Ophannus
10-02-2012, 03:37 AM
Can we have a new one for the coming months? The following jobs need heavy revisions:
RDM: Lack of unique spells, no ultimate spell like Meteor or Arise, needs better enhancing magic if Rune Fencer is going to be getting enspells and such.
BLU: Physical Blue Magic is potent but only on mobs that are weaker than "Very Tough" at 99. Physical Blue Magic is absolutely atrocious in endgame events and on high level NMs mostly due to level correction and lack of abilities/equipment that boost the attack power of physical Blue Magic which need to overcome high defense values of these NMs
DRG: Updates have focused too heavily on Wyvern survivability, but the problem now is that the Wyvern can still die if the Dragoon is KO'd in the first few moments of the fight which is very often. Additionally, Stardiver is very weak compared to Resolution and Dragoons lack any kind of stance or self-buffing Job Ability to increase their damage. Wyvern pets deal 15-20 damage/hit to NMs in legion and our WS do maybe 1500-2k at best with Gungnir and bard songs+corsair rolls. WARs and DRKs with Ukko or Ragnarok are dealing upwards of 4-6k damage and hit hard and fast due to Berserk/Desperate Blows. DRGs would gladly opt for a JA that boosts attack by 25-30% but restricts Wyvern Breaths similar to how Fan Dance/Saber Dance offer bonuses but restrict certain JAs.(Elemental Wyvern Breaths deal such low damage on high level NMs due to them having Breath Damage Taken defense attributes, breaths deal roughly 20-50 damage on hard NMs. Also need to adjust our traits and replace Critical Defense Bonus with Critical Attack bonus(helps our Jumps and Drakesbane, why do DRKs get it anyway when they have no critical based abilities but dragoon has so many and Dragoon is hardly a tank so Critical Defense Bonus is such a huge waste it's insulting).
Relics also need to be adjusted, make the enfeebling additional effects on Relic weapons more potent. Ragnarok has no enfeebling effect but it has a potent bonus to critical hit rate, meanwhile Gungnir's "Defense Down" additional effect is weaker than angon,at least make them stack! Additionally lots of relic weapon aftermaths are unacceptably weak while others are unfairly potent. Apocalypse/Ragnarok/Mandau/Bravura have very nice and useful aftermaths while Kikoku and Gungnir, especially Gungnir are seriously flawed. It's been 8years since relics came out and I ask myself every day WHY SHOCK SPIKES
Overall please fix one-handed damage calculations against high level targets. One handed jobs are worthless in legion, and hard NMs due to how damage is calculated. It has been worked out using known damage formulas that if level correction was adjusted, laxed or removed for these NMs, that jobs like Ninja, Blue Mage, Thief and Dancer would actually be pretty potent damage dealers and the mentality of relevant damage dealing jobs would switch from the narrowminded WAR/DRK/SAM only to include other jobs as well.
RDM: Lack of unique spells, no ultimate spell like Meteor or Arise, needs better enhancing magic if Rune Fencer is going to be getting enspells and such.
BLU: Physical Blue Magic is potent but only on mobs that are weaker than "Very Tough" at 99. Physical Blue Magic is absolutely atrocious in endgame events and on high level NMs mostly due to level correction and lack of abilities/equipment that boost the attack power of physical Blue Magic which need to overcome high defense values of these NMs
DRG: Updates have focused too heavily on Wyvern survivability, but the problem now is that the Wyvern can still die if the Dragoon is KO'd in the first few moments of the fight which is very often. Additionally, Stardiver is very weak compared to Resolution and Dragoons lack any kind of stance or self-buffing Job Ability to increase their damage. Wyvern pets deal 15-20 damage/hit to NMs in legion and our WS do maybe 1500-2k at best with Gungnir and bard songs+corsair rolls. WARs and DRKs with Ukko or Ragnarok are dealing upwards of 4-6k damage and hit hard and fast due to Berserk/Desperate Blows. DRGs would gladly opt for a JA that boosts attack by 25-30% but restricts Wyvern Breaths similar to how Fan Dance/Saber Dance offer bonuses but restrict certain JAs.(Elemental Wyvern Breaths deal such low damage on high level NMs due to them having Breath Damage Taken defense attributes, breaths deal roughly 20-50 damage on hard NMs. Also need to adjust our traits and replace Critical Defense Bonus with Critical Attack bonus(helps our Jumps and Drakesbane, why do DRKs get it anyway when they have no critical based abilities but dragoon has so many and Dragoon is hardly a tank so Critical Defense Bonus is such a huge waste it's insulting).
Relics also need to be adjusted, make the enfeebling additional effects on Relic weapons more potent. Ragnarok has no enfeebling effect but it has a potent bonus to critical hit rate, meanwhile Gungnir's "Defense Down" additional effect is weaker than angon,at least make them stack! Additionally lots of relic weapon aftermaths are unacceptably weak while others are unfairly potent. Apocalypse/Ragnarok/Mandau/Bravura have very nice and useful aftermaths while Kikoku and Gungnir, especially Gungnir are seriously flawed. It's been 8years since relics came out and I ask myself every day WHY SHOCK SPIKES
Overall please fix one-handed damage calculations against high level targets. One handed jobs are worthless in legion, and hard NMs due to how damage is calculated. It has been worked out using known damage formulas that if level correction was adjusted, laxed or removed for these NMs, that jobs like Ninja, Blue Mage, Thief and Dancer would actually be pretty potent damage dealers and the mentality of relevant damage dealing jobs would switch from the narrowminded WAR/DRK/SAM only to include other jobs as well.