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  1. #21
    Player Nahal's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    17
    Character
    Nahal
    World
    Lakshmi
    Main Class
    THF Lv 90
    there are other options for still utilising enspell 2s, subbing DNC for example, since then you get whatever samba you're using plus enspell 2 from your mainhand, or offhanding twilight dagger for the drains from that. but its still annoying not being able to get the max out of enspell 2s, but equally they would be fairly overpowered if they procced on every hit. maybe a tweak to make it the first hit from each hand?
    (0)
    Me ----> FF14, "I am dissapoint."
    BLM RDM BRD WHM BLU 90
    WAR DNC SCH NIN 50

  2. #22
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I just want it to apply to every hit done by your main hand. In the case of multiple hits, you get the same damage for the whole round. If your initial damage is 20 and you double attack and hit once additionally with a Joyeuse, you deal 20 x 3 additional damage. On your next round you hit for 21, not 24. It still takes X amount of rounds to hit your max damage. Not X amount of hits.

    In the case that you use enspell 2 on dual wields, your main hand damage goes up in all cases. You can still /DNC and use your offhand for any additional affects or Sambas you want to use. That way, you have more choices and options to play with.

    In the case that you have a bunch of enhancing gear and you are /NIN you can still use enspell 1 for better up front DPS or total DPS in the case that you have 2 weapons with multiple hits.
    (0)
    Last edited by ManaKing; 03-22-2011 at 07:26 AM.

  3. #23
    Player Supersun's Avatar
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    Mar 2011
    Posts
    522
    Quote Originally Posted by ManaKing View Post
    I just want it to apply to every hit done by your main hand. In the case of multiple hits, you get the same damage for the whole round. If your initial damage is 20 and you double attack and hit once additionally with a Joyeuse, you deal 20 x 3 additional damage. On your next round you hit for 21, not 24. It still takes X amount of rounds to hit your max damage. Not X amount of hits.

    In the case that you use enspell 2 on dual wields, your main hand damage goes up in all cases. You can still /DNC and use your offhand for any additional affects or Sambas you want to use. That way, you have more choices and options to play with.

    In the case that you have a bunch of enhancing gear and you are /NIN you can still use enspell 1 for better up front DPS or total DPS in the case that you have 2 weapons with multiple hits.
    That might be very...impractical to code.
    (0)

  4. #24
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Supersun View Post
    That might be very...impractical to code.
    Or maybe it wouldn't.
    (0)

  5. #25
    Player Xikeroth's Avatar
    Join Date
    Mar 2011
    Posts
    66
    Character
    Xikeroth
    World
    Ragnarok
    Main Class
    NIN Lv 99
    Quote Originally Posted by Luces View Post
    Who uses enspell 2's? my ones do 33 and my 2's do 48, and with 12 double attack and + other da/ta atmas in abyssea this makes enspell 2's fall way behind, ntm if you use any kind of atk more then once weapon or duel wield enspell 2 are automatically a vast amount of damage short. Now if SE where to fix it so we didn't have to choose bt 60+ enhancing magic skills and the main piece of gear haste rdm has access to then they would be slightly more useful but only prcing on 1 out 2-6+ hits depending on gear/atma in an attack round = lets say 70 damage wearing your enfebling gear, vs enspell 1 where all procs out of 2-6 =(35 each and gear doesn't have to be kept on) 70-210. Also if you miss your first swing with enspell 2 you just lost a ton of damage where as with en 1 you will still get some damage, Enspell II's where about as useful as cow poop. It you have really low double atk rates and don't use ANY OAx weapons(that means no joy toy) though then you can make some use of them.
    Basing everything on abyssea is your first mistake, try doing things outside abyssea. thats where the majority of the new content will be.

    On topic of the thread SE screwed up a lot on RDM and I think the job needs a total revamp, No special subjobs to access weaponskills, RDM only spells that no one else can access via subjob, maybe even our own magic type to rival blue mage.

    We may be the "jack of all trades" but theres nothing we can do that no one else can do, 3 enfeebs wont cut it forever.
    (1)

  6. #26
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I wouldn't want a revamp. We just need the right adjustments. Blue magic is Blue magic, you shouldn't be competing against it, you should be playing with it. As a jack of all trades, it wouldn't make sense to have our own magic type because we borrow from everyone, that's why we can use all the magic types that WHM and BLM can use. We can also use every defensive skill that a WAR can and every 1h weapon as well as Archery and Throwing. They are just better at them than us.
    (0)

  7. #27
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    Why do people always forget the additional effects of enspells2? Just in case you don't know, it lowers a mobs resistances to particular types of magics so that you don't get as many resists(u know 25%,50%, etc). Not to mention that the more hits that lands the more stronger the damage and effects are.
    Yes, when you look at it solo, enspells don't really do much for an individual, but in parties, everyones magic spells and elemental Weaponskills go way up.
    My only issue is that RDM's often get stuck pulling or buffn. The really cool effects of magical resistance down aren't monopolized...and yes, in Abyssea most mobs die to quickly. At the very least, there should be a party casting option for redmages even if it goes slightly against the whole "self-casting" notion of the job.
    (0)

  8. #28
    Player Supersun's Avatar
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    Mar 2011
    Posts
    522
    Enspell T2s only lower the enemy resistance for one element by -10.

    If you really needed additional elemental accuracy you would be better off subbing /nin and using their ninjitsu. Those reduce resistance by -30 and to my knowledge do NOT stack with T2 enspells (not that you would want to use them when subbing ninja).
    (0)

  9. #29
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by ManaKing View Post
    Blue magic is Blue magic, you shouldn't be competing against it, you should be playing with it.
    I look at it more melee mage vs melee mage. What does the one that works and is accepted (BLU) have that the one that is not accepted and does not work (RDM) lacks.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  10. #30
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Duelle View Post
    I look at it more melee mage vs melee mage. What does the one that works and is accepted (BLU) have that the one that is not accepted and does not work (RDM) lacks.
    I can accept that. I just see them as the physical equivalent of what we are supposed to be, so I don't hate on them.

    To me, BLU = physical DD Mage and RDM = magical DD Mage. Both have burst damage, but nothing compared to a BLM.

    BLU has spells that scale nicely into higher levels. RDMs get Tier IV nukes and Enspell 2s. Tier IV nukes are nothing to scoff at, but enspell 2s are restricting and were outdated the second they were released. (1)They don't lower elemental resistances much, (2)they don't work on multihits/dual wield, (3)they don't work with other additional affects, (4)and their damage is only affected by your current enhancing skill.

    (1) Compare to NIN or BLM. If this is our highest Tier Enspell, then it is far from Iconic... or good for that matter.

    (2) Hey remember Joyeuse? Sorry it doesn't work with II, you're better off with I. /NIN same deal. /DNC you can have Haste samba.

    (3) OMG TWILIGHT KNIFE!!! LOLRDM!!!! If you want to get any use out of Twilight knife or any other additional affect with Enspell 2 you need to be /NIN. If your main hand is a sword that isn't Excalibur, Murgleis, or Almace, then have fun with Savage Blade, it opens light and does sub par WS damage. If you are using Excalibur, you don't get your on hit additional damage. For Murgleis you don't get an enspell proc on your aftermath occasionally attack twice hits. Including Mandau, these are the best Main hand weapons you can get on a RDM for damage; 3 out of 4 have parts that don't work with enspell 2s.

    (4) you can get 86 additional enhancing on a RDM past the cap, most of this equipment that isn't optimal for DD or there are better pieces available in the slot. 86 enhancing which add 4.3 to enspell 2 base. At max you get 5 extra damage to your base and 10 to the max. For 9 Pieces of equpment, you get 10 damage a round.

    You can get 12 additional damage from Sword enhancement spell damage in the form of 2 earrings and a Chimeric Fleuret. But it doesn't get doubled like normal Enspell 2 damage. You also have to use a Chimeric Fleuret as your main hand unless you want to dual wield. If your HP is in the yellow you can get an extra 5 damage from a Fencer Ring. And if you want to, you could dual wield an Enhancing Sword as well for an additional 5.

    Grand total in optimal conditions and full enhancing gear is 74 additional damage on your first hit of your main hand per round. With double weather and the corresponding day it could be as high as 102, which would never happen. Normally you would get 82 for weather or day correspondence.

    These numbers are assuming you are wearing full enhancing gear, your hp is in the yellow, and dual wielding a Chimeric Fleuret and Enhancing Sword. You may choose your Equips for your Head, your ranged attack/ammo, and 1 of your rings.

    If you choose to use enspell I you can get 48 Damage per hit. With dual wield you can do 96 points of damage per round without counting additional attacks. You can also Macro all your equips on for when you cast the enspell and thus pick all of your equipment. This equipment could include Suppanomimi and Royal redingote to reduce your dual wield delay to 33% from both hands. In 3 swings of a single wielded Chimeric Fleuret you could have swung 2 times with both an enhancing sword and a chimeric fleuret. Enspell 2 would have done 207 (because you can't have the enhancing sword bonus as well) points of damage max, while the dual wield enspell 1 damage would have done 192. That being said, enspell 1 can proc on multihits and additional attacks, so any additional attacks will put the damage in the favor of enspell 1 and will allow the user to choose their gear while meleeing.

    ENSPELL 2's SUCK BECAUSE THEY DON"T SCALE INTO LATER LEVELS BECAUSE OF THEIR RESTRICTIONS. THEY ARE WORSE FOR DD THAN ENSPELL 1's EVEN IN OPTIMAL GEAR.



    My biggest gripe is that all our New gear is cloth. It is centered towards magic accuracy and magic attack bonus. So we can keep our full enspell damage with the magical accuracy, woo. I almost never get resists anyways. Why doesn't magic attack bonus gear affect our enspells?

    We don't get Scale Mail anymore. We occasionally get graced by some decent THF or MNK gear that almost everyone else can use anyways. At least make all that caster gear that SE seems over zealous to make for us do something for us besides try to make us BLM-1.
    (0)
    Last edited by ManaKing; 05-20-2011 at 06:17 AM.

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