When will the Macc of spell additional effects be fixed?
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Yes....please fix broken added effects....please (are we going on 2 years with this now?)
Paralysing triad, sundering snip, blackout.
I want (the equivalent of) Meteor for BLU.
That is all.
Yay, Camate! I always love new toys, but hearing about a damage adjustment is something I was honestly not expecting and makes me really happy. :D Looking forward to the next update!
while you're working on damage values could you say maybe fix the spells where the additional effect is completely non existent or just plain not working straight... for example... Tourbillion and Barbed crescent. I'm sorry its sad when an unbridled learning spell <i know barbed crescent isn't one but its been broken from the start too> one we need to wait on an ability timer to even cast can not even land its effect on an easy prey mob... the added affects really need to be fixed
I hope this fix will solve acc/dmg with new endgame NMs.
So.. by this quote, the phys magic damage should change should be in this July update... but on the roadmap for July/Aug game changes, (http://forum.square-enix.com/ffxi/th...142#post448142) unless i completely glossed over it, is not mentioned at all.
Anyone have any illuminating info?
Probably just a carrot to keep BLUs happy for a while. The July and August updates are apparently 1 update split in 2, so where Camate said new BLU spells for 2 updates time, that's probably now 3 updates time.
But yeah, all other job/magic adjustments are mentioned, but no mention of BLU spells.
Is this going to be main hand only ?
I guess we have to see the new club to understand what the heck that means.
Item level can't be ascertained from looking in the .dats, apparently, but here are the stats on the club being mentioned:
Tamaxchi
DMG:88 Delay:216 INT+5 MND+5 Magic Accuracy+90 "Magic Atk. Bonus"+12 Magic Damage+99 Club skill +188 Parrying skill +188 Healing magic skill+15 "Cure" potency+22%
White Mage / Black Mage / Red Mage / Summoner / Blue Mage / Scholar / Geomancer
There's also a weird note buried in the update notes about the +skill on the new weapons being different than +skill is traditionally, so the the relatively pronounceable mage club is probably not as awesome as it looks:
Quote:
Some weapons that have displayed item levels have the effect of increasing combat skill strength.
This increase in combat skill strength differs from the effects of attributes such as "Sword skill +X," and are calculated independently for main and sub weapons.
* At present, this increase is added only for a specific subset of equipment. Other equipment will be made compatible with this functionality at a later date.
* This functionality will not be reflected in the combat skill section of the status screen.
* For the hand-to-hand skill, values have been set with consideration given the fact that damage values increase as the skill increases.
OK, so we are to assume that the bolded part above is referring to the bolded part below:
Though I have no idea what the base damage of any BLU spell is before stat modifiers, so I can't tell how significant this is or isn't.
Am I the only one who thinks that this sounds unnecessarily convoluted and probably really bad?
I have to be honest, I just assumed that they were going to go along with their 'equipment level' basis of if you are wearing rank 15 (lvl 114) gear then you get 15 * 5 Blue magic skill extra added into the equation for calculating damage. Capping of course at +100 skill on Delve Mega Boss gear.
Going with 5 as a fairly average skill increase per level, but of course it can be between 3 and 7 historically, or if it's still under-powered, make up their own new amounts, or even have them scaling differently for different levels. Maybe +10 for the first 5 levels, then +7 for the next 5, +5 for the next and +3 for the last 5.
That way at least ALL lvl 100+ gear would allow people to progress as long as 1 was equipped during casting, not just specific pieces that have magic damage+ on them.
what a way to piss off relic empy and mythic wielders even more, now they cant increase stats on their pet/blue magic physical spells without using other weapons.
I hope they add item levels to the improved rme when those are updated. just wish we didnt have to have 99 versions to update them as VW is pretty rare these days, i dunno how many heavy metal plates will be around anymore.
As a BLU I just don't get this - the delve plasma club (D:130) & sword have a higher damage rating. Initially I was excited that they delivered on their promise to increase blue physical damage *this update*, but the devil is in the details. They effectively delayed the blue physical magic increase for August, once they remove that stupid additional requirement of "This change applies to weapons equipped in the main weapon slot for which their item levels are displayed and have an attribute modified by a weapon skill." This makes no sense - there is only 1 weapon (D:88) that fits this criteria, and - and the surface, it is inferior for melee damage. Its like they are making blue choose between melee damage or blue spell physical damage.
I will quickly change my tune of damage from physical spells increases by 4-8 fold with this club however >.>
I just don't think jump will be that much ...
In a way they did already. By making more powerful weapons and gear, the NMs are easier to kill and die faster, thus getting more drops in the same amount of time.
But really, if you had a delve GA, and a 90 Ukon, and they made Ukon considerably better than your delve weapon, you wouldn't want to go back to VW to try and upgrade it?
I already have weapons I want to upgrade. Do you know how long it takes to accumulate 1500 plates just by farming them your self? I have yet to hear tale of any player who upgraded their weapon without buying most of the plates from other people. Most people I talk to built theirs by farming other events and buying the plates from less ambitious players.
VW isn't real farm friendly like dynamis. I don't expect a large number of people to begin farming these to sell unless big changes are made in drop rates and / or changes are made that allow people to solo / low man the fights on a regular basis.
I don't believe this. SE really hates BLU now? We can't use swords any more? just one bloody specific club? Why make it so specific? It's like SE really wants everyone to quit FF11. I'm really considering it at this point, because FF14 ARR's beta is just SOOOO much better at this point.
Umm...you guys do realize we still have broken spells such as tourbillion and barbed crescent, yes?
Well thanks SE for the {Demoralizing Roar} you just dropped on me. Being someone who's played Blu as a main for 5+ years I'm really disappointed in this route they took. I'm sorry for a mini rant here, but do you Devs even play this game? It's already damn near impossible to get into Delve on Blu as it is.....and now this. Seriously, couldn't you (devs) just have updated the formula for Blu magic or something? I was so hoping (faceplam) that a simple adjustment might be made to the formula that made Blu magic more effective against high def mobs and ultimately it might lead to more Blu's getting a chance to shine in Delve. But I can't help but feel like this is the coffin nail for (my) Bluemage. I'm already burnt out on leveling and gearing a more Delve friendly job just so I can farm some stupid plasm. (Unfortunately my level 99 jobs aren't wanted in Delve) At least I was able to get 5/6 field nm KI's on Blu. Ironically the one to get the sword is the only one I don't have. I apologize if this sounds like QQ. I'm just tired and frustrated with this game and the people who are working on it. Now if you excuse me, I'm going to go sulk in the corner with the Rdm community.
And fix our spells for Altana's sake already.
Its kinda funny cause I dont get as worked up as alot of the RME owners out there, I just was looking forward to changes to the spells to make them better, then it turned out to be based on weapon so now I wont be able to use my almace for the better dmg. which leaves me with somewhat bad WSes. But i guess they were talking about unlockin WSes somehow right? But will prolly require a 99 version, so that wont happen for me either lol.
Sooooo, new blu spells right! Back on topic! What someone said earlier bout 2 updates from now (then they split this one) so prolly after August. Weren't the UI changes happening in summer too? Guess that got moved to Fall?
It just seems like they are making this overly complicated for no discernible reason.
When I first read it, I got excited because it makes total sense to scale the damage value of physical blue magic depending on what weapon you equipped. I think it's silly to only apply it to item level weapons only but fine... given the state of how quickly people level now I can deal with that.Quote:
With the July version update it has become possible to increase the damage value of physical blue magic spells depending on the weapon you have equipped in your main hand, but in order for this to take place the weapon must have an item level displayed and there has to be stats that modify the weapon's skill.
This honestly makes my brain hurt. Why call it club skill +188 if it is calculated differently? What also makes no sense is creating a whole slew of new equipment with absurd stats to fix Blue Magic spells. Would it have honestly been harder to just alter the Blue Magic formula to account for level of the enemy versus level of your Blue Magic skill?Quote:
Some weapons that have displayed item levels have the effect of increasing combat skill strength.
This increase in combat skill strength differs from the effects of attributes such as "Sword skill +X," and are calculated independently for main and sub weapons.
* At present, this increase is added only for a specific subset of equipment. Other equipment will be made compatible with this functionality at a later date.
* This functionality will not be reflected in the combat skill section of the status screen.
* For the hand-to-hand skill, values have been set with consideration given the fact that damage values increase as the skill increases.
At least it actually gives club skill...
The scythe says it gives axe skill lol! (obviously it actually gives scythe skill)