Whatever it is they do for 11, I'm just hoping that they give something like a halved effect of whatever it is for lucky roll. Otherwise, why bother staying on the lucky roll when you can go for broke?
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Whatever it is they do for 11, I'm just hoping that they give something like a halved effect of whatever it is for lucky roll. Otherwise, why bother staying on the lucky roll when you can go for broke?
Hopefully it benefits enough so I can play my COR more in Abyssea.
COR is good. If you aren't playing it, it is most likely because it isn't best. Giving it invulnerability and 9999 per hit would solve that. Is that what you were asking for?
Making buffs = to atmas for starters is what i ask or better yet make atmas = to buff.
Because most people don't want to bust a roll when they land on lucky. Its your choice how you play COR though.Quote:
Originally Posted by Rosalie
When i play i aim for Lucky until i pass it. If im on 1-5 ill roll again assuming not lucky.
If i'm on 6 ill check a few things..
1. Is Fold up?
2. Do i currently have 1 busted Roll on my COR?
Sometimes ill roll on 6, sometimes i wont.
Add a new job ability category called "Jackpot". Similar to quickdraw or strategems, it is it's own category of various job abilities, and you store jackpot charges. Unlike other JAs, there is no timer for new charges, the only way you earn a charge is by rolling XI. You start off capable of holding 1 charge at level 1, and get the ability to hold another 1 every 20 levels (21, 41, 61, 81). Zoning or changing jobs resets your Jackpot to 0 charges. Some examples:
(level 1) Hedge Bet: 1 charge; Grants a status effect for 15 seconds which forces any new roll to land on its lucky number.
(level 30) Double or Nothing: 1 charge; Doubles the duration on all active rolls for party members within range.
(level 40) Big Shot: 2 charges; Grants the user a status effect for 30 seconds which increases the number of maximum and current quick draw charges to 4.
(level 50) Royal Flush: 2 charges; Removes 1-5 debuffs from all party members in range and 1-5 buffs from all enemies in range.
(level 60) Cut: 3 charges; Halves the time left on all expended abilities and spells for party members within range, including SP abilities.
(level 75) All In: 4 charges; Grants the user a status effect for 1 minute which increases the number of maximum rolls they are capable of applying to themselves and their party members to 3. Additionally, the phantom roll timer will be reset to 0 for the entire duration of the status effect, allowing the corsair to rapidly apply all 3 rolls if need be.
(level 90) House Always Wins: 5 charges; Grants the user and all party members in range the effect of every phantom roll at a potency equal to its lucky number for 1 minute. This causes all currently active phantom rolls to be overwritten, and disables the ability to apply any new phantom rolls until the effect expires. Job bonuses apply if the correct job is currently in the corsair's party.
SE asked what people wanted from lucky XI rolls, and there have been some very good ideas, but not all of them are well suited to everyone's tastes and how THEY like to play corsair. A system similar to this allows SE to implement multiple ideas suited to various peoples tastes and allow the player to choose on the fly which XI bonus is best for them.
first I thought the 'house always wins' would break game balance, but it needs you to get an 11 5 times, so: not game breaking in my opinion. additionally you could get a 33% chance to obtain another charge if you get the lucky number, 33% chance to loose a charge if you get the unlucky number and 50% chance of loosing a charge if you bust.
I like all but 4. While I like the idea of 3 rolls, it would be a pain to rush to get them all up especially if you are trying to get 3 up on both melee and mages. Can't think of an alternate that would be worth 4 charges though.Quote:
Add a new job ability category called "Jackpot". Similar to quickdraw or strategems, it is it's own category of various job abilities, and you store jackpot charges. Unlike other JAs, there is no timer for new charges, the only way you earn a charge is by rolling XI. You start off capable of holding 1 charge at level 1, and get the ability to hold another 1 every 20 levels (21, 41, 61, 81). Zoning or changing jobs resets your Jackpot to 0 charges. Some examples:
(level 1) Hedge Bet: 1 charge; Grants a status effect for 15 seconds which forces any new roll to land on its lucky number.
(level 30) Double or Nothing: 1 charge; Doubles the duration on all active rolls for party members within range.
(level 40) Big Shot: 2 charges; Grants the user a status effect for 30 seconds which increases the number of maximum and current quick draw charges to 4.
(level 50) Royal Flush: 2 charges; Removes 1-5 debuffs from all party members in range and 1-5 buffs from all enemies in range.
(level 60) Cut: 3 charges; Halves the time left on all expended abilities and spells for party members within range, including SP abilities.
(level 75) All In: 4 charges; Grants the user a status effect for 1 minute which increases the number of maximum rolls they are capable of applying to themselves and their party members to 3. Additionally, the phantom roll timer will be reset to 0 for the entire duration of the status effect, allowing the corsair to rapidly apply all 3 rolls if need be.
(level 90) House Always Wins: 5 charges; Grants the user and all party members in range the effect of every phantom roll at a potency equal to its lucky number for 1 minute. This causes all currently active phantom rolls to be overwritten, and disables the ability to apply any new phantom rolls until the effect expires. Job bonuses apply if the correct job is currently in the corsair's party.
Though that is the beauty of the system. You don't need to like my specific examples, they can be replaced by anything you want. Or not. You can skip over any of my examples and/or replace them with your own. I came up with those ideas within about 10 minutes to hopefully satisfy several different people as to what they wanted from XI bonuses. The idea is that the system provides several benefits for every playstyle.
Sometimes you want your rolls to last a long time, such as a boring situation like Abyssea exp parties which last forever and never require a spike in power, therefore Double Or Nothing would be suited to your needs. Or sometimes you're having a bad day and hit unlucky numbers frequently, have one bust active, fold and snake eye are both spent, and you just need one good roll to tide you over, then Hedge Bet would be your man. Seeing as how I have Armageddon, my COR is relatively powerful, though not as powerful as a Death Penalty corsair would be with Big Shot; just burn 2 charges on QD, burn Big Shot, Random Deal for 4 more shots, Wild Card for 4 more, then Random Deal again, you have yourself some carnage. Royal Flush was borne of my opinion that not enough jobs are capable of clearing negative status effects. Cut, I thought would be appropriate for a job that concerns itself so heavily with recast times.
As you say, "All In" would be difficult to use properly, but that is one of the things I love about FFXI. People who play the game well can use their wisdom and finesse to outclass players who have better gear than them. Against enemies who are capable of massive dispels (nightmare hippogryph in Dynamis - Valkurm or various wyrms single-target dispels), the ability to rapidly apply rolls with no recast would be immanently valuable, not to mention the power boost from having 3 rolls active for as long as you can keep them.
My primary concern is versatility. Several jobs are powerful, but versatility is what I value above all. BLM has the most powerful magic damage, access to the most powerful sleep spells, and stun which makes them irreplacable in many situations. So what I want for COR is the abillity to rise to the challenge and prove themselves in nearly any situation. A zerg? House Always Wins. Slow, steady progress with no surprise weak rolls? Hedge Bet. Last man standing and need to save the day? Big Shot. That's what I want to see for COR and every job. We're not just gunbards, we're pirates, we're unique, and we're versatile.
My point was that if there's some sort of retarded awesomeness on 11 that isn't at least partially on lucky rolls is that why bother staying on the lucky roll when you can at least try for a shot at the 11 awesomeness (I stay on 7+ anyways)
TBH I was pretty much fine with the 10 min effect on 11's, but if something better comes out I'm not going to complain. (still would like a partial effect on lucky #'s though!)
Been playing cor for at least 3 years, don't act like I don't know how it works.
[dev1004]
some ideas:
dice roll 10, you get QD charge +1.
dice roll 11, you get QD charge +2.
Your QD damage will enhance your hexagun range attack and range acc.
200 QD damage will add 20 range attack and 20 range acc (duration 20 sec).
Dealing damage on mobs with hexagun will reduce busting timer if you have bust on.
Every 50 damage will reduce 2 sec on bust.
We buff the party, not just ourselves.Quote:
dice roll 10, you get QD charge +1.
dice roll 11, you get QD charge +2.
lol what? Hexagun? Seriously?Quote:
Your QD damage will enhance your hexagun range attack and range acc.
So I'd get 100 racc and 100 ratk from my shots..that's cool, but maybe not lolQuote:
200 QD damage will add 20 range attack and 20 range acc (duration 20 sec)
There are merits for bust duration(which you shouldn't even consider anyway). And wtf with hexagun?Quote:
Dealing damage on mobs with hexagun will reduce busting timer if you have bust on.
Every 50 damage will reduce 2 sec on bust.
A few ideas for corsair:
I believe that some these adjustments could add to the fun of corsair while still maintaining game balance.
‘XI’ Effects
‘XI’ Roll Effects: Various effects on a roll can be added per the roll of an XI by a corsair. Not only will the effect of the roll increase, but the potency depending on the party size. Aside from this, a hidden job trait – “Deal Out”— will activate for the corsair lasting for about 30 seconds. This trait will allow the user the use of Quick Draw with a major delay reduction on its next use (3-5 seconds), and access to new card abilities. When the corsair reaches a roll of an eleven, an animation will appear around the corsair and dialogue: “*player name* has gained the effect of Deal Out”.
‘Deal Out’ Card Powers: When a player has gained the ability “Deal Out”, each card gains a special latent effect (enhanced versions of its current effects) for its use:
Light Shot: Puts target to sleep and Inflicts a small damaging ‘dia’ effect (1-2hp/tick) onto an enemy, this effect continues through its sleeping (1-2 minutes).
Dark Shot: Inflicts a short time ‘attack down’ effect or ‘blind’ effect (1-2 minutes), these will stack with other effects of the same nature.
Earth Shot: Inflicts a mild ‘slow’ status onto the enemy (5%), this effect stacks with other slow inducing effects.
Wind Shot: Inflicts a short time ‘defense down’ effect, ‘gravity’, or ‘silence’ (1-2 minutes), these stack with other effects of the same nature.
Ice Shot: Inflicts a short time ‘paralyze’ or ‘bind’ effect (1-2 minutes), these stack with other effects of the same nature.
Thunder Shot: Stuns the enemy for a short time (2-5 seconds).
Water Shot: Inflicts a high damage ‘poison’ effect on a target (5hp/tick), will awaken a sleeping enemy, but stacks with other ‘poison ‘effects.
NOTICE: cards used under the trait of “Deal Out” will not enhance the potency of a previously used card under its effect. (ex: using ‘Water Shot’ twice under the same “Deal Out” effect will not make it into a (10hp/tick) poison)
‘XI’ Party Size Potency: The bonus of a roll will be enhanced depending on the size of the current party the corsair is in (excluding alliance members). For Example:
Chaos Roll (Members in party):
Attack +31% (1 member)
Attack+ 33% (2 members)
Attack+ 35% (3 members)
Attack+ 37% (4 members)
Attack+ 39% (5 members)
Attack+ 41% (6 members)
With DRK:
Attack+ 41% (1 member)
Attack+ 43% (2 members)
Attack+ 45% (3 members)
Attack+ 47% (4 members)
Attack+ 49% (5 members)
Attack+ 51% (6 members)
‘XI’ Roll Duration: The current duration remain unchanged
Regards to bullet pricing and stock:
As a player of corsair, I also feel that that the prices for bullets are extremely high at the current time. But this is also due to the cost of ingredients and/or the acquisition of synthesis materials. For players that can synthesis bullets, it comes down to the price of materials and demand of the item. It will be difficult to make alternatives without damaging the economy for those that synthesis. Though some of these ideas may sound a bit too much for both sides, it could help the corsair job.
Exchanging cruor, tabs, conquest points, allied notes, and/or imperial standing: It could help the players if there were choices to obtain bullets via the methods above. But the bullets obtained through these methods should not only be usable by the player environment, but not as powerful as some auction bought bullets.
More easily obtainable materials: Though I cannot provide a detailed summary of certain materials that can be obtained or added into the game, this is also a concern for those that can synthesis the items. This way bullets could be sold for less on auction. Some ingredients can also drop off of abyssea mobs (if they do not already), maybe increasing the drop rate could be beneficial. But it’s important not to make them too easily obtainable, or there will be no bullets on the auction.
[dev1004] Corsair’s Phantom Roll Ability
Thanks for all your feedback! We went to the development team with the veritable treasure trove of ideas posted, and are pleased to return with good tidings.
The team rather liked the notion of having bonus effects being granted to both the corsair and party members. They are looking into implementation as we speak, and will perform tests to ensure that the corsair’s true essence is not compromised in the course of change. Due attention will also be given to prevent an overreliance on rolling an 11.
The amount of work needed to implement these refinements makes introduction difficult in the next major version update. Once they go live, however, we believe that players will not be disappointed with the results!
Many posts were also made suggesting an increase in the number of active roll effects. We don’t plan to make this an aspect of rolling an 11. Rather, seeing as active song effects can be increased by equipping the Daurdabla, we believe that introducing new gear offering a similar benefit for rolls would be a practical solution.
You're already delaying the update, don't you think that gives you enough time?
They're talking about implementing something from a suggestion from scratch. They've already got a pretty full plate.
Wow, the next next update couldn't get here any quicker. Can't wait to check out what they come up with.
See? A buffer job doesn't do things just for himself!Quote:
The team rather liked the notion of having bonus effects being granted to both the corsair and party members.
This is a cool idea...though inventory space is going to hurt even more @.@ moar gear swapping! xDQuote:
seeing as active song effects can be increased by equipping the Daurdabla, we believe that introducing new gear offering a similar benefit for rolls would be a practical solution.
Wizard on the dd party? lol yep you're not supposed to do that. You move away from them and roll wizard on yourself.
Meh kind of where cor is today being more of a dd job then a buff job. It realty dose not madder that he putting wizard roll on dd because they do not need any rolls. At best cor is more of a self buff job that dd with one ws and one QD (out of 8) that happens to be able to buff other jobs that are already at the cap. I do hope they fix all buff jobs soon so they are playable.
Can't wait to see what you guys decide to do.
Repost from another thread that has gotten lost:
I got this...
Rolling an 11 on a Phantom Roll will give you the best possible buff (as it does now) but will also not take a slot on your "2 buff list".
I.E. I have Chaos Roll (1 buff), I roll Evoker's Roll and hit 11.... when the Phantom roll timer is up I can roll Hunter's Roll for a total of 3 buffs active at one time.
If I roll an 11 on Hunter's Roll.... well... I can now roll a 4th
it's not over powered because Snake Eye is the only control you have over hitting 11, and it's on a 5 minute min. timer anyways... We don't hit 11 enough for it to become an issue, and it will REALLY play on our luck, which is what SE always wanted anyways.
From the news from the dev team, look's like we'll be getting our new update in June. ; ; I want it now.
How about an 11 will give the players a charge they can activate when they choose for a special short time boost. A charge icon could sit right on top of your status' bar. It could be as simple as 'removing' the status manually to activate and gain the effect. It can be as simple as Chaos roll giving an additional percentage to your attack for a certain amount of time, or spice it up by giving an additional ability instead. Maybe make it so certain job rolls gain their respective jobs abilities. Maybe chaos roll could give you a temporary last resort or soul eater. Or fighters roll could give certain warrior abilities like warcry or aggressor etc. It doesn't have to be restrained to what the job associated can do. Maybe Healer's roll charge will act like an instant self cure, curaga, or esuna. Warlocks could allow you to chainspell the next two spells you cast, Wizards roll could let you magic burst your next spell without a skillchain, etc. The possibilities are endless.
It seems easy to regulate how powerful these buffs could give. Simple adjust the stats according or only allow certain jobs to gain access to specific charges or only allow charges when you hit an 11 WITH a job bonus. That would force people to build party's a little smarter and would increase the want for the commodore tricorne.
That's my two cents. With the addition of abyssea, I feel corsair's buffing power doesnt compare to what someone can atma on theirself. Perhaps a nice power increase is in order.
Corsair's roll would be better if we get a random buff on the party like a stoneskin effect, blink, aquaveil, or a random buff on stats, like a str+, vit+, def+ or atk+,def,+acc or +racc, this way we could keep the gambling nature of the job, and give us incentives to try get an 11 with this roll.
And to SE, when are you planing to give us more bullet options as well as an easier way to get'em
Personally, my favorite suggestions so far have been either locking in the 11 roll, or making it a "free" roll.
I don't believe this has been suggested yet, but I only read through the first 5 pages or so.
What about an 11 hitting everyone in the alliance, rather than just the corsair's party? If this change is supposed to buff corsairs in Abyssea, a lot of times people are in alliances for either experience or linkshell events. I feel like it would get quite a bit of attention from the other parties of the alliance, and people might appreciate having a corsair more often.
How about hitting 11 unlocks a 3rd roll effect allowed! kina like the empy harp does :o if someone alrdy suggested this forgive me.
Rolling 11--
Give us back 10 min. (extend with winning streak)
or
Add a special boost to rolls: [JOB] rolls-
Upon getting XI, add the original buff +
COR- 40% instead of 25% (more xp)
NIN- Ninja tool expertise +3-5
RNG- Recycle +3-5
DRK- Endark? or just more atk
BLU- absorb magic +3-5
WHM- HP recovered while healing
PUP- more accuracy + ranged accuracy
BRD- more interrupt down
MNK- +kick attacks (only jobs with H2H skill)
BST- double attack +3-5 for pets
SAM- Zanshin +3-5
SMN- would like this revamped to be % based instead of hard number
THF- Triple Attack +1-3
RDM- Fast Cast
WAR- Counter
DRG- Conserve MP for pets
PLD- + DEFENSE
BLM- +magic critical
DNC- would like this recamped to be % based instead of hard number
SCH- more conserve MP
Bolters- no change
Casters- no change
Coursers- +Sharpshot
Blitzers- no change
Tacticians- no change
Allies- extend time window it takes to make skillchains/magic bursts
Still waiting on a Parry+ roll, or add Parry to Corsair's roll.
If you roll an XI, you are able to have a third roll on the party that lasts the same duration as the roll which landed an XI.
I would be happy just getting increased duration back, I loved that.
If that's totally not an option at all, then yes I think allowing a 3rd roll would be the next best thing.
Edit: whoops, totally did not read all pages in this thread - I see a Dev responded already, guess that means no extended duration then :(
Dear dev1004,
This update was hugely disappointing to me and I would bet most other Corsairs in Vana'diel. This forum has SO many ideas on what could be done to make COR that much more, and yet all we are given is a harder job. The not busting after you roll an 11 is decent BUT resetting the recast time on phantom roll seems helpful for the time being but in the long run it will create a GAP where players are left without any or all rolls. example, COR rolls an 11 on chaos roll(duration 5 min) COR then rolls samurai roll and gets a 9. If the COR stays at 9 then both rolls will wear off about 10 seconds apart and then melees will be left without 2 rolls on for at least a minute unless the COR hits an 11 again and can spam the rolls. Even is the COR pushed the 9 ang got lucky with a 2 on double-up, so both rolls at 11. The same problem will still exist. Chaos roll will wear and then 10-15 seconds (depending on how many double-ups were needed) Samurai roll will wear. and without an 11 the COR will be leaving either melee or mages, because a good COR will roll 4 rolls total, without their buffs because his/her rhythm will be off completely due to this update. Hence it will make the Corsairs have to work even harder to be a good cor.
We can support and DD (depending on sub job and whatnot) and if we fail at keeping buffs up our party members, then we may as well have come full DD or full support(BRD)
Please fix our problems and make COR's actually wanted again, its sad that I never get to play on my Corsair when I have put so much time an effort into it, simply because the majority of the players in FFXI, refuse to have a COR in their party and demand that I play on another job.
/cry and still upset about the failupdate >.<
Tazz that scenario is exactly what I was thinking as well, once we make that 3rd roll remember we also will lose the 30sec recast, that means we are going to screw up our times as well.
But not only that...I could have sworn they said they wanted to give a bonus to the Corsair AND the party, as it stands now this doesn't really do either, I really hope you are reading this SE...way to fail.
Double duration again :(
I'd like to see an 11 roll give everyone in the party a random JA from the job associated with that roll.
For instance, in a PT with a WAR, roll an 11 Drachen Roll and there's a chance the WAR in your PT gets a one-time use of Super Jump to shed some pesky hate after using Ukko's Fury.
Or with a WHM in the party, roll an 11 Warlock's Roll and there's a chance the WHM gets a free Convert.
Plus, it would be wacky fun if your SMN got Impetus or sommat.