Page 7 of 13 FirstFirst ... 5 6 7 8 9 ... LastLast
Results 61 to 70 of 122
  1. #61
    Player Rubeus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok - Fairy/Sylph/Bismarck
    Posts
    146
    Character
    Carcer
    World
    Shiva
    Main Class
    THF Lv 99
    [dev1004] My idea for an 11 would still call it Lucky and show an animation but it would hold charges, similar to a dancer's "Steps." In this way, the corsair who got it can store anywhere from 1-5 of such counters and use them up on different rewards. Using the ability would be maybe called "Gamble" and would consume a *RANDOM* amount of charges for the appropriate reward. It would have a 30 second recast.
    1: adds 1/2 the time remaining to all rolls in effect currently and increases them by 1 roll point or as if that job was in the party in the case of an 11 or lucky numbered roll. For example: an 8 would turn into a 9, an 11 would also act like a missing job was present.
    2: guarantees that the next ranged attack by the COR will be 100% accurate and not consume ammo or cards.
    3: guarantees that the next card attack from the cor doubles the remaining time of all of the enemy's debuffs
    4: doubles the remaining time of all rolls present on the party and adds 1 more roll to the COR
    5: does 1 and 4, also does some of the very good add-effect suggestions per-job/roll (whatever's least broken and gamebreaking).

    this adds the gambit system people are looking for without producing gil and also rewards patient CORs in long-term parties.
    (0)

  2. #62
    Player Laurion's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    13
    Quote Originally Posted by Airget View Post
    I'm surprised they didn't list any ideas they had in mind, while it seems that 11 giving the full effect even if main job isn't in party could work, there still needs to be a boost that would take effect when the job is in the party. With that in mind I thought of something that could be neat but at the same time prolly to complex to work right. Basically when you hit 11 you gain an additional effect if the proper job is in the party.
    Cor= xp, skill rate increase
    NIN= Evasion, parry/guard/shield rate increase
    RNG= Acc/RACC, increase chance of interrupting targets casting
    DRK= ATT, ignore x% defense
    BLU= Mag Def, Reduce magic dmg taken
    WHM= MP recovered while healing, Cure potency+
    PUP= pet ACC, pet: increase chance of interrupting targets casting
    BRD= spell interruption rate down, Quick Cast
    MNK= subtle blow, Counter rate up
    BST= Pet ATT, pet: ignore x% defense
    SAM= Store TP, Conserve TP
    SMN= Refresh, MP restored to Full
    THF= Crit hit rate, Increase Crit dmg
    RDM= Mag ACC, DMGing spells have chance to cause terror
    WAR= DA, Occasionaly deal double dmg
    DRG= Pet: MATT/ACC, pet: magic crit hit dmg+
    PLD= Spikes, absorb x% dmg taken
    BLM= MATT, Magic crit hit dmg +
    DNC= Regen, HP Restored to Full
    SCH= Conserve MP, No cost(chance to reduces MP cost to 0)

    It might be to intricate to actually implement but if 11 gave an additional effect on top of the original one I think it would add more strategy to the corsair. Another thing that could be added is possibly a 50+ ability that allows the additional 11 effect to go off even if the main job isn't in the pty but put it on a 10 min recast timer.
    I really like this idea as well.

    I'm also fond of the idea of an XI reseting the phantom roll timer to zero, but I could still live without it.
    (0)

  3. #63
    Player
    Join Date
    Mar 2011
    Posts
    3
    Im not actually a cor (though i would like to be one) and i know this isnt related to issue at hand but i really wish the cost of bullets wasnt so high, and that the stock wasnt so scarce. Those are the two main things stopping me from trying cor out.
    (0)

  4. #64
    Player Mac1's Avatar
    Join Date
    Mar 2011
    Posts
    2
    Character
    Macone
    World
    Asura
    Main Class
    RNG Lv 99
    The whole idea behind Corsair when it originally was introduced was that is was a job based off luck. As the job has evolved though it has become less and less about that and more about just consistently keeping two rolls on the party (ignoring the DPS capability and the enfeebling element). That being said here are my thoughts:

    Originally when the 10 minute rolls were introduced it reestablished Corsair as a job of luck. You could see this from the play style of Corsairs almost immediately, when originally if you rolled a 6 a player would just leave it be if Fold was down players started using Double-Up on 8s and 9s in order to have the chance of hitting an 11 and getting the extended duration. This also allowed for the player to spend less time getting in position for rolls and more time focusing on DPS or helping with cures if they were /Mage. Just from pure logic this addition made sense.

    Other good ideas I agree with concern adding an additional buff that makes an 11 worth going after (+3 Str to Chaos Roll is not worthwhile). Also the thought of rolling an 11 resets the Phantom Roll timer back to 0:00 is perfect because it puts Corsair on the same level as Bard.

    I hope there is some plan to make Corsair relevant at all in Abyssea in the future. Currently it has 5 blue triggers (Shadowstich, Evisceration, Savage Blade, Slug Shot, and Detonator), 0 grellow triggers, and 0 red triggers (not including sub job additions). In all low man type scenarios it is completely useless.
    (0)

  5. #65
    Player
    Join Date
    Mar 2011
    Posts
    5
    Posted this in another thread, but this looks the one that's getting most activity...

    I'd like to see it give a new type of effect altogether, but still based on the effects you wanted.

    Like Chaos Roll would not only give the enhanced attack that you now get when rolling an 11, but would also get +15 STR for example.

    More examples would be:
    Fast Cast Roll - Small "Quick Magic" chance of 5%.
    Blitzer's Roll - Chunk of Haste. Say +10% Job Ability type Haste.
    Samurai Roll - small regain effect of like 2/tick.
    Hunter's Roll - +15 DEX increase.
    Gallant's Roll - already gives "damage reflection", but also give a conversion of that damageback to HP or MP. Or +15 VIT increase.
    Ninja Roll - +15 AGI increase.
    Magus Roll - Magic Evasion as well. Or +25 to all resistances included in the MDB bonus.
    Healer's Roll - 10% boost to maximum MP.
    Choral Roll - +15 CHR increase.
    Monk's Roll - 10% chance of not feeding any TP to enemy when attacking.
    Evoker's Roll - Immunity to plague effects.
    Rogue's Roll - Increases critical hit damage by 5%.
    Warlock's Roll - +15 MND increase.
    Fighter's Roll - Small percent chance to triple attack, say 3-5%.
    Wizard's Roll - +15 INT increase.
    Dancer's Roll - +10% boost to maximum HP.
    Scholar's Roll - +10% Fast Cast.
    Tactician's Roll - Quadruple attack +1%.

    Would certainly make it interesting to try and land 11, instead of just being pleasantly surprised when rolling 11.
    (0)

  6. #66
    Player Kennx's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    28
    Character
    Kennx
    World
    Odin
    Main Class
    BLU Lv 99
    Make it a random Bonus when rolling 11.


    Time: One Recast timer set to 0 for all party members.
    MP: Restores 200 MP to all party members.
    HP: Restores 200 HP to all party members.
    TP: Grants 100 TP to all Party members.
    Stats: Grants +10 to all stats to all party members.

    and also give Corsair a bonus for making the roll 100% each time:
    Corsair: Saves Ammo on Bullets and Cards the full time of the Phatom Roll that is 11.
    (0)
    Last edited by Kennx; 03-14-2011 at 05:37 PM.

  7. #67
    Player Tasuki's Avatar
    Join Date
    Mar 2011
    Posts
    12
    Yup, I do agree with AyinDyra, if its under an 11 roll, the roll will have a special trait or effect activated like for example, if a Ninja roll under a 11 roll will give utsusemi effect, or maybe under a Galant's roll, it will have Stoneskin effect.
    (0)

  8. #68
    Player
    Join Date
    Mar 2011
    Posts
    4
    [dev1004]
    some ideas
    Roll 10 = 50% chance of rest 1 job ability of 1 magic on recast.
    Roll 11 = 100% rest 1 job ability or 1 magic on recast.
    1) doesn't rest 2hr.
    2) affect longest recast.
    3) roll 11 fill up QD charges.

    I also would like QD to function like PR where it is based on luck.
    When you use QD, a random number between 1 and 6 is placed on mob.
    QD(double up) again to place another number on mob. IF you bust the QD, 2x the damage you inflicted on the mob will trigger on you.
    1) QD can be used without any card. Using card will increase potency of QD.
    2) damage of QD will be based on the number and job lv instead of MAB.
    (0)
    Last edited by Rawr; 03-14-2011 at 11:33 PM.

  9. #69
    Player Bzbu's Avatar
    Join Date
    Mar 2011
    Posts
    2
    Character
    Belzebux
    World
    Valefor
    Main Class
    BST Lv 95
    I agree with Trefold

    Also would be great to augument the Rolls, for example, chaos roll XI ocacionally deals double damage, samurai roll sometimes store double TP, fast cast goes to sometimes Instant, regain sometimes conserve TP, to mention some.
    (0)
    Last edited by Bzbu; 03-15-2011 at 01:21 AM.

  10. #70
    Player Silvers's Avatar
    Join Date
    Mar 2011
    Posts
    30
    Character
    Hakkairu
    World
    Bahamut
    Main Class
    SCH Lv 45
    Quote Originally Posted by Silvers View Post
    Here is my thoughts for additions and tweaks for COR. I think there should be a Luck system added to COR. For symbols to keep track should be marked with a 4leaf clover for when Luck is positive, and a thunder cloud when it is negative, with 11 of Luck total levels (-5 to +5). Luck increases by getting Lucky numbers and perfect rolls on Phanton Rolls (lucky numbers = Luck+1, Perfect = Luck+3) with a 4leaf clover for a icon when luck is positive. Luck decreases with Unlucky numbers and Busting (Unlucky numbers = Luck-1, Bust = Luck-3). As your luck increases or decreases it will cause the strength of Phantom Roll and Quick Draw to raise and fall. I haven't worked out the details for sugguesting amounts, but I think a Perfect Corsair's Roll with max luck should be +75% Exp. For Quick Draw, Lucks extends the duration of Light Shot 20sec with each level of positive luck and -5sec for each Lv of negative luck. For Dark shot gives a chance of dispeling more than one buff from target. For all other QD shots, Luck influences DMG. Luck should also affect Random deal, by it's ability to reset more than one job ability and it's ability to fail when only one JA is in recast. Below are some things that I think would
    help the job with this system.

    Luck of the Draw (or Lucky Draw, I can't decide on a name): Job Ability (Lv45, Duration: instant, Recast: 2min) - Increases Luck level by 1

    Hot Streak: Job Trait ("Hot Streak I" Lv45, "Hot Streak II" Lv90) - Achieving a Perfect Phantom Roll: extents the duration to 10 minutes, resets Phantom Roll timer (making the JA ready for use again), and grants and addional roll effect (Max being 4 effects). To clarify, getting an 11 gives you another roll effect while there is a perfect roll active.

    Trick Card: Job Ability (Lv55, Duration: 2min, Recast: 4min) - Uses one luck level, and lowers Quick Draw DMG by 25% while adds status effects to elemental shots. Status effects' duration/potency varies with Luck.

    Two of a Kind: Job Ability (Lv60, Duration: 1 roll, Recast: 15min.) - Uses 2 Luck levels, and your next roll will automatically repeat your last roll.

    Double or Nothing (or "Double Down", again can't decide on the name): Job Ability (Lv80, Duration: 1 roll, Recast: 6min) Uses 3 luck doubles the effects of your next roll. Unlucky numbers and 12+ will wipe all active roll effects and causes two bust effects and decreases Luck by 6.

    Stacked Deck: Job Ability (Lv70, Duration: instant,Recast: 15min.) - Sacarfices all Buff effects currently on COR using the ability, and grants them to party members. Chance of retaining buffs depends on Luck.

    Follow Suit: Job Ability (Lv70, Duration: instant, Recast: 5min) - Rolls a die and copys/absorbs 0-3 buffs on enemy depending on roll: rolling 1= no buffs, rolling 2-3= 1 buff, rolling 3-4= 2 buffs, rolling 5= 3buffs, rolling 6 will absorb 3 buffs regardless of Luck level.

    Let me know what you thinks about these ideas.
    I posted this in the other thread a few days ago. I agree with the need for an ability like Pianissimo. Could call the JA "Bluff", and using it makes the roll effect everyone but the COR activated (maybe even add an imtimidation for Lucky Numbers and 11's when used to the party when used). I know some think we should get a 3rd roll effect without hitting 11, but the job would be a little too close to BRD. BRD has to work for their extra song effect through trials. Why not a JA for COR to get an additional roll with a perfect roll, it fits the theme of the job. It's not that hard to hit an 11, or maybe I'm just lucky. I wondered why SE has never made luck a bigger part of the game for COR. I think a Luck system, similar to finishing moves for DNC, should be added to COR to have it affect PR, QD DMG, gil droped by enemy, TH, and weapon skill DMG. COR should have a little more control over roll outcomes. Can't rely on Lady Luck alone, we should be able to make our own luck some of the times, besdies she is very fickle in this game.
    (0)

Page 7 of 13 FirstFirst ... 5 6 7 8 9 ... LastLast

Tags for this Thread