You mean 20 minutes.
Also COR's will be useless. An extra Phantom Roll, so what? I feel that this ability should be on a much shorter timer. It'll be especially useless after a double (or triple!) bust.
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This stuff sounds pretty great. Some of it situational, but nothing here is particularly "bad."
I think i talk for alot of blms ... we just want to force a crit once in a while, (not every 2 hrs though) but a rediculous 15 min timer (meritable) and the ability to force a crit would make ALOT of us happy as to regaining our title of "Mage" Being the red headed step children to parents who love their blu isn't cool but once upon a time if it could die by magic, WE were the ones to be asked to aga it. not so much anymore ; ; I don't mean to hate on the overpowered ness that is blu mage, but f me gang... just admit it's broken and I'll be happy. (or give every mob that the mimic'd spell that was a job ability that takes mp to preform was learned, MP so we can aspir it... that'll make me happy too) but a single 15 min cooldown forcable crit. ... I loooooove being able to break 10k's and see spikes to 14, but when i watch a blue mage do what they do to 20 mobs, and put out more cumalitive dmg with magic than a blm can... somethings wrong. We could/can deal with sch's big heads and their spikes,... doing more dmg than us from time to time, but please restore us to our king poo Nuking place. (keep in mind i'm talking about a real blu mage not some gimpy burnt don't know how to gear for squat on any given spell... I'm talking about the ones that know what they're doing ....unless my blu's are that unique... (they're pretty bad ass i'll give them that :D) bottom line, when 6 blu's can do something faster more efficient than 6 of any other job ...... that job is broken. I'm sure I'm on an island here given alot of people seen the greatness that is blu and jumped on the wagon and may feel defensive about this, but... imo blu is broken. or their spell dmg formula is. (I am not certain but I believe charged whisker doesn't suffer from # of mobs it's hitting as much as our aga's ... and that's messed up. We the Black mages object!
I'm sorry, I can't read this. Please use your enter key, differentiate your sentences so that you don't have 6-line-long runons, and make more standard use of commas, rather than ellipsis. I'm not trying to insult you, I'm telling you how to make your post legible so that we can actually understand your opinion.
Wow...I honestly feel like SE does not know how to develop a game correctly. We are doing their jobs as developers by telling them what we want and they still can not get it right. As many have stated the majority of these abilities shout NOT be considered two-hour abilities rather 15-20min abilities. It is really not that difficult to do something right when you can take the complaints about the old two hour abilities and use that the make better ones.
Now see, I was very polite, and offered you an idea of how to edit your post so that it would be legible. It's not a matter of being on a high horse, it's a matter of proper discourse and respect for your fellow reader's eyeballs. Acting like that just defeats the purpose of you posting at all, because it means everyone instantly stops caring and just ignores your existence outright.
I fail to see how your obnoxious response was justified.
Shoot the forceable crit could come with whm bene hate status and I'd still Love S.e. for it. Stop skrewing blms!!!
We have the smallest job ability list, crappiest w.s. save cata ( In the event for whatever reason a blm decides to hit something with a pole *shudders, (and it ain't even that good)), and lol relic (mythic gets a pass per what I've read, I'll let the few who know have their say on that). Job Ability= forcable crit. or a +50 mab 1nce per 20 min ability would do. sommmmmething.... ffs.
Meteor yeahhhhh sch gets kastura /facepalm rdm gets refresh 2 /facepalm and wtf is occult accumen doing on blm? >:/
likewise smart guy.
BLU isn't overpowered. It has a spell that allows them to cleave efficiently. WAR can cleave efficiently too.
Try taking that same blu and having it cast any physical magic spell on a target over level 99 and you'll soon start to see how your idea that blu is op is false. You'll never see a BLU parsing top at Bot Rex. Perhaps that multiple target damage reduction should be removed from BLM, I sort of agree that it's not really relevant anymore. To call blu overpowered for that single ability though is laughable. Blue mage is the king of fodder content, and has a few useful tools like a cheap quick stun, but falls short on high level content.
When someone politely tells you that your post is illegible you shouldn't hurl insults and throw your toys out of the pram. He was very restrained. Very.
I can only chime in where I feel most passionate...
WAR's new 2hr ability:Ominislash (With every melee weapon a WAR can wield and we catch a Gaxe at the end)Should be considered "Latent Effect". Max damage with each weapon dependent on the player having Maxed skill ratings in each melee weapon category. :D
That's a critical strike using:
Gaxe
Axe
Sword
Gsword
Dagger
Club
Staff
Sycthe
Polearm
H2H
Now, insert lovely animation here and add a cup to catch the drooling faces.
DOOOOEEEETTTTT DEVs /(>.<')\
:/ lol you pick the one nm that blm destroys to give an example for blue? nooooooo no no no that doesn't make up for the injustice, the defense of it's bandwagon will be swift, and stroooong but in the pitter patter of every blues heart they know they don't deserve the power they have. self skillchaining mb'ing critters they are, .... nerf them all I say. but making blm buffer would be my prefered rout. that's my 2 cents anyway.
From what I see from the new 2 hour abilities, there's a few that are promising and some that are kinda a bit off.
We have THF which is kinda like a Eagle Eye Shot-like Trick Attack? Scholar, I'm kinda confused about this one considering there's lacking of proper Enmity tools for SCH. Sure there's Augeo and Minuo but that's just it. Libra doesn't really count for as it only roughly estimates on party members' Enmity. Basically SCH's new 2HR is like something that is one of THF's specialties: Enmity Control, SCH can't control enmity.
god, I really, really, really wish SE would temporarily reduce the recast on these abilities for the test server, testing abilities that last less than a minute and require you to run back to you rmog house between every single use is so many levels of unbelievable obnoxiousness.
You want a technical reason as to why Blue mage is not overpowered on any high-level content? Fine.
Blue magic damage is calculated as follows floor((440(+30 from gear)*0.11)*2+3)+FSTR(Capped at 26)+(Assume Quad. Con WSC) so (floor (floor((120 x .32) + (110 x .32)) x 0.85)
Which means you get floor(106+26[CappedFSTR]+62[QuadWSC])*5 = 970 base dmg
Then you work out the Pdif of Blue magic attack against say Pils defense. So (470+8+(150/2)) (Let's say str is 150) then calculate that for Ratio which is =553/560 so 0.9875, minus the level correction of 0.55 so 0.4375 Blue magic attack ratio.
Then you use that to go to your final damage, or 970*0.4685 or 454 assuming all hits connected.
That seems like a decent chunk of damage, but it resets the amount of time to your next swing, chances are you're wearing significantly less haste gear, it takes you longer to attack, you lose tp which ultimately means you lose CDC damage, which would be more beneficial to your party. Over time you end up losing damage by using Blue magic spells.
There's quite possibly a lot of errors in there, I am bad at ffxi maths. The point is there though, BLU on high level targets is ineffectual, it becomes a low tiered DD that cannot compete with people equally skilled and geared. They also get dumped into the Mages party, which doesn't help.
This is also dependent on whether the bluemage's accuracy is capped, damage can increase and decrease based on their hit rate and whether all hits connected.
Blue is the best at fodder content. There's no real competitor to the amount of damage it can deal outside of Legion/Vw etc. That is it's flaw. It exceeds at one thing, and is rather ineffectual at the other.
Again, please excuse what I assume is poor attempts at ffxi maths.
BLM does great on Bot Rex, and well on some others if you're just there for dmg. Blu should mathematically never parse number 1.
Also, wtf at the Sharpshot EES formula...
For players: EES Damage = (Normal Ranged Attack x 5.0)
For Pup: EES Damage = ((Normal Pet Ranged Attack x 4.0) + 6)
ie: at the 3 of the 4 main damage tiers for level 99 (410 skill (135 dmg), 428 skill (141 dmg), and 437 skill (144 dmg)) I got the 4x the damage sharpshot did with a normal attack, +6 additional damage. Makes absolutely no sense, but it was consistent...
meh... idk I see some pretttttty big numbers out of my blu's I'm not saying ya'lls don't do it right but mine make mobs die quick when they darn well please. and by no means am I saying i don't appricate em.. their mb's make for pretty mb's but they can and do parse very well against any other job vs. anything that can take dmg. Maybe mine are the cream of the crop but they piss my e peen off something mighty. azure lore+ ws+ magic = dark/light+ kabooom!!! and then a 5 sec stun, curing magic, a haste that makes a rdm cry ss aoe lol that's alot for a mage that can dish out a good chunk of dd. it's a buff job. very buff. and i'm probably feeding into the ego's of the ones I know, but yeah... lol I"m in the Nerf blu camp and they know it.
the number of EES I would have to pump out against the same target EVA is so ludicrous that it's not even worth testing. I've seen no misses, yet, but I'm shooting level -1 bunnies. Capped hit rate is guaranteed.
Also, because it works like sharpshot's regular ranged attack, pup EES has a significant dex mod, made even more potent by the fact that it's multiplied 4x.
BLU is very very poweful on targets below level 99, but it is balanced out by being largely ineffectual against targets exceeding level 99. This is why it is balanced.
Nerfing PUPs Eagle Eye shot is something special. I clicked a japanese button and the client crashed, and now I have an hour update to do. Joy.
lol whatever floats your boat. you win, blu sucks :D not going to argue.
I think what he is more on about is blus water spells which mana to dmg ratio beats all but like drain (outside abysea) which i guess gals him some. thing is tho if you were to throw a blu and a blm and they could nuke strait without gaining hate the blm would destroy the blu as time went on because of the simple fact blm has better refresh and hmp gear available, also a blm can dump dmg way faster than blu even if its slightly less efficient, also blu can only effectively nuke with fire water thunder and darkness, and fire thunder and darkness only have 2 effective spells each... in the end, a blu out nukeing a blm i would look more at the blm in question.
Looking through it, he basically said...
Mobs level>BLU, BLU sucks.
Mobs level<BLU, BLU rocks.
From what I can tell, level correction seems to screw BLU badly.
actually its targets Def blu has no effective way to raise are physical spells attack which is is like in the 500 to 600 range after blu skill str and maybe a def down on the target
I'm just pointing out jobs in which i took to 75~99 and/or working on as my next 99.Quote:
*The name and help text messages for each ability will be tentative when implemented to the test server. Also the effects and their values may be adjusted.
Job Effects
MNK: Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.
PLD: Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.
RNG: The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.
SAM: All damage caused by physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.
...FFxi DEVs, are you freak-en serious!?? Those aren't new 2-hours (not even good enough to out-perform the old ones). They look more like decent new abilities but nothing to turn the table and give high-level mobs a good spanking with.
Pld needs more emnity but I think Plds don't hit hard enough, Sam ofcourse needs to spam more SCs but Sams could miss and strike real slooow, Mnk could use less enmity and counter more even though Mnk has some ++subtle blow.
Finally Rng, sure there's an issue with hate too, acc, distance and ammo, the main issue is ammo. But i think Rng are aware of the hate and it could help if they had their own "formless strikes" to not pull danger to them. Maybe I'm wrong but I can think of better ideas like, play off the trait the job lacks(weakness) instead of the jobs strong points so it could perform the opposite of what we're all use to. That's different and interesting. (could be fun too)
Elemental Seal is more than a forced crit, which I know you know, but comparing a BLM to a BLU is almost like comparing a THF to a DNC..... Square peg/Circle hole syndrome. I'm 100% that 80% of these new 2 hour meritable JA's (which are on the same timer as the old 2 hour JA's {this grinds my gears beyond measure}) But this Isle of Awesome Epic shrank years ago for BLU. There's no competition with them in direct DD to MP cost per spell (magic based, not physical). Now, if BLU new 2 hour JA caused Unbridled learning spells cost/recast to drop also besides being able to "mana-font" them... then there's a whole new discussion.
The only thing BLU has on BLM, much less any mage, is the ratio of Curing to MP cost via a restorative spell. Outside this, only physical spells are BLU's best bet, and Magical ones are flashy and showy when you need them. Hoping the new 2 hour fixes this for our BLUE (har-d-har-har) friends.
Saddest part isn't that the majority of these abilities should be standard JAs...
It's that they don't know that they should be standard JAs.
elemental seal effects accuracy only. (save mythic use) +30 i think it was. NOT a crit. no +dmg. just adds to our chances to NOT get resisted. (but a choice between 30 acc and 30 mab /em drools) ... I overreacted. this blm 2 hr is ... meh.. I don't see me using it over manafont... ever, if i have my manawall ready to go but, it's not as bad as some other jobs.
And with as much respect as I can muster, I appoligize Main blu's for attacking your ubber cool job. (I'm still gonna insist ya'll know what I'm talking about though.... -.- )
Just gonna add some stuff:
Harlequin head's mighty strikes does not influence sharpshot's ranged attacks in any way. This includes both regular ranged attacks, and its ranged ws (so in other words, no forced 4crit hit armor shatterers). It does, however, work on melee ws like expected (bone crusher went from ~500 to ~1200 with 50% crit damage, both ws done against the same mangey-tailed marvin, and had identical 11% TP returns; Thanks to Balloon for testing that one, and armor shatterer out).
Also, the random +6 damage that gets tacked on to EES is odd; I played with the other frames, since they can use EES atm, and stormwaker got the expected result (-6 /4 fit), but both valoredge and harlequin ended up being divisible by 4 without needing to subtract 6, but gave the expected results based on their stats aside from that.
At some point I had a little hope for these new..."2Hr" abilities, but when I saw:
I pretty much gave up. Many if not all of the originals are superior to these still, given the fact that the new ones are still undergoing tweaks and such. But let's be a bit more realistic here, there is no reason to choose the second 2Hrs over the first at the current state you have them in. Course with acception to SMN, RNG, PUP?, and a couple others... Why give PLDs another version of Reprisal/Palisade instead of a way to completely nullify, say Magic damage? Some PLD have Aegis, some have Ochain, and some have neither.Quote:
these new 2-hour abilities will share the recast timers of the original 2-hour abilities, so players can choose which one to use based on the situation.
Although some also have an itching to deal some damage etc. if the occasion calls for it, but really just making a point that there needs to be a good enough reason to want to choose the second 2Hr over the first. That or remove the shared timer penalty...but I'd prefer a more useful 2Hr in all honest.
Happy Monday and I hope that everyone had an enjoyable weekend!
There is still so much feedback coming in about the new 2-hour abilities and we are doing our best to pass all of it on to the Development Team! However, the team will actually be on summer vacation this week, so we expect responses to feedback to be delayed a bit. We are hoping to be able to give some dev. responses next week regarding the 2-hour abilities.
Camate thank you for letting us know about the delay. Please do your best to make them aware of just how the player base feels about these abilities upon their return. I think it has been made clear in this thread that many are not happy with the abilities, and they are seen as very lack luster for the time, especially compared to other abilities added to 2-hours as of recent years.
A few things:
WAR - Lasts 45 seconds and doesn't work on WS damage. This has to be changed if you ever want it to be competitive with Mighty Strikes. I'm not sure I can think of a single situation where this would be superior to using Mighty Strikes. If a difficult monster (like Paramount Botulus) takes 50% damage from physical attacks, this would double the melee damage of the player (but not affect WS damage). He's also a high level enemy, so critical hits are valuable against it and approximately double the damage of the player (and also affect WS damage). These are just made up, but considering the proportion of WAR's damage that comes from WSs, the monster would have to have something like 90% resistance to damage before the current 2-hour is worth using over Mighty Strikes.
RDM - As mentioned in the notes, Gain spells do not work with it. Barfire actually does, so I'm not sure what that note was about (perhaps Barstatus spells?) More importantly, though, this 2-hour does nothing to help RDM in the long term. I could recommend suggestions for it that would improve the 2-hour, but really the RDM job just needs to be fixed and then you need to design a suitable second 2-hour.
DNC - I was initially excited about this 2-hour, but then I realized how it actually works. This either needs a much longer duration (~5 minutes) or to reduce Flourish recasts while the 2-hour is up, similar to how Trance affects Waltzes. Giving all the Flourishes a 6 second recast would be nice, but 4 seconds would be much better even.
The way it is now, you're looking at 2 Reverse Flourishes and one Climactic Flourish during its duration that you don't need to get FMs for. Ideal usage would be something like:
Climactic -> Evisceration -> No Foot Rise -> Reverse -> Rudra's (darkness) -> 2-hour -> Reverse -> Rudra's (double darkness) -> TP back up to 100 TP -> Climactic -> Rudra's -> Reverse -> Rudra's (darkness) -> 2-hour wears off.
You're basically using your 2-hour for two extra WSs and a skillchain, which dramatically reduces the usefulness of this 2-hour when you're doing things in a party. Also, the value of this 2-hour is much less for people that don't have a Twashtar.
Kind of a side note because I've almost abandoned the category entirely, but Flourishes I isn't very useful with this. Violent (oops, missed) -> 2-hour -> Violent takes too long and the spell or monster WS has already gotten off and killed you. JA delay strikes again.
Heh, you know that Summerfest event going on in game right now? It's basically timed to Japanese Obon time. This is a TERRIBLE time of year to travel there, everyone is going home to see family. (Note I too, would like a week off in August, oh and a Golden Week in the spring, I would be a-ok with that as well!)
WAR's 2hr is alot like Spirit Surge in that it's a shorter duration version of another job's ability.
Warrior's New 2hr has the same effect as Formless Strikes, except it's a 2 hour recast/45second duration vs 5min recast/3 minute duration.
Similar to how
Spirit Surge's 25% Haste boost is a 2hr recast/60 second duration compared to Last Resort+Desperate Blows which is a 5min recast/3min duration.
DRG's new 2hr needs to reset Call Wyvern to 0 because even though the wyvern doesnt die directly anymore from large attacks, the DRG still does, which causes us to lose the pet when we die. Many times a DRG will run into a fight and die from some instant death move or crazy strong AoE attack or spell and then no wyvern for 20minutes. So despite the increase to wyvern durability and healing options with spirit link, none of that prevents the wyvern's master from dying easily. No other job in the entire game faces a penalty that harsh even after weakness wears off where they lose a huge aspect of their job for such a long time. Other jobs can die amidst a difficult battlefield like Legion and be raised up and within 5 minutes are back to full fighting potential. If a DRG had his wyvern called and dies in the middle of a legion fight and is raised, he's still severely hampered by the fact that he has to wait another 15-20minutes for his wyvern. Letting us restore Call Wyvern's recast by using the new 2hr with the wyvern out would help for these situations.