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View Full Version : Upcoming February blue mage nerf



evanwimbish
02-04-2015, 10:45 AM
Blue Mage
The accuracy of the additional effect of blue magic spells will now vary based on blue magic skill.


Why are you doing this to us?

Now I have to put on 512 worth of blu magic skill armor to make weight stick with subduction-----> then change to int/mab armor to keep damage high...

Some blue magic skill armors are still pre level 99 with no stat bonus upgrades so trying to maximize blu skill is now going to effect accuracy with no added incentive? Thanks for making me have to waste more inventory space!

evanwimbish
02-04-2015, 10:49 AM
Boooooooooooooooooooooo!

dasva
02-04-2015, 12:41 PM
Why are they doing this to us? Because blu magic spell additional effects have been broken for years because they are the only magical effects associated with spells that aren't effected by skill. This most likely wont effect any gearing at all but just be a free 400+ macc. It's a huge buff not a nerf at all so calm down and learn how macc works.

Also for subduction specifically I don't think there will be any change. I believe this problem was only for physical moves additional effects because they were coded more like weaponskills with additional effects while magical ones used normal magic stats. This seems backed up by the list of things that don't land being composed of only physical magic additional effects and some ws

evanwimbish
02-04-2015, 06:02 PM
Firstly, I'm well aware of how magic accuracy works, which is why I'm pissed they are subbing magic accuracy with blue magic skill...

Why did I farm 5/5 hagondes +1 Macc 20-28 each ( which I doubt you have) for them to say blue magic skill will take it's place months later, and if what ur saying makes any sense then magic accuracy wouldn't exist at all..

Granted I've already farmed the rest of my blue magic skill + armors the week relic armors were revamped, so I'm not worrying about obtaining them however now for "additional effects" from MAGICAL spells now vary on blu skill


All of my magical blu spells for example reaving wind, work fine (lowers enemy's tp to zero) if I miss then I put on all slots magic accuracy equip set and I'm able to lower delve sharks TP, I doubt if I replace my hagondes + 1 Macc feet 25 with 8 blu magic skill relic feet I will be able to accomplish landing this attack on the shark.

Lastly since were on the topic; scholar and redmage currently have this problem because magic accuracy lands enfeebles more than enfeebling magic does. I have to take off enfeebling magic armor in order to land enfeebs so I don't think repeating the same mistake will work.


They aren't boosting the potency or correcting spells like bilgestorm, they are making it so blue magic skill is like how enfeebling magic is set up


<~~~ reliably sticks silence on delve NMs as sch/rdm and as blu/rdm

evanwimbish
02-04-2015, 06:09 PM
If u noticed last update for blu they revised "physical blue magic" as well as commented on "the effects of physical blue magics will now be effected by ect ect

Blue Mage
The accuracy of the additional effect of blue MAGIC spells will now vary based on blue magic skill.

NOT physical- so as it stands, I don't want to have to put on blue magic skill + armor to land additional effect :stun from blitzriah

Tidis
02-04-2015, 06:43 PM
If u noticed last update for blu they revised "physical blue magic" as well as commented on "the effects of physical blue magics will now be effected by ect ect

Blue Mage
The accuracy of the additional effect of blue MAGIC spells will now vary based on blue magic skill.

NOT physical- so as it stands, I don't want to have to put on blue magic skill + armor to land additional effect :stun from blitzriah

The way I see it is they don't intend you to need to gear for blue magic skill for accuracy of additional effects, more that by having capped 424 skill, you'll probably land most additional effects outside of high level mobs.

Segagamer
02-04-2015, 09:41 PM
What I got from them saying it will vary with blue magic skill is that will just simply further increase your magic accuracy, in the same way a RDM's enfeebling skill will do so along with all their gear.

Kensagaku
02-05-2015, 01:00 AM
I think you're way overreacting, Ev. Let's just use the same gearset for argument's sake, assume we have something like, idk, +150 Macc. Obviously not including dual-club Magic Accuracy Skill here, but I don't have my sets in front of me so I don't have the exact amount of actual M.acc. Just throwing out an example. And btw, yes I do have Hagondes with M.acc augments, so thank you for your condescension. :P

Now tell me, how does going from 150 Macc / 0 Skill affecting extra effects to 150 Macc / 424 (440 with merits!) Skill affecting extra effects sound like a bad thing?

As a side note: "reliably sticks silence on delve NMs as sch/rdm" - Bwuh? Either arts bumps you up to a B+, versus a WHM's C, and if a WHM can land Silence on a good majority of mobs, I certainly hope you can too.

Catmato
02-05-2015, 02:21 AM
All of my magical blu spells for example reaving wind, work fine (lowers enemy's tp to zero) if I miss then I put on all slots magic accuracy equip set and I'm able to lower delve sharks TP, I doubt if I replace my hagondes + 1 Macc feet 25 with 8 blu magic skill relic feet I will be able to accomplish landing this attack on the shark.

Why would you drop your Hagondes?

evanwimbish
02-05-2015, 03:37 AM
That's why I'm frustrated, there's no magic accuracy on any of the "blue magic skill" gear except for like 1 piece, so if you try to cap blu skill and then aim for magic accuracy, ull resist (just like enfeebling magic) vs just wearing magic accuracy armors. I wish they would have boosted the potency through skill vs the accuracy (like for every 50 blu points occupation gets 1 shadow) but blue magic skill gear currently is aimed for physical blu magic and not magical... I really hope the post overall was a typo

Olor
02-05-2015, 03:38 AM
I'm pretty sure MACC will still help, just like it helps a RDM land enfeebling magic or dark magic like stun... I am pretty sure Dasva's right this will be a big boon for BLUs

And yes, you will have to make gear choices. Obviously if 20 MACC is more potent than 5 BLU skill (or whatever) - then equip the MACC... I am not sure what the issue is here.

Marada
02-05-2015, 03:43 AM
This issue is, where SE is trying to fix the jobs to make them fit for the current content to be useful, people complain because that change means they have to do a lot of changing as well. In the OP's case, his gear.

Kensagaku
02-05-2015, 03:49 AM
@Ev

...You... are completely confused, sir. You wouldn't stack one and then the other at all times, you would stack the greater of the two values. 1 skill is roughly 1 Macc, so if you'd get more out of Macc, you'd put that on over skill. They aren't removing Macc's effect on additional effects, they are BOLSTERING the effects of it. Again, you can wear the same Macc set you have now and still get more of a boost, because not only are you getting that Macc, but you're also getting an additional amount from having native Blue Magic skill. >_> Why is that so hard to understand?

evanwimbish
02-05-2015, 04:25 AM
My magic accuracy is currently at +217 from armor, which blue magic armor can I equip so I can have both more magic accuracy, INT, MND and blue magic skill points?

Since blue magic skill will now contribute in governing the magic accuracy of magical blu spells, and I DONT use windower, how can I cap the games new true value of magical accuracy solo.

blue magic skill will help the accuracy (in some cases the amount of damage you deal vs your maximum damage) of magical spells for blues that don't already have hagondes 5/5 but now I'm going to have to reach higher levels of blue magic skill on future content as well as find magic accuracy paths when I haven't had to worry about this thus far.

I like my current subduction damage of 3673 and I very much enjoy my 30k dark orbs as blue mage. I feel I understand the job throughly because I don't read forums on how to play a job for armor or magic decisions, I figure it out myself. I lead an all blue mage linkshell and we are not happy about this new accuracy change because it's making more and more people rely on windower and leaves less people playing on xbox :(

Kensagaku
02-05-2015, 05:06 AM
...What? That makes no sense. You don't need change your armor sets at all. Are you listening? Contribute =/= Replace. Your Macc gear as valid as ever. Guess what. You don't even have to change your gear sets here. Surprise! To put it simply: Before, you had your base effect accuracy altered by your Magic Accuracy. Now, we've added on a second figure, that only IMPROVES it. You don't have to add more Blue Magic Skill unless it gives you a greater value than your Magic Accuracy. Just some comparisons:

Hagondes +1 Head with a +23 M.acc augment.
Luhlaza Keffiyeh +1 with 13 Blue Magic Skill.

The former adds 23 Magic Accuracy. The latter adds 13 Magic Accuracy. 23 > 13. I don't see why this is so hard to grasp?

Again. You do not need to change your gear sets at all to benefit from this. Why? Because not only is your old gear still completely viable here, but you get a bonus ON TOP OF YOUR PREVIOUS GEAR from your native skill. Not just skill from armor, actual skill. You know, that thing you spent so long leveling.

Also wtf does Windower have to do with the 'new true value of magical accuracy'? You don't have to use another program to realize that 23 > 13, like shown above. Whichever is higher is still better, you just have native skill to contribute to your magic accuracy now.

Marada
02-05-2015, 05:12 AM
If Ken is correct, which I would have no doubt he is, isn't BLU going to become uber after this update? Just saying >.>

Kensagaku
02-05-2015, 05:33 AM
...Logic is hard, clearly, and using logic makes me a "novelty blue mage". Are you even reading what I'm saying, or are you trying to arrange my words to make yourself sound good?

I said it, and I'll underline it again, and even bold it if it will help you see. You. Do. Not. Have. To. Change. Your. Gear. As you stated, as I have stated repeatedly, you would NOT take off the +28 Macc head. You would KEEP the +28 Macc head because 28 > 18. That's a 10 Macc difference. There is no nerf here, even if your gear remains entirely the same. It is purely a buff, with no room for a loss; your Macc values have not changed from gear. The only difference is that Blue Magic Skill will add ATOP that.

The general rule of thumb is that 1 Skill = 1 Macc. So let's use your gear. +217 Magic Accuracy. Cool. Now, let's add the skill changes too. 217 + 440 = 657. But okay. 657 Macc is a nerf from 217 Macc.

Now granted, I think we're being a little too hopeful, I imagine there will be some scaling on it, but the base line is that you are not losing that 217 Magic Accuracy. You are gaining a buff without even having to alter your gear sets. But keep thinking that your 20k Abyssea damage is amazing when you can't understand the basic concept of this as a buff. I won't stop you.

Raydeus
02-05-2015, 05:46 AM
Last night we were talking about this on the LS, and the concensus is that at least /BLU is probably dead. I only use Headbutt, Sandspin + blindII, battle dance and Cocoon, and from those probably only Cocoon will be useful now.

I hope I'm wrong and /blu retains more usefulness than just Cocoon though.

Kensagaku
02-05-2015, 05:50 AM
The thing is that I don't think that it is changing even as a sub. Before, the adjustment for additional effects was purely M.acc. Now it is M.acc and skill, so even /BLU you should still have a BLU49's boost to M.acc from native skill in addition to normal M.Acc. If you have merits in Blue Magic Skill, that might bump you up further.

Tbf though, I haven't tried /BLU in a lot of situations, mostly once or twice on RUN and a few times on DRG back in the day. So I can't say for certain here.

Catmato
02-05-2015, 07:29 AM
Since blue magic skill will now contribute in governing the magic accuracy of magical blu spells

The update says "The accuracy of the additional effect of blue magic spells will now vary based on blue magic skill.". The way it reads to me it the update will have no effect on spell damage, nor on spells that don't do damage.

dasva
02-05-2015, 07:32 AM
Firstly, I'm well aware of how magic accuracy works, which is why I'm pissed they are subbing magic accuracy with blue magic skill...
http://i.lvme.me/v8ccqht.jpg

larrymc
02-06-2015, 01:51 AM
The problem here is that SE was not very clear about how this will affect the existing mechanics for landing additional effects for physical spells.

Before this update - the way to land additional effects was to boost magic accuracy.

This is known.

SE was *extremely* ambiguous as to whether this new mechanic of blu skill is additive to magic accuracy, or does it *replace* magic accuracy. My mind was right along with the OP at first, thinking that perhaps it replaced it - which would likely be a huge nerf, as we can pack on alot more m.acc than we can blue skill.

However, taken in the context that SE has not nerfed anything for any job in the past year or more - I think it is reasonable to assume that blue skill will simply add to the magic accuracy of landing additional effects.

In other words - using the exact same gear that we have used in the past, every blue will now get a (hopefully) huge boost to landing additional effects.

dasva
02-06-2015, 02:44 AM
Ok I'll try to make it short and simple.

Macc isn't just a stat that can be replaced. It's just like acc in that it is the sum several things and you wouldn't think skill replaces acc would you? These things include the actual macc/acc stat. It also usually includes some kind of stat comparator like dex to agi for acc or agi/int/mnd/chr etc to int for magical abilities/spells. And then there is skill, for acc the skill of the weapon factors in and for magical spells the magic skill factors. And the macc of magical ws or things like QD also seemed a boost for the weapons skill.

The problem arises (and yes it is a problem and bug that has been accepted and promised to be fixed several times) with the additional effects on physical ws never seemed to get the boost from skill though many (not all) of them seemed to just get a huge macc boost to compensate. And when they made blu physical spells they made them similar to physical ws even though there is a magic skill to draw from and like ws only some were given macc boosts to compensate. This meant that for some spells was like trying to cast say sleep with 0 enfeebling skill. And all the macc in the world isn't going to make up for that. This update would basically be the same as boosting that same gimp rdm to fully lvld enfeeble skill and make the skill on armor count though given gearing options macc pieces will still probably be better

The only gearing it should change is maybe body for some people and maybe ammo depending on actual melee acc (remember you still have to land the physical dmg just for a chance for the additional effect) for a few spells. Notably tourbillion and Barbed Crescent (though might make some already accurate ones like Sudden Lunge very accurate). Should also be noted that this also doesn't fix the additional effects on all the ws that are still broken

larrymc
02-06-2015, 02:50 AM
"It's just like acc in that it is the sum several things and you wouldn't think skill replaces acc would you?"
I do see your logic and your argument - but we are talking about blue - until recently attack didn't affect the attack power of blue physical spells - only blue skill & stats.

In the end however, we are on the same page that this will not be a nerf.

dasva
02-06-2015, 05:16 AM
Yeah but they fixed that would seem highly odd that they go back and basically do the same thing that they fixed on the att side here on the acc side. Purposefully creating a flaw they already learned there lesson.

Though even if they did given the amount of macc we get it would still be a decent buff though nowhere near as big and would encourage weird annoying gearing

Edit: Now that I think about it if they did do something weird and difficult like replacing it that nothing would really change. The spells that are broken wont land at all now even if you geared for macc unless you fight like lvl 60 mobs. If they straight up replaced it you'd only end up with like another 100-150 macc which still wouldn't be enough to land so really the only way this will really have any fix the broken spells is doing exactly like it sounds like they are doing

Sixtythree
02-06-2015, 04:32 PM
So does this change the very apparent and intentionally implemented immunity endgame NM's have against 97% of the spells we have? Or does it just allow a boost in landing Paralyzing Triad on basic mobs? I'm appreciative of any balance if it's in fairness and for the better of the game but it seems like a small handful of effects were coded to function or work, while others just don't or would be perhaps too OP if they functioned in majority of endgame.

EDIT to be fair partially some of the spells show no text or visual indication of success in landing so it's assumption on my part which I do recognize.

YosemiteYogorockBlondelle
02-06-2015, 08:38 PM
So does this change the very apparent and intentionally implemented immunity endgame NM's have against 97% of the spells we have? Or does it just allow a boost in landing Paralyzing Triad on basic mobs? I'm appreciative of any balance if it's in fairness and for the better of the game but it seems like a small handful of effects were coded to function or work, while others just don't or would be perhaps too OP if they functioned in majority of endgame.

EDIT to be fair partially some of the spells show no text or visual indication of success in landing so it's assumption on my part which I do recognize.

Besed on your edit comment Sixtythree, I would say that it is only part of what is a broken-function on those additional effects spell's as well.

So I know I'll get a few roaring at me for this probably but what is the +magic damage factor into this when the changes to magic accuracy/blue points change occurs after the update and maybe the +Magic Damage & Magic accuracy on gears vs blue points on gears as well but we will have to see what happens after the update before we can fully understand its function and once we truly discover what it is or isn't doing after the update, only then we can truly complain about needing a change but I wouldn't be suggested that we go on to stop discussing about it either. :cool:

Tidis
02-06-2015, 09:06 PM
Besed on your edit comment Sixtythree, I would say that it is only part of what is a broken-function on those additional effects spell's as well.

So I know I'll get a few roaring at me for this probably but what is the +magic damage factor into this when the changes to magic accuracy/blue points change occurs after the update and maybe the +Magic Damage & Magic accuracy on gears vs blue points on gears as well but we will have to see what happens after the update before we can fully understand its function and once we truly discover what it is or isn't doing after the update, only then we can truly complain about needing a change but I wouldn't be suggested that we go on to stop discussing about it either. :cool:

Afaik, the change is only for the additional effects of blue magic, so blue magic damage should be completely unchanged.

YosemiteYogorockBlondelle
02-06-2015, 10:42 PM
Afaik, the change is only for the additional effects of blue magic, so blue magic damage should be completely unchanged.

I figured someone might misunderstand my post but its alright. I wasn't necessarily referring to blue magic damage but its okay and no plans to elaborate any further as well.

Kensagaku
02-07-2015, 01:14 AM
Magic damage has never had anything to do with spell accuracy or additional effect accuracy; magic damage affects the base damage of your spells before modifiers (MAB, INT, etc) and increases the base so that the multipliers are more potent. That's why it's so good for low-tier nukes, which have a relatively low D stat, but for higher tier nukes it is far less effective.

So I'm not sure how the changes will make magic damage function any differently for Blue Magic...?

saevel
02-07-2015, 02:13 AM
This won't be a nerf though I'm very curious to see how this goes because some spells seem to function normally right now. It's likely the spells had either a static base magic acc value, or some had a dynamic one based on same obscure factor (dLevel or something like that). I say this because some spells that are low level seem to of scaled well with higher content (delta thrust / whirl of rage / benthic typhoon off the top of my head) while others never landed even on ridiculously low level mobs (sub 50's). Tourbillion and Barbed Crescent only landed about 5% of the time I used them on mobs so low level that I should be blowing past their resist even without skill. Possible that proc rate as somehow tied into dLevel / skill, which would of been a f*cking hilarious oversight.

Grekumah
02-07-2015, 04:07 AM
The rate in which the additional effects of blue magic spells land will be increased by both blue magic skill and magic accuracy.

Olor
02-07-2015, 04:09 AM
The rate in which the additional effects of blue magic spells land will be increased by both blue magic skill and magic accuracy.

This is great news. Thanks for confirming.

dasva
02-07-2015, 04:56 AM
This won't be a nerf though I'm very curious to see how this goes because some spells seem to function normally right now. It's likely the spells had either a static base magic acc value, or some had a dynamic one based on same obscure factor (dLevel or something like that). I say this because some spells that are low level seem to of scaled well with higher content (delta thrust / whirl of rage / benthic typhoon off the top of my head) while others never landed even on ridiculously low level mobs (sub 50's). Tourbillion and Barbed Crescent only landed about 5% of the time I used them on mobs so low level that I should be blowing past their resist even without skill. Possible that proc rate as somehow tied into dLevel / skill, which would of been a f*cking hilarious oversight.

While it is possibly there is some dlvl factor... in fact iirc none of the macc testing was able to rule it out on any spell or type of magic it's likely that they just give certain spells (and some debuffs types too for that matter) some kind of innate extra/less macc. Notice how in magic in general some spells are just more accurate or some debuff types are. Also some probably had better dstat factors and some might not have had any at all. The spells that you listed always did have a decent to good land rate. iirc those 2 spells were given weird semi varying durations instead (kinda like para) so might not have multiple resist states

Also another thing they do that can increase the chances of at least landing a debuff is having more resist states. Minimum land rate is 5% so if it's straight up hit or miss if your macc sucks you will only see it land 5% of the time. If there is a half resist state then that same 5% hit rate would result in 9.75% chance to at least land it. If there is a 1/4 resist then it goes up to 14.26% etc. Stun/flash in particular are notorious for this and are theorized to have many resist states so while you might not get full duration the odds of it not landing at all are very low outside of immunity or near immunity

Haven't tried barbed/tourbillion recently and not sure what your gearing was but from what I remember doing it in full ilvl it tourbillion landed fairly well on lvl 50-60 mobs though in just normal 99 gear not so much. Hard to say with gearing and such but the difference between a 99 and a 60 geared good enough to land spells on mobs there should be around 250-300 macc if skill is included so would make sense that a 99 not having their 440 or so skill included would still have floored land rates but be close enough where 119 ilvl should land it though might have needed some macc pieces in that to get a good rate

saevel
02-07-2015, 03:33 PM
Haven't tried barbed/tourbillion recently and not sure what your gearing was but from what I remember doing it in full ilvl it tourbillion landed fairly well on lvl 50-60 mobs though in just normal 99 gear not so much. Hard to say with gearing and such but the difference between a 99 and a 60 geared good enough to land spells on mobs there should be around 250-300 macc if skill is included so would make sense that a 99 not having their 440 or so skill included would still have floored land rates but be close enough where 119 ilvl should land it though might have needed some macc pieces in that to get a good rate

Full iLevel 119 vs level 60 and 50 Xp mobs. 20 casts each, landed twice but for the full duration. Base magic resist is a rank C skill for the mobs level plus any elemental specific resists, so just figure out what a rank C skill would be and you have a good idea of where to start. Even with a 25% full land rate, which is well under the mobs magic resist, we should still see it more often then ~5%. This wasn't to precisely nail down the proc rate or magic acc but to determine how bad it really was and if there was anything that could be done to raise it significantly. It's why I also believe the additional effect isn't a 100% proc rate but actually really f*cking low. There are several items in the game that have additional effects that proc rate vary with some stat, the elemental swords being a good example. Feather Storm and Spiral Spin both have "chance of effect varies with TP" along with several weapon skills, so it's probable that additional effects can simply not proc, which really piss's me off.

Level 75 would have ~225 base magic evasion
Level 60 would have ~190 base magic evasion
Level 50 would have ~142 base magic evasion
Level 40 would have ~114 base magic evasion

You should get a noticeable land rate as long as your within 50 or so of the magic evasion.

dasva
02-07-2015, 07:56 PM
Well a lot of those numbers are pure theory only a few mobs few spells really had meva nailed down and I believe the C thing was more for players... given that back at those levels it wasn't exactly easy to land spells on EMs naked from what I remember I think it was probably a tad higher. Iirc the one they did nail down was 77 qiqirn and then only to stone I at around 290 which is more like A+. Though at low levels there isn't much of a difference but a 60 would be more like 203 then. And on top of those elemental resistances there was supposed to be specific effect resistances (not counting the resist traits) some spells seeming to have some innate greater accuracy against most things or much lower etc. So what their exact meva to those effects would be would be a tad trickier to determine would probably need an actual test.

Anyways full 119 can mean a lot of things right now. Like for example if you meant ilvl swd and say full reforged af+1 that would only be 188 macc skill and 18 macc. Assuming macc skill ~macc then that would be about 206 macc which if they spell and debuff had 0 macc nerf on it and the mob didn't have some kind of resistance to that and didn't have slightly higher resist than hit rate would be about 53%... you observed 10% but with that sample size the confidence interval is kinda huge to the point that the actual rate could've been in the low 20s. So all it would take is any one of those factors to up the mobs meva or lower your macc by about 40 which in the grand scheme of things isn't huge to the point if we go a decent bit lower we should be fine

So on that note I went out to try it myself since all I really can remember is testimonials from other blus saying it's easy to land on low level stuff and you are saying it isn't. So 191 macc skill plus another 80 macc I had lying around on some really low lvl stuff (like 30-40) in Zi'tah (which is why I didn't use Tourbillion since it kept one shotting them) 20/20 landed for full duration so doesn't look like a low proc rate to me sounds like just really bad macc that should be fixable with this update

Either way we shall see in a couple of weeks.

larrymc
02-07-2015, 09:43 PM
The rate in which the additional effects of blue magic spells land will be increased by both blue magic skill and magic accuracy.

This is great news, the news that you still read the blue forums :). Also thanks for the response on magic accuracy. I can't wait for the update!

Tidis
02-07-2015, 11:48 PM
Well damn, that's a massive buff to BLU then, probably a good shot of additional effects working most of the time.

BLU Sudden Lunge Stun gun anyone?

saevel
02-08-2015, 04:47 AM
Well a lot of those numbers are pure theory only a few mobs few spells really had meva nailed down and I believe the C thing was more for players... given that back at those levels it wasn't exactly easy to land spells on EMs naked from what I remember I think it was probably a tad higher. Iirc the one they did nail down was 77 qiqirn and then only to stone I at around 290 which is more like A+. Though at low levels there isn't much of a difference but a 60 would be more like 203 then. And on top of those elemental resistances there was supposed to be specific effect resistances (not counting the resist traits) some spells seeming to have some innate greater accuracy against most things or much lower etc. So what their exact meva to those effects would be would be a tad trickier to determine would probably need an actual test.

Anyways full 119 can mean a lot of things right now. Like for example if you meant ilvl swd and say full reforged af+1 that would only be 188 macc skill and 18 macc. Assuming macc skill ~macc then that would be about 206 macc which if they spell and debuff had 0 macc nerf on it and the mob didn't have some kind of resistance to that and didn't have slightly higher resist than hit rate would be about 53%... you observed 10% but with that sample size the confidence interval is kinda huge to the point that the actual rate could've been in the low 20s. So all it would take is any one of those factors to up the mobs meva or lower your macc by about 40 which in the grand scheme of things isn't huge to the point if we go a decent bit lower we should be fine

So on that note I went out to try it myself since all I really can remember is testimonials from other blus saying it's easy to land on low level stuff and you are saying it isn't. So 191 macc skill plus another 80 macc I had lying around on some really low lvl stuff (like 30-40) in Zi'tah (which is why I didn't use Tourbillion since it kept one shotting them) 20/20 landed for full duration so doesn't look like a low proc rate to me sounds like just really bad macc that should be fixable with this update

Either way we shall see in a couple of weeks.

The lowest I was really able to test were mobs in the ~45 range cause after that it starts one shoting them and I have other things to do. If you were able to get that kind of rate by going even lower then it's likely it simply had 0 base magic acc, which would be retarded but entirely possible for SE. Also is +magic accuracy skill counted as global +magic accuracy or does it get added to the skill component for determining base magic acc, would be the same for everything except if that skill wasn't being used in the first place.

dasva
02-08-2015, 05:33 AM
The lowest I was really able to test were mobs in the ~45 range cause after that it starts one shoting them and I have other things to do. If you were able to get that kind of rate by going even lower then it's likely it simply had 0 base magic acc, which would be retarded but entirely possible for SE. Also is +magic accuracy skill counted as global +magic accuracy or does it get added to the skill component for determining base magic acc, would be the same for everything except if that skill wasn't being used in the first place.

Fairly certain macc skill works since other blus I've talked to said they first noticed getting better hit rates on low level stuff when macc skill came out because before that we didn't get enough macc to even hit lvl 30 mobs. Looking back at exact mob levels looks like they went up to 46. Given those numbers if macc skill and skill isn't counted it would have to have a very nice innate macc boost to get those hit rates. Sounds doubtful. If macc skill counts but skill doesn't assuming my observed was capped hitrate (20/20 seems likely or at the very least close to capped) then it could still have a macc boost (though given your a bit higher seems doubtful still) or up to ~-30 macc penalty built in. Hard to say exactly but sounds like the only thing it counted was macc and macc skill with possible small innate penalty and maybe a small amount of stat comparison. So if all this holds true right now even with perfect sets we are effectively casting a little under 400 macc so basically worst off than we'd be doing with a magical spell naked


Well damn, that's a massive buff to BLU then, probably a good shot of additional effects working most of the time.

BLU Sudden Lunge Stun gun anyone?

Will probably still somewhat depend on which one and against what... but the ones that already work good unless they go back and ninja them will probably become much more accurate

larrymc
02-18-2015, 06:06 AM
If my skill is capped, how will the spells I'm already using be affected by this change compared to before? How will this affect the use of skill+ gear?
Blue magic already affected by your skill will not be changed by this adjustment.
By increasing your blue magic skill beyond the cap using equipment, spells that were not affected by skill before will now have higher rates of success.


The above is Kincard's translation (Thank you) from a JP dev response, which makes me less hopeful about the impact of blue skill on landing the additional effects. Emphasis mine.

The way I read it is that you have to slap on gear to exceed your blue skill cap in order to get any boost from this change. So if you already had a high m.acc set, there will be no change because you can add on alot more m.acc than you can blue skill.

We will know for certain in a few days.

dasva
02-18-2015, 08:43 AM
Could be a mistake dev or mistranslation. Translating game terms is notoriously difficult. It also could just be a very specific response to that question. Since he was asking what if he was already capped what would that mean he got an answer of what would happen if he increased beyond the cap

Seems odd that they would mention some already get full benefit of skill and they would change the others to only get over the cap especially as that would be like no other spell, be harder to implement and as stated would effectively change absolutely nothing

Grekumah
02-19-2015, 06:10 AM
Greetings,

I’d like to answer some blue mage-related questions that we received.

The purpose of the adjustments being made to blue magic this time around is to standardize the determination of additional effects that are different for each blue magic spell.

Amongst the spells that have been released until now, there were some that had additional effect activation rates that were affected by blue magic skill, while other spells were not affected by this. However, in the February version update we’ll be making it so the additional effects for all blue magic spells will be affected by blue magic skill.

The blue magic spells that were already being affected by the blue magic skill won’t be affected by this current adjustment; therefore, there will be no change in the activation rate for these additional effects.

Blue magic spells which have been adjusted this time will have a higher additional effect rate now when you equip gear that pushes your skill value over the base skill cap.



Will probably still somewhat depend on which one and against what... but the ones that already work good unless they go back and ninja them will probably become much more accurate

It won’t be determined just by blue magic skill. The spells that were previously only affected by magic accuracy will now receive effects from both magic accuracy and blue magic skill, so magic accuracy will still play a role in the activation rate.

dasva
02-19-2015, 06:26 AM
Oh I realize that I was talking about ones that are already good might be getting better if they didn't currently use skill

larrymc
02-19-2015, 07:12 AM
Greetings,

I’d like to answer some blue mage-related questions that we received.

The purpose of the adjustments being made to blue magic this time around is to standardize the determination of additional effects that are different for each blue magic spell.

Amongst the spells that have been released until now, there were some that had additional effect activation rates that were affected by blue magic skill, while other spells were not affected by this. However, in the February version update we’ll be making it so the additional effects for all blue magic spells will be affected by blue magic skill.

The blue magic spells that were already being affected by the blue magic skill won’t be affected by this current adjustment; therefore, there will be no change in the activation rate for these additional effects.

Blue magic spells which have been adjusted this time will have a higher additional effect rate now when you equip gear that pushes your skill value over the base skill cap.



It won’t be determined just by blue magic skill. The spells that were previously only affected by magic accuracy will now receive effects from both magic accuracy and blue magic skill, so magic accuracy will still play a role in the activation rate.

I think another way of putting it is that only the broken blue spells, like Tourbillion and Barbed Crescent, for example, will be affected by this change. Any spells where the additional affect already lands on high level mobs (like Sudden Lunge) must have already had blue skill in the magic accuracy equation.