It's a start but you need to get behind a tank and shoot. Which gives it a really high risk factor of getting you killed in the process since a lot of hnm moves can 1 shot a low HP job like rng.
It's a start but you need to get behind a tank and shoot. Which gives it a really high risk factor of getting you killed in the process since a lot of hnm moves can 1 shot a low HP job like rng.
My Japanese is a little rusty but the example section in the JP Rep post roughly translates to this:
If a ranger uses no -emnity gear with Decoy Shot:
A ranged attack dealing 250 damage adds 250 damage worth of emnity normally.
With a target PC, emnity is added as follows:
Ranger: 50 damage worth of emnity added.
Target PC: 200 damage worth of emnity added.
When a Ranger wears -20 emnity gear:
A ranged attack dealing 250 damage only adds 200 damage worth of emnity due to the -20 emnity effect normally.
With a target PC, emnity is added as follows:
Ranger: No emnity added.
Target PC: 200 damage worth of emnity added.
I'm not certain, but the wording of the rest of the post implies that the transferred amount is fixed per ranged attack (no word on what, if anything effects the amount, or whether the example of 200 is the official number.) It also talks about using stuff like stealth shot to deal with powerful WS's like Sidewinder. Most of the rest seems to be stuff already known. An official translation would be appreciated.
My opinion is a fixed amount is a bad idea as it's too difficult to balance vs. a percentage. It will either be too strong on difficult mobs or too weak on easy mobs. Nevermind that WS's will suffer the most from a fixed amount and is the area where RNG needs emnity adjustment the most.
Last edited by Saelae; 09-27-2011 at 02:09 AM.
I'll help a bit pointing the most important point from what Mocchi saying.
It's point #3 and #4:
3. When ranged attack occurs, it's possible to transfer a _fixed_amount_ of enmity
4. The cumulative enmity transfered to other PC has no upper cap. (As such, if you do 1 ranged attack, there will be one occurrence of enmity transfer, and if you do 5 ranged attacks, you'll get 5 occurrences of enmity transfer)
About Sidewinder, he gave an example where Stealth Shot is a better option suppress the enmity from a such very damaging attack. So decoy shot is not the ultimate means to suppress your enmity on the entire fight. The knowledge when to use what is the key to keep enmity at low level.
So, I think this is a pretty good JA overall, you can do 4x as much damage (of 0 enmity level) before you worry about mob have their attention locked on you.
For most of the time, you can stand at max ranged attack distance to avoid boss monster attack. It's particularly hard if you're only given limited space like most of Voidwatch fights or a fight where your tank's back must face the wall.
Last edited by VZX; 10-11-2011 at 11:38 AM.
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