Problem is its as much of an investment as other Relics... So it does need something to set it apart. However, i agree its hard to not overpower, But +4/+5 to songs isn't that bad.
Though, how about brainstorming a completely unique song? I can't think of any, maybe a song that grants "Magic Attack Bonus" to boost its support in Mage parties?
"Sorcerer's Serenade"
Boosts Magic Accuracy and Magic Attack for party members in range.
Minimum (crap skill) = +10 macc/matk
Maximum (best possible?) = +30macc/matk.
Or something similar. a Unique spell.
If you just want a "Unique" song that is only avilable to relic it would have to be something that greatly extends the duration of songs or other buffs casted on party, similer to how mythic BRD dagger works. that is the only "fair" way i see for g horn.
MAB and MACC are already on COR since they have rolls that do that, so it wouldn't exactly be "exclusive"
+4/+5 to songs won't really help make Gjallahorn any more useful than a BRD+RDM combo. It would allow you to save one party spot, but that's really it. Depending on how high it went, it would also allow you cast non-SV marches for the same haste values as a non-Gjallahorn BRD's SV, but again that's really it.
Considering it is the same time investment as an Aegis (40% Magic Damage Reduction OVER 50% Magic Damage Taken Cap for an effective 90% (88.7?) reduction) I don't see how it a) doesn't have a unique song or b) why Massacre Elegy would be broken when held in the same light as other relics
Let's be honest here, how many BRDS do you even know with mythic dagger lol. i think it's a great dagger, but the amount of work put into getting a mythic i certainly won't waste it on that dagger, rather it be something else, like yagrush. and most people who do one mythic usualy don't do another in sanity cases.
I guess you would need Massecre Elegy but i don't see it happining, you put say slow 2 and Massacre elegy on a mob it will bascily be swinging once per 30 seconds or something like that.
Yah, But if Gjallarhorn takes what makes Mythic unique, then the Mythic would truly becomes worthless/less sought after.
I mean, I don't feel it a big problem but in SE's eyes it might not be in line with their "Vision" of Mythics.
Assuming the weapon skills aren't revised, some weapons would just get junk like +5 MND and +5 CHR for jobs that barely use either. Keeping Relics entirely different from Empyreans is appealing for purely aesthetic reasons, too.
I think a better solution might be to put both accuracy and attack on all Relic weapons. This would go with the theme of "these things are hitting sticks intended for hitting things that are hard to hit properly" and work well with the mysterious absence of an attack or accuracy boost on relic weapon skills.
For example:
Mandau
(Dagger) All Races
DMG: 49 Delay: 176 Attack +35 Accuracy +17
"Mercy Stroke"
Additional effect: Poison
Lv. 90 RDM / THF / BRD
Apocalypse
(Scythe) All Races
DMG: 140 Delay: 513 Accuracy +35 Attack +17
"Catastrophe"
Additional effect: Blindness
Lv. 90 DRK
I guess the main draw-back of this bonus is that it's really boring compared to your suggestion.
Also, the additional effects on many of the weapons should be adjusted if not replaced entirely. Why would a Dark Knight want to blind anything? Why would a Dragoon want to randomly apply a Defense Down which is worse than Angon? Why would Thief, or any other melee, want to apply a 10 HP a tick poison?
Aye, When i made the idea for Stats on weapons to effect mods of their prime WS, i was working under the assumption a lot of WS adjustments would make those weaponskills more appealing, and since you already have the weapons on, Giving MND+15 on a Weapon would only help the Relic WS, and not need to sacrifice another slot to build more MND for it, so to speak.
On the bottom part, I agree... Maybe if the Mandau's Poison was 30hp/tic or something powerful, it could really add up to help their DPS (10dmg/sec additional). Those should be rethinked, or just replaced for some jobs. (Swords can stay). Increasing the Potency on some of them might help though. Who knows.
Theres a lot that can be done to improve relics, I'm not sure I could brainstorm a lot outside of commonly wanted stats... Triple Attack, Critical hit rate, Critical hit Damage, Haste, TP Bonus, etc.
I mean Theoretically you could give each a distinguishing buff, Like...
Dagger: Add Triple Attack (+5% for 99 weapon), Increase Triple Attack Damage (+5%)
Sword: Add a Bonus to Enspell Damage (PLD and RDM both get Enspells), Maybe +20 Enspell Damage? Maybe Also add/enhance Fencer?
Great Sword: Critical hit Damage +10%
Axe: Critical hit Rate +10%.
Great Axe: Double Attack +5% Increase Double Attack Damage (+5%)
Scythe: ??? - Rework Additional Effect to Drain HP or TP?
*Dunno what to do with this
Polearm: Wyvern: Occ. atks. 2-3x? - Rework Addiitonal Effect to be "Occ. recovers Wyverns HP"?
*Dunno what to do with this.
Club: Accuracy +30? What else?
Staff: Haste +5%, "TP Bonus"?
Katana: Enhances "Dual Wield" (+10?)
Great Katana: Store TP+8 "TP Bonus"
Archery: ???
Marksmanship: Maximizes "Barrage" Accuracy?
The idea would be to keep Relic weapons "Best Damage" ones, so for Club/Staff, I don't want to add buffs like "Cure Potency" or "Magic Damage"... those should be saved for Mythics. IDK? Some more help?
brd is already getting massacre elegy
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