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  1. #411
    Player Rezeak's Avatar
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    Mar 2011
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    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    I posted this in DRK forum but since SE replyed to this post it seems the best place to put it.

    I tested Scarlet Delirium annnnd it's up there.... with tactical parry

    At most it's +10% DMG it was hard to tell either way u have to lose alot of HP to maybe see an effect is totally fail and in no way useful.

    Either way this serves no use to DRK what so ever either wasted dev time on a useless DRK Ability hurts.

    Again SE if you are gonna add minimal to useless stuff to DRK just forget it, i'd rather u save FFXI's limited space for decent updates

    Anyway here's the math

    You can have it up 1/3 of the time then if u can instantly max it out it's a 3.3% DMG boost but in reality this is a 1% boost in DRK DMG at most.

    Here's the kicker the TP->DMG or the JA for MAB are far better JAs that this because there sitituational this is like totally useless well maybe 1% useful :P

    Side note: I tested on low level mobs. will test on something tougher in a sec ^^

    Update tested on Tough mob noticed no difference... i doubt that the ja is a 20% boost as prev post proclaimed i'd say 10% is possible but so hard to notice.

    Summary Scarlet Delirium adds nothing to DRK

    Absorb-Buff and break are nice tho but honestly why waste devs time on stuff like Scarlet Delirium >>
    (1)
    Last edited by Rezeak; 08-30-2011 at 03:27 PM.
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  2. #412
    Player Leonlionheart's Avatar
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    Mar 2011
    Location
    Jeuno
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    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    You know testing something that has ATTACK in the description on mobs where your ATTACK is capped might've been a bad idea.

    Go hit Akupara or Voidwrought and come back and decide if it's worthless or not.
    (0)

  3. #413
    Player Leonlionheart's Avatar
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    Mar 2011
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    Jeuno
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    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Dart View Post
    war has always had one and only one viable type of defensive capability. The ability to kill shit faster than it can kill them. That's it unless you do something silly like go /pld and try to shield tank (which consequently I have on fafnir! lol)

    trying to not count the utility of stun, sleep, bind, dread spikes, weapon bash, etc is just blatantly being obtuse.
    Thank you so much.
    (0)

  4. #414
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    Quote Originally Posted by Leonlionheart View Post
    You know testing something that has ATTACK in the description on mobs where your ATTACK is capped might've been a bad idea.

    Go hit Akupara or Voidwrought and come back and decide if it's worthless or not.
    A 20% attack bonus that's only up 33% (or less, since it's conditional) of the time would be pretty awful, but you have a point. A literal attack bonus might explain the wonkiness in the numbers everyone has been getting against the usual test subjects.

    Of course, it could also be straight-up +20% damage and just really hard to test with Sneak Attack on level 0 monsters given the "take damage" condition.

    This ability really is not going to be fun to test, particularly considering the absence of cats properly trained in recording and organizing the data they "parse" while watching a bro play FFXI.
    (0)

  5. #415
    Player Leonlionheart's Avatar
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    Mar 2011
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    Jeuno
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    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Honestly if anyone here wants to give accurate feedback, they need to just go read or, if you're lucky, certain things on FFXIAH. Those are more than likely where the best feedback will come from, even though they may not relay it here.
    (0)

  6. #416
    Player Rezeak's Avatar
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    Mar 2011
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    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    tough mobs coned at low evasion only so my attack wasn't capped.

    Not to mention in equip it shows attack which didn't increase.

    O yea and SE hinted at a pure DMG boost of 20% which i imagine they reduced to 10%

    Either way like i said i noticed a DMG increase of about 10% in abyssea(crits doing around 10% more but definitly not 20% after losing half my hp) i noticed nothing outside (mainly cause 10% is smaller than the variation of melee hits.)

    To go into more detail

    In abyssea on mobs i usally crit for around 700 i was criting for 750 ish after losing 30-50% of my HP which lead me to believe to it was a 10% increase in DMG if it was 20% i should of seen +140 on my crits which is would be easy to see either way if it's DMG it's 10%~

    As for attack if it's 20% attack why after i lost 20-50% Hp (multiple tests) i saw no increase in DMG 20% attack should give a noticeable increase (even with 10% attack it would be as well) on a mob which i'm well below cap.

    either way with 10-20% DMG the way the Ja is designed is terrible since u get 1 min to lose a large amount of HP to make the most of it when in a real case u'll use and by the time you have taken the dmg it's worn or you have 10-20 secs to use it.

    Best feedback i heard was it should work like this
    You use JA and it store DMG till it's capped once capped you reuse the ja on a WS or boost for 1 min like sublimation
    (1)
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  7. #417
    Player Muras's Avatar
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    Mar 2011
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    96
    Character
    Muras
    World
    Leviathan
    Main Class
    RUN Lv 99
    Long post, for those who don't wanna read, I'll try to summarize in my last paragraph. What I say in this post is based on what I've heard thus far. Seems there's mixed information about Scarlet Delirium, like +10% damage, +20% attack, or both. Or heck, maybe it's bugged out and not working right. I dunno, but I'm commenting on what I know.

    Quote Originally Posted by Leonlionheart View Post
    You know testing something that has ATTACK in the description on mobs where your ATTACK is capped might've been a bad idea.

    Go hit Akupara or Voidwrought and come back and decide if it's worthless or not.
    Everyone was expecting a direct percent boost to damage due to what Camate said earlier in this thread:

    Quote Originally Posted by Camate
    Scarlet Delirium*
     →After taking approximately half of your current HP in damage, your damage output increase by over 20%!
      (This is also reflected in weapon skills it seems)
      Additionally, while under the effects there is no decay over time)
    I think every player knows attack effects WSs (Or one would hope...), so I'm pretty sure the original idea was actually a direct boost to damage by a percent. Otherwise there wouldn't have been any point in mentioning it effects WSs. If that's not the case, then fine, I can accept this was just a mistake and now we know how the ability actually works.

    But that still doesn't change the fact that this ability is pretty useless. The 1 minute duration of this ability makes it extremely hard to get any results out of it because of party mechanics. It all depends on how well geared your PT members are, and the DRK himself, but depending on the circumstances, getting and keeping hate may not be as easy as it sounds. A very well geared Kannagi NIN can keep hate pretty darn well, especially in Abyssea, and I dunno if the DRK will get hate very often until the hate is capped. Even then the focus of the mob is bouncing around so you're never guaranteed the mob will actually hit you. Outside Abyssea is probably a lot easier to pull hate, but it's also easier to accidentally go overboard and have perma-hate too. Obviously this ability also serves the DRK no use if he's dead.

    Party members also play a part in this on what they do too. For example, there're times where you're doing an event and you may want to drain back some HP you've lost with Drain, but the WHM is so cure crazy that you never get drain off properly (Draining for 0. Yes, I know it still deals damage, but I still find it annoying). Same thing can happen with this ability... Tank sees DRK getting hit, so they unload hate abilities and take back the mobs attention, effectively rendering the ability useless because now by the time you pull hate back the darn thing wears off. This happens when trying to use Dread Spikes ALL the freaking time. I'm sure all my fellow DRKs know EXACTLY what I'm talking about.

    So that's the flaw in the design of this ability, and by extension Dread Spikes as well. Partly due to it's duration, partly due to party mechanics.

    So how to make it right? There's two possibilities I can see.

    Solution one:
    Keep Scarlet Delirium the same by boosting attack by 20% after taking 50% HP damage, but make it last the full duration of the recast, preferably 5 minutes duration/recast, but a 3 minute duration/recast is fine too. I'd even go so far as to say a 3 minute duration is a MINIMUM. I just wanna make sure I can use the boost I worked hard to get by taking a beating. I want to point out to any naysayer that this isn't like asking for something like Berserk to last it's full recast. Berserk is at full power from the get go. Every time Scarlet Delirium wears off, we'll have to build it up again, which may take 1-2 mins, hence having it last the full recast.

    Solution two:
    Make Scarlet Delirium what we thought it'd be... +20% boost to all damage after taking 50% HP damage, but have it on a 3 minute timer with a 5 minute recast. Again, 3 minute minimum to ensure the DRK can actually build the ability up to respectable numbers. I'd like to point out that SAM and it's Overwhelm trait is +19% damage for WSs, and requires no sacrifice and is on full time (With a condition of using WSs on the mob's face, but that's no big deal). 20% boost to all damage for 3 minutes every 5 minutes for being beaten half to death is NOT even close to asking for too much.

    So, my promised summery. Party mechanics and enmity work against DRK in using this ability right. The duration doesn't give us enough time to build it up and actually use it. +20% attack isn't that amazing nor game changing. The ability's duration should last it's recast as it is currently, or be changed to how we thought it'd be and have a 3 min duration/5 min recast. I think this ability will definitely be changed in some way, since every DRK everywhere seems to think Scarlet Delirium is stupid. I checked the JP forums, they hate it as much as we do.
    (4)
    Last edited by Muras; 08-30-2011 at 06:51 PM.

  8. #418
    Player Rezeak's Avatar
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    Mar 2011
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    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    I agree with all of that.

    I mean even in best case (where as u use the ability u instantly cap it) ur looking at a 6.67% increase in DMG

    But is 6%~ DMG worth losing half ur hp in less than 10 secs
    Cause if a mob can take that amount of HP off me in such a short time it isn't worth the 6% increase.
    Not to mention anything that would make SD worth using i wouldn't want my enmity to go any higher so doing more DMG then would be dumb....

    Either way i'd be surprised if the ja would add even 2% DMG to DRK overall and has no decent uses.

    If i could of implemented it i would of made one of 2 ways....

    Way 1
    On a 30 sec recast.
    One first use you begin to Store DMG till you hit 1/2 hp
    Then on second use it gives your WS the abilty to crit(not forced crit) with the added bonus of 0.01-0.02(1/2hp) crit rate(+10-20% crit rate) .
    Meaning every time u lose 1/2 u health u gain 1 crit WS with a 1min timer as a limiter

    Way 2
    Is make the Ja 5 min
    Once used you'll store DMG till u hit 1/2 hp lost then u'll recieve a 3 min 10-20% DMG buff.
    (0)
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  9. #419
    Player Urteil's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    1. This ability falls vastly short of even the most minimal of expectations.

    This is absolutely nothing like what was said in Camate's response to what was planned for DRK, its terribly depressing.

    Does this move even boost the power of drain and aspir?

    How am I going to cast these crappy Tier III nukes and why would I cast them with such an ill-thought out ability?



    Please make this give a straight boost to attack and magic attack for one minute, or triple the duration so its feasible for the Dark Knight to take damage and make some actual use of the ability for a decent window of operation.


    Make it greatly boost the power of Aspir and Drain (+30-50%).



    2.


    DEAR SE,


    Make it so when Absorb-ATR is used in conjuction with Nethervoid and Bale Flanchard +2, it is possible to absorb 3 beneficial status effects.


    Seeing as how Bale Flanchard boosts the power of every other Absorb spell, especially the seven (eight) we never use.
    (0)
    Last edited by Urteil; 08-30-2011 at 11:06 PM.

  10. #420
    Player Chriscoffey's Avatar
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    Jul 2011
    Posts
    214
    Character
    Darkchris
    World
    Lakshmi
    Main Class
    DRK Lv 99
    I can't believe all of my dark friends still believe SE cares about Dark. They tell you that we are getting something that could potentially be good to turn out as utter trash. They then give us something like an LR update to which they jack up every other job with abilities/weaponskills that actually make sense and dominate any gains made.
    (0)

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