

Metaking
05-21-2012, 02:36 AM
well actually dw and martial arts can be detrimental in high haste set ups (caped haste [gear], embrava, haste [spell], yada yada), well unless se has changed something in the formula recently.

Briarb19
05-21-2012, 04:38 AM
Of the list that was given, there was an impression that Feather Barrier being a passive skill is difficult to really utilize within the short effect duration of 30 seconds, but for the rest of the spells the development team feels that they are not extremely difficult to utilize within their effect durations.

I was reading this over again and I had another thought that I wanted to mention. You say here that the development team feels the other spells "are not extremely difficult to utilize within their effect durations", but let me ask - have they given any consideration to the "fun factor", or lack thereof, of having to focus on constantly recasting buffs in order to keep them up and actually get use out of them? Would they want to have to spam these buffs over and over?

The duration is so short on these buffs, that in order to keep them up consistently, we need to constantly be re-focusing our attention on when they're going to wear, thus taking time and attention away from fighting mobs. I think it's fair to say we'd rather be focusing the bulk of our attention and efforts on fighting mobs and just enjoying the effects of these buffs. As we've emphasized in this thread, we're willing to pay more in MP to simply not have to recast these spells so much in order to utilize them. I don't see how that's not perfectly reasonable.

Most groups spend more time buffing than these spells actually last and by the time the fight actually begins, they need to be recast again. If SE is such a fan of balance, then they need to acknowledge the lack of it here from more than just the "ability to utilize" standpoint. The lack of balance here is directly reflected in how little use (if any) a lot of these buffs get in the game.

Please take that back to the development team and make sure they understand that, quite frankly, it just stinks having to recast these so much from even just a simple gaming experience perspective. This is on top of the fact that it negatively impacts our DD capabilities in varying degrees having to stop to recast one or even, God forbid, more than one of the super short duration buffs. And lastly, at the end of the day, most of them really are ineffective in most scenarios because they're simply too underwhelming from an execution standpoint relative to the maintenance they require.

In other words, I think more than Feather Barrier needs a fix and the update to Diffusion isn't going to cut it.

We've proposed a simple solution, which is the increase cost in return for increased duration. I'd like to hear their feedback on that.

Neisan_Quetz
05-21-2012, 06:34 AM
well actually dw and martial arts can be detrimental in high haste set ups (caped haste [gear], embrava, haste [spell], yada yada), well unless se has changed something in the formula recently.


For Nin (martial arts is limited to Mnk and Pup main/sub anyway) and I believe thf depending on other gear, for Blu I couldn't get a dual wield setup behind singlewielding in damage even with x2 march. Haven't fully checked under embrava but unless I overlooked something it appears to be the same.

Prothscar
05-21-2012, 03:49 PM
With Embrava, Haste, capped gear haste, and 30% DW (DWIII + Suppa) you're sitting at 22.07%~ delay remaining, 2.07% more than cap. That's the highest that a BLU will ever be in optimal gear. So there's still room for delay reduction, and until that reduction is capped, Dual Wield is superior to single wielding.

The offhand weapon adds additional stats and 1 fTP to your weaponskills. Until single wielding does this, Dual Wield is superior to single wielding.

The offhand weapon will still be adding more TP/s than dropping the second weapon and only having one, as the increased delay between single and dual wield at any reasonable haste level is negligible.

As far as when you're dual wielding, and its reduction of TP/hit, it is a minute difference, especially when compared to the immense gain in attack speed.



Dual Wield is never detrimental to a BLU.

Metaking
05-23-2012, 12:25 PM
I was actually focusing that at Cabalabob who said a passive trait cant hurt you, but for nin mnk and possibly dnc it can. on 1 handed note tho, its to bad fencer dosnt have enough..... something to make it worth using over dw sometimes, o well. on the topic of are buffs i think the target time for all blu buffs should be about 5mins, but if something has to have a shitty duration at least give it an almost instant casting time. I would also like o see a drop in diffusion time with this change so a blu could keep one of its buffs up close to full time on a party.

Cabalabob
05-23-2012, 11:33 PM
I dunno about martial arts I don't have mnk, but for dual wield it doesn't force you to hold two weapons, if you hold 2 weapons then there is a delay reduction but just having the trait does nothing if you don't use the off hand

Tennotsukai
10-25-2013, 12:41 PM
Whoa! I remember this. They never did anything about feather barrier did they? I guess these new spells will fix these bad duration spells. Hoping.



Hi everyone :)

Thanks for the easy to read list and your suggestions.

We ran the feedback by the development team and they mentioned that since blue magic spells have such high stats, they would like to proceed with adjustments carefully. Basically, if we were to extend the effect durations right now, the MP cost for the time granted would be lower, causing blue mages to be in a superior position, so thought needs to given to this when making adjustments.

Of the list that was given, there was an impression that Feather Barrier being a passive skill is difficult to really utilize within the short effect duration of 30 seconds, but for the rest of the spells the development team feels that they are not extremely difficult to utilize within their effect durations.

We will be adjusting Diffusion in the next version update and this will enhance the usability of these blue magic spells further, so we would like to see the effects from this and determine the necessity for adjustments.