I would like it to be a separate form of haste if anything was to change about it. I could take off most of my equipment haste gear and use the dark knight af3 instead or at the very least better stats instead of stacked haste for equipment. I normally have a bard and mage haste when im playing on dark so having the extra option to change up my magic/equipment haste would be beneficial.
Last edited by Chriscoffey; 08-23-2011 at 04:15 AM.
I still believe it should be separate from any type of haste we already get and it should break the "delay" cap. Yes, it could be all sorts of broken. But we must have forgotten things like Aegis-Ukon-Verethragna being already broken.
SE gives Aegis MDT past the cap, no one says much other than yayyy woot! But Heaven forbid they let Apoc break the haste cap, otherwise all the other DD's will be crying. Also even if it becomes broken, I think that 928 out of the hundreds of thousands of players who have an Apoc deserve it.
As far as Mythics go, I think the best thing to do would be to change the Aftermath to how people originally suspected it was going to work.
That is, rather than getting different effects at each stage, grant a lesser combination of all 3 effects at each level of TP, with the duration and effect strength of the AM going up at 200 and 300 TP. Several of them need their job-enhancements revised as well - Glanzfaust for example is a complete, utter joke. Meanwhile Kenkonken is still, IMO, better than even Verethragna as it allows for near-limitless maneuver spamming without fear of Overload.
Yagrush is pretty amazing, but I feel it could really use a bit of Cure Potency. Say 10~15% max at 99? That way it still wouldn't beat out Surya's +2 for straight up cures, but you could still keep it as a full-time option (especially if you get a lucky Genbu's Shield augment)
The main problem with the DD mythics in general is that they simply are not aggressive enough. Relics & Empyreans are supposed to out damage them, but I still feel that they could use a tweak either to the aftermath or job boosts that enable the DD's equipping them to be much more aggressive than they might be otherwise.
As for relic weapons, they're already pretty nice. The weapons themselves are still a force to be reckoned with (especially the 2 handers) and only really lose out to Empyreans for the most part because of the aftermath. To balance this, increasing the WS strength I think would be the best approach so that the damage more or less evens out a bit (though if I'm not mistaken, Empyreans *are* meant to be the best of the best, or "Gods among weapons" as SE put it at Vanafest)
So, this list was a little harder to come up with because there is very little known about some of these weapons but here goes anyway.
First off, make them easier to get FFS.
All these weapons from the start have been more about utility and not raw damage. Unfortunately That just doesn't work when your jobs only real duty is doing damage. The aftermaths on these weapons add a whole new dimension to play style and as easy as it would be to say they should get OAT on every level of aftermath I think that would kinda take something away from them so I'm gonna try to work around that. Level 4 increases to their "augment's ???" are pretty obvious so I will leave those out.
Warrior - Conqueror
Any GA needs some way to at least hold a candle the raw damage of Ukon. KJ just needs to do more damage. There's no way around it that I can see.
Monk - Glanzfaust
Should end up being solid by the time the fTP increases and level 4/5 augments are added.
White Mage - Yagrush
Amazing already
Black Mage - Laevateinn
Start tacking on m.acc and keep increasing mab.
Red Mage -Murgleis
Finish at 99 with +50 m.acc assuming magian staves are still +5 affinity
Add Enspell damage +20
Drastically improve the effectiveness of Death Blossoms m.eva down. Make it easier to land on NMs and have it floor any mobs mobs magic evasion against any spell they aren't completely immune to.
Thief - Vajra
Increase Mandalic stabs fTP to 3.0 3.25 and 3.5
Paladin - Burtgang
Continue down it's current path.
Dark Knight -Liberator
Add "enhances stalwart soul". Maybe an extra 20%? Have "enhances absorb spells" affect the new buff stealing spell by increasing it's base to 2 buffs absorbs and 3 buffs with nethervoid.
Beastmaster -Aymur
Kinda makes sense for BST but because most pet TP moves do junk for damage and TP bonus really doesn't do much how about change the TP bonus to an equivalent damage multiplier on physical TP moves. That would be double sic/ready damage with the level 90.
Bard - Carnwenhan
Ehhh this dagger does pretty much what's advertised but it's kind of underwhelming. Maybe increase the m.acc to 50 on the level 99 so you can use it for enfeebs on stronger mobs instead of hq/magian staves.
Ranger - Gastraphetes
I just don't know on this one. How do you fix a crossbow when no RNG in the world uses a crossbow?
Samurai - Kogarasumaru
I don't know what this weapon does..
Ninja - Nagi
This is SEs tanking katana. Unfortunately doing a beastly Blade: Hi kinda laughs at +20 enmity. Kamu's fTP should be increased to 3.0 and the blind effect needs to be very potent (think 5/5 blind II) and accurate enough to land on HNMs reliably.
Dragoon - Ryunohige
Boss
Summoner - Nirvana
Boss
Blue Mage - Tizona
Expiation isn't going to compete with Chant in melee situations so maybe turn this into the sword you use when you are using magical blu spells? Add a full spectrum +3 m.att/acc affinity.
Corsair - Death Penalty
As long as leaden salute keeps getting fTP increases I think this gun will turn out fine at 99.
Puppetmaster - Kenkonken
Boss
Dancer - Terpsichore
Working as intended. Continue fTP increses.
Scholar - Tupsimati
Needs to do something else. The only unique stat on it is the -20 enmity/weather thing. Pretty underwhelming. Maybe it could increase rapture and ebullience effectiveness by 50% making them +75% and +60% respectively.
Honestly for what they are I think mythics need less adjustment than most relics.
Last edited by Insaniac; 08-23-2011 at 09:12 AM.
↓ Trolling sapling ↓
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My opinion is that all 3 classes of these weapons should maintain their individuality and not really cross boundaries. Empyreans are high damage weapons with ridiculously strong unique weaponskills(some deserve a small boost though, imo) and a 2x damage aftermath. If you want to change relics or mythics to be essentially that; strong weapons, even stronger WS and aftermath, then you're going about it wrong.
Relics are the strongest base weapons in the game, have an added effect, relic proc, a bonus to attack(1h) and/or acc(2h), and a relatively underwhelming unique WS with a relatively underwhelming aftermath. So to make relics more powerful without crossing boundaries, you should:
1. increase the frequency and power of relic procs
2. vastly increase the base damage on the weapons
3. vastly increase the power and frequency of the added effect
4. trigger the relic's aftermath when using any WS, not just the relic WS
Mythics are the weakest of the endgame weapons for sheer damage, but serve to broaden or deepen the utility of a job outside their ability to deal damage. So to fix mythics, one should:
1. Grant a unique spell and/or job ability to any player who wields the mythic
2. Broaden the weapons to enhance/augment even more job abilities and job traits(yes, meaning more than just freaking mijin boost)
Well, I don't know enough about individual mythics to propose specific adjustments and they've gotten buffs on the way to 90 that we probably don't know about. However, I can copy-pasta the top of my relic post and adjust it for Mythics!
General/weapon stat solutions:
* Remove the offhand limitation from Mythics. (Mythics currently lose all their stats and enhancements besides damage and delay when offhanded)
* Allow Mythic Aftermath level 2 and 3 to overwrite themselves.
* Allow Relic and Mythic aftermaths to coexist.
* Apply Mythic aftermath to both hands. (You're weaponskilling to give yourself a buff. Why shouldn't that buff apply to both hands?)
* Allow TP Bonus equipment (like Moonshade earring) to affect aftermath duration.
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