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  1. #261
    Player Supersun's Avatar
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    Mar 2011
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    That or give them the Osmose spell where instead of draining MP like aspir it deals damage and converts it into MP.
    (0)

  2. #262
    Player Elexia's Avatar
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    Mar 2011
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    Bastok/Phoenix
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    Quote Originally Posted by Kojo View Post
    I don't have Insurgency, no one does Nyzul anymore.
    I do and I want it crit based.
    (0)
    Dark Knight ~ 90: Yes I actually use a Scythe.

  3. #263
    Player Kojo's Avatar
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    Jul 2011
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    Here
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    Character
    Kojo
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Elexia View Post
    I do and I want it crit based.
    I simply want it. >.> THEN I'll want it crit based.
    (0)
    Quote Originally Posted by SpankWustler View Post
    Can you imagine waking up each morning knowing that you would have to wrestle a man-sized radish to death in order to eat?
    Sorry, had to.

  4. #264
    Player Urteil's Avatar
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    Mar 2011
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    Bastok
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    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Camate View Post
    Howdy! In regards to all of the feedback and questions we have been receiving, we got some additional information about the future dark knight from the development team.



    Just as shown in the concept, we will be making adjustments so that you can temporarily deal larger amounts of damage compared to other jobs.



    Don’t think that we will not be considering things that were not mentioned in the concept.The core of adjustments will be what is outlined in the concepts, but we will be making adjustments to enhance and spruce them up.

    We are aware of your requests for changes/additions revolving around absorption and we are looking into new ideas for it besides just Drain, Aspir, and the other existing absorb-type spells.



    This will really depend on balance adjustments between the stats of Souleater itself and a monster’s strength. For right now, from a balance perspective we believe it is difficult to get rid of the resistance.



    In the next version update we will be adding an ability that raises your attack power when taking damage. The effect can be used with both physical and magical damage.



    We are looking into implementing an ability that converts a large amount of MP into increased magic attack. When using this you will also receive a stronger Occult Acumen effect.



    First as an overall adjustment, we will be revamping the difficulty of increasing parry skill. After this, the next step will be skill adjustments for each class.



    We will look into it. We will make it so dark knight is the most affluent with Stun, Drain, and other Dark Magic.



    We will be grouping this with the Dark Magic adjustments written above, so we are thinking to address this through Dark Magic Fast Cast.



    It would be kind of strange to absorb something that does not exist, so if we were to adjust Aspir we would be looking into it from a different direction.



    For absorb-type spells we will first be looking into removing the time decay of stats that were absorbed. After this, we plan on making adjustments to the effects.



    When considering the current properties and potency of Stun, we are not thinking of adding another stun at this time.


    --------------------------------------------------------------------------
    Quote Originally Posted by Camate View Post
    Just as shown in the concept, we will be making adjustments so that you can temporarily deal larger amounts of damage compared to other jobs.
    -By increasing attack while taking damage, you don't mean the actual +"Attack" statistic do you? With food and and the Dark Knight's inherently high attack + endark this would turn out to be rather inconsequential.

    I'm hoping you mean a straight % to damage dealt, and also applies to magical damage as well.


    Quote Originally Posted by Camate View Post
    It would be kind of strange to absorb something that does not exist, so if we were to adjust Aspir we would be looking into it from a different direction.
    -A concern by many Dark Knights is that we do not have the MP required to do what the development team envisions for our job. That all of this magical talk is useless if we are without the MP required to fuel it.

    If we are sacrificing MP to boost our damage through MP:

    Is the Dev Team planning on increasing our base MP?

    Decreasing the base cost of spells through a job trait/ability native to Dark Knight.

    Giving us a magical spell or job ability that allows us to convert damage dealt -> mp?

    Giving Dark Knight Tiers of Auto refresh, or abilities to recover HP/MP more effectively?


    Quote Originally Posted by Camate View Post
    We are looking into implementing an ability that converts a large amount of MP into increased magic attack. When using this you will also receive a stronger Occult Acumen effect.
    -By sacrificing MP to increase magical attack or taking damage to increase magical attack, will this also apply to the line of Aspir/Drain?

    If this new stance or ability to increase our magical attack does not increase the power of our signature line of spells, this seems very lackluster and useless.



    First things first:

    -How do you intend for Dark Knight to be able to cast spells in combat while on the front lines?

    Our elemental skill level is too low, the spells take too long to cast compared to melee hits, and the most common support Job is Samurai which only serves to lengthen and hurt our already feeble spell casting abilities.

    Or we to sacrifice the best support job we have to increase our failing physical damage capabilities, to use half-baked magical methods of inflicted pain on our foes?

    And we are interrupted easily, like a baby being distracted by a shiny object.

    Does SE plan on giving us fast cast for all magics?

    An strong trait that gives us interruption resistance?

    An absorb spell that greatly reduces the enemy casting speed and greatly increases our own?
    (1)
    Last edited by Urteil; 08-02-2011 at 03:23 PM.

  5. #265
    Player Urteil's Avatar
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    Mar 2011
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    Bastok
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    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Created and replicated Camate's post in this forum in the Dark Knight area:

    http://forum.square-enix.com/ffxi/th...603#post160603


    I suppose that's a more 'proper' place for it anyway, so its there, go talk about it or whatever, and community rep's post there!

    Thank you.
    (0)

  6. #266
    Player Seriha's Avatar
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    Mar 2011
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    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    Meh, DRK's blubbering about a lack of gear to make nukes count has me shaking my head. As is, the back is certainly our weakest slot for these builds, but +53 INT and +34 MATK is possible with a set, maybe more depending on what you have access to. Compared to RDM, I'm sitting on +73 INT and +33 MATK. No doubt a native MATK trait helps, as well as the likelihood of swapping staves. Regardless, these can double toward the elemental WS like Infernal and Herculean, which may be further adjusted amongst the vague reference to WS adjustments. Insurgency going crit-based could also be among those tweaks. I do feel DRKs should get at least level 2 in the MATK trait, though, and all the MP jobs deserve some form of tiered auto-refresh to both up longevity and versatility.
    (1)

  7. #267
    Player Urteil's Avatar
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    Mar 2011
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    Bastok
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    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Seriha View Post
    Meh, DRK's blubbering about a lack of gear to make nukes count has me shaking my head. As is, the back is certainly our weakest slot for these builds, but +53 INT and +34 MATK is possible with a set, maybe more depending on what you have access to. Compared to RDM, I'm sitting on +73 INT and +33 MATK. No doubt a native MATK trait helps, as well as the likelihood of swapping staves. Regardless, these can double toward the elemental WS like Infernal and Herculean, which may be further adjusted amongst the vague reference to WS adjustments. Insurgency going crit-based could also be among those tweaks. I do feel DRKs should get at least level 2 in the MATK trait, though, and all the MP jobs deserve some form of tiered auto-refresh to both up longevity and versatility.
    DRK has excellent gear for nuking, anyone who says otherwise is ignorant.


    The native MATK and ability to swap staves without negative repercussions however,

    is kind of a big deal.
    (1)

  8. #268
    Player Quetzacoatl's Avatar
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    Mar 2011
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    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Camate, I'm legitimately hyped to hear this news. O_O

    I'd like to offer some input to the developers for consideration, if they haven't already:

    • Aftermath Adjustment for Catastrophe: With Dark Knight able to obtain gear-related haste more easily, we believe the aftermath effect of 10% Haste applied to gear after using Catastrophe would be better suited toward Magical Haste from now on.

    • Job Ability Dire Strike: The Dark Knight consumes a portion of their own HP to enhance their next attack and ignore level difference penalties.

    • Dark Magic Demi, Demi II, Demi III, Scathe: Deals Dark Magical Damage to an enemy.*

    • Dark Magic Absorb-Attack: Steals a target's attack rating and adds it to the caster's own.

    • Dark Magic Absorb-Speed: Steals a target's attack speed and adds Haste to the caster.

    Let us know what the devs think!

    *Since Paladin and White Mage have their own set of Divine Magic "Nukes," why shouldn't Dark Knights have their own set of Dark Magic "Nukes"? Black Mage can be added to the jobs that can use it as well if desired.
    (3)
    Last edited by Quetzacoatl; 08-02-2011 at 07:05 PM.

  9. #269
    Player Quetzacoatl's Avatar
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    Mar 2011
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    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Minsc
    And the cries for "Insurgency = Crit-hit WS" get ignored...
    I've honestly given up on the idea of Insurgency becoming a Critical-Damage WS the moment I saw that Vorpal Scythe is already one. Guillotine isn't that bad now that we have Last Resort at a 3-minute duration, and It's okay for Normal Monsters and Lower-Tier NMs. We can easily cap Accuracy, now we just need to push our Attack stat further.

    Though, whatever happened to the idea of using Spinning Slash for Bigger NMs? I'm pretty sure some vets already know this, but *GASP!* Spinning Slash ignores level penalties in the same way Flashy Shot does! Try it with either Stout Arm/Razed Ruins/Apocalypse or Alpha&Omega/RazedRuins/Apocalypse. I had some passable numbers with it while it lasted for me.

    If it doesn't, well...either find a gear set to improve it, or suck it up and work for an Empyrean Weapon (or WoE Weapon depending on how much you play).
    (0)
    Last edited by Quetzacoatl; 08-02-2011 at 06:54 PM.

  10. #270
    Player Urteil's Avatar
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    Mar 2011
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    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Quetzacoatl View Post
    Camate, I'm legitimately hyped to hear this news. O_O

    I'd like to offer some input to the developers for consideration, if they haven't already:

    • Aftermath Adjustment for Catastrophe: With Dark Knight able to obtain gear-related haste more easily, we believe the aftermath effect of 10% Haste applied to gear after using Catastrophe would be better suited toward Magical Haste from now on.

    • Job Ability Dire Strike: The Dark Knight consumes a portion of their own HP to enhance their next attack and ignore level difference penalties.

    • Dark Magic Demi, Demi II, Demi III, Scathe: Deals Dark Magical Damage to an enemy.*

    • Dark Magic Absorb-Attack: Steals a target's attack rating and adds it to the caster's own.

    • Dark Magic Absorb-Speed: Steals a target's attack speed and adds Haste to the caster.

    Let us know what the devs think!

    *Since Paladin and White Mage have their own set of Divine Magic "Nukes," why shouldn't Dark Knights have their own set of Dark Magic "Nukes"? Black Mage can be added to the jobs that can use it as well if desired.

    I like all of these, like +1.


    Maybe we could sacrifice our hp to force a critical? "Dire Strike".


    The Catastrophe nonsense that is going on now I don't understand either, if Aegis can boost the -mdt cap why doesn't our aftermath get 'helped'? Its totally worthless due to a Job Trait we possess.



    Good ideas, especially the Dark Magic nukes because I don't understand why Holy is in the game and "Dunkelheit" "Darkness" is not.
    (0)
    Last edited by Urteil; 08-02-2011 at 07:46 PM.

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