Didn't know that. Guess I wont have to worry about leveling my SCH for sub.
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Yes, I misinterpreted. I thought you meant /SCH, which seemed pointless to mention. Anyway, it's still wrong, as it works on Absorb-ACC with DRK/SCH (which is a Lv.61 DRK spell).
Regardless, Manifestation doesn't work on any Elemental Magic, so I don't see a reason why it would work on Meteor.
I wonder how they gonna balance +110 Mab on top of +10% damage from Mythic with Meteor ;)
Bad boy XD
I wanna discipline that bad boy!
Comet is a little bit timid one..
Howdy!
Based on the results of testing, we are planning to make the below adjustments to Meteor.
•Addition of cumulative resistance
When repeatedly casting Meteor on notorious monsters, cumulative resistance will develop and the damage of Meteor will be lowered for a certain amount of time.
※This cumulative resistance is only for Meteor.
•Enmity adjustments
Currently, the last person to cast Meteor gains almost all of the enmity, but we are making adjustments so that all of the players who cast Meteor will generate enmity. The amount of enmity that each player will receive will be based on the order of casting, with the greatest amount of enmity falling to the player who cast last.
This will be reflected on the test server tomorrow as long as everything goes smooth.
I can't take it. It's my personal pet peeve of doom...
"Casted" is not a word! Past tense of "cast" is still "cast"!
*crying in a corner*
Why would you add cumulative resistance to something that can only be cast once every 10 minutes, AND has a group cast effect?
I am pleasantly surprised by Meteor. It's obviously meant for a specific situation involving multiple Black Mages, but it seems as though it will not disappoint anyone within that situation.
The movie producer casted the role of the wizard who casted a spell on the fisherman who casted his line into the lake and fished up a golem casted in plastic! TAKE THAT!
Is this on top of the cumulative resistance NMs already have for magic or did Meteor circumvent this?
Holy smokes! Didn't see this coming. Meteor, eh? Gonna leech my BLM! ^^
Considering that this baby does 70-80 AoE on most things, even if it's 10minutes is ridiculously overpowered and no other job has the kind of damage output even among relic/mythics/empyreans. I'm going to presume this spell will be a monumental challenge to receive since SE said something like: 'Arise would be extremely difficult to obtain and not all WHMs will be able to get it due to this" and Meteor is already stronger in comparison than just a Raise with shorter weakness. While I'm not complaining, it would be nice if other jobs gained the use of some kind of ridiculously overpowered spell or ability every 10 minutes. Can't even say "Well most DDs do more than 80k in 10minutes!" yeah but BLMs do so as well considering how powerful their nukes are and almost all endgame content actually REQUIRE a BLM in party unconditionally whereas most melee damage dealers are interchangable and expendable. Every endgame NM fight alliance has a BLM or two but it may or may not have WAR/MNK/THF/DRG/DRK/SAM/PUP/RNG/BLU/DNC/BST
Seperate from, not in addition to.
Bear in mind this will only come into play if a COR or a revitalizer resets your elemental seal, or you have 18 BLMs and each party of them casts a meteor.
fanatics proc a red or 2 METEOR SPAM.
Unless the resistance is in the same class as AV's Souleater resistance, this will still be very much overpowered on VW mobs. A party of 18 BLM could take down any VW mob in seconds with ease. Just use Alacrity and ES, pop the NM, use a Fool's/Fanatic's and start a coordinated nuke. 4s casting will be increased to ~6s casting time, considering all people will start at slightly different times. Which means in about 20 seconds all three Meteors will be fired and what's left of the mob will have to be scraped from the floor.
For the metor animation have we have the three Cherukiki siblings appear in front of us shouting ME-TE-OR! ?
http://static.ffxiah.com/images/ss/m...9n6K6SQbPj.jpg
I miss these guys... (and girl)
Blah to all you meteor is overpowered, all jobs need a op ability.. i call shinanigans.
Unless this makes us king of DPS its all bad arguments. Remember back to the lvl 75 days doing Divine Might? There were many ways to do that fight, but the easiest by far was 15+ lvl 75 Blm's timing thundaga 3. Blm is SUPPOSE to be KING of spike damage. Having meteor gave to us is like.. our crown was stolen from us... but now we are getting it back.
My only question in regards to meteor... does it make us out DPS other classes? I don't see this happening.. its a 10 min cooldown after all.
Greetings!
I’d like to give some follow-up info on the cumulative resistance for Meteor.
• Cumulative Resistance Effect and Duration Time
The damage reduction effect from the cumulative resistance peaks directly after Meteor hits and then gradually tapers off. The effect disappears after 5 minutes.
When casting Meteor with a party of 6 people every time you can use Elemental Seal, you will not be affected by cumulative resistance at all.
• Necessity for Cumulative Resistance
As many of you who are testing out the spell on the test server know, casting Meteor with 6 people deals a high amount of damage compared to other elemental magic spells, and since it is non-elemental, you can expect it to deal a steady amount of large damage without elemental resistances at all.
This is the attractiveness of Meteor and lends itself to being used as a trump card of sorts.
On the other hand, we feel that there shouldn’t be extreme circumstances where you can clear every bit of content only by casting Meteor.
This is one of the reasons for the necessity of Elemental Seal, but this can be avoided by using abilities and medicines, so in order to limit chain casting of Meteor we decided to implement the cumulative resistance safeguard as a result of looking into how we can prevent this.
In other words, we felt it necessary to prevent strategies that focus on alliances using Meteor at once or other strategies that rely on medicines and abilities to allow for continuous use of Meteor.
I don't think it can really be denied this spell would need to be carefully implemented. I'm just glad it's not a case of a massive Accuracy or Damage decrease.
I don't think the resistance needs to be justified- it's only something you'll run into if you really abuse the spell by say having an alliance of BLMs and try to have each party cast it in a sequence. That's totally understandable. Any normal use of the spell it wont be an issue.
I think this adjustment to Meteor is a really good example of the right kind of power-reducing adjustment.
It doesn't make the spell worse across every situation. It doesn't affect the spell at all in most situations, actually, since even six Black Mages is a lot to bring to something. This change only affects the situations where 3+ Meteors would have been steam-rolling over content.
The one thing that the Development Bros thought was improper has been changed and everything else has been left well-enough alone. This gives me joy.
I agree it should be able to knock 20% off of a shock squalled ADL and not 100%. I like this so far. Blm is more than a proc whore again!
Completely agree that it's necessary to have more of a limitation than just Elemental Seal. Meteor's an awesome concept, but the ability for 18 BLM to abuse this (or 6 BLM repeatedly through ability/item use) would turn the game into something that's not even a challenge.... against stuff that currently is considered as such.
The first paragraph states that immediately after the first BLM casts, damage for the next spell will be reduced. The second paragraph states that a BLM party of 6 casting meteor every time that ES is (natually) up will not be affected at all.
These are not consistent statements. Which is true? The second statement can only be true if damage reduction starts only after the 6th spell hits.
Have you not seen how meteor works? 6 BLMs cast 1 meteor. They all work together to cast 1 instance of the spell. As long as you start casting before the first BLM finishes, the spell will not resolve until everyone who started casting finishes.
Each BLM sends a ball of light into the sky, making a glyph appear and grow more and more complex with each light that joins. When the final BLM casts, the meteor falls.