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View Full Version : En-Spells and Magic Damage



Demonjustin
01-24-2014, 01:39 PM
Since new weapons such as Anahera Saber and Vanir Knife have Magic Damage on them and RDM can use them can you please adjust En-Spells so that every 10 Magic Damage increases En-Spell damage by 1 point? It would greatly enhance these spells which have fallen in damage so badly with how high our damage goes now days, there was a time when En-Spells were decent damage on top of our own damage on our weapon, but now that our base DMG rating itself has increased to nearly double the old amounts, En-Spells have taken a dive.

By using this stat to enhance En-Spells further than the cap of 30 damage, and at the same time applying it to more of our weapons, melee gear, and Reforged Armor, it would greatly help these spells.

Doombringer
01-24-2014, 02:02 PM
how are you getting 35 damage? i have 500 enhancing and only get 30.

Demonjustin
01-24-2014, 02:12 PM
Sorry, misspoke, meant to say 30.

saevel
01-31-2014, 08:39 AM
Yeah 10:1 isn't gonna do jack sh!t for enspell damage. Need to be more like 1:1 or even 2:1 to be remotely useful.

Demonjustin
01-31-2014, 08:59 AM
No kidding, but tell me Saevel what do you think the chances are they will even give us this boost that together would be like a 70% boost? I doubt the 600% boost would be acceptable at all by them. I am trying to aim for something that we can make at least some use of rather than something that will simply be shot down and forgotten, but for the record, I do agree with you that 5:1 and 1:1 would be much more favorable and that this is fairly small, I just think at the same time that something is better than nothing.

Doombringer
01-31-2014, 11:06 AM
honestly? i'd rather they just fix enspell II.

any further balance tweaks could just be made to the enhancing skill formulas. avoid making it more complicated than it has to be, you know?

Demonjustin
01-31-2014, 11:40 AM
Well, again I agree, but besides the fact that a lot of people also seem to argue against the change to En-IIs, SE seems to think they should be kept the same as well. Though I would love to see them fixed all the same, I just feel like Magic Damage could be made useful for this too since it is magical damage after all.

saevel
02-02-2014, 12:46 AM
SE has pretty much written of RDM entirely at this point. From a developers point of view it's a headache, too much of a push in any direction and it's OP, to little and it's weak sauce. As player WE know how to balance it, but SE's develops have never been known to actually implement successful balance. Anything good they've done is by accident.

Demonjustin
02-02-2014, 02:32 AM
Well even if it were an accident, us being on all of the new light DD gear is a happy accident at the very least, because it is making at least some difference in our melee capabilities, were they to give us better En-Spells and some way to get an Attack Buff, Dual Wield, a way to support and melee at the same time without losing either a ton of DPS or being effectively useless, and/or at the same time making it so that an annoying high ass amount of gear weren't needed to do our job effectively on anything hard such as Ark Angels, then it would be awesome and RDM melee could be a real thing. Gear has been a very effective first step though since we are finally getting closer to being more on even ground with a job like BLU, a job which is still far stronger than RDM is even close to being.

saevel
02-02-2014, 01:37 PM
RDM being on the new gear is 100% accidental. They are using the gear templates from 2003/2004, back when RDM was put on a lot of light leather / scale gear. As long as they keep redoing that then RDM will get decent gear, the moment they go back to the "bad ass heavy gear, mediocre light gear, shitty every-mage gear" concept they've been using is when RDM gets shafted again.