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  1. #1
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    Sep 2011
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    Not to sound like a wet blanket, but all these idea's are potentially game breaking if applied to NM's. And SE doesn't particularly like us breaking NM's, so don't expect any of them to work on NMs. Like I've said in previous threads, make simple things, the more simple it is, the less variables and factors involved, then less room SE has to screw it up.
    I agree with simpler math reduces the chances of programming errors. I also agree with TP moves can't be stopped (though Paralyze can stop TP moves).

    Though, there are examples of spells out there that other classes have access to that act as speed bumps for the foe when building their next TP move. One example is Absorb-TP. It damages the target's current TP and gives the caster an equal value of TP to the caster. So, asking for a TP hindering/damaging move is not too far left field to request for. The math can be made pretty simple.

    Yes, I have suggested a spell that might seem game breaking: Sadness. So, If you don't mind, saevel, I would like to see how you can make this spell idea fit into what your view would be a proper spell to cast on an NM.
    Spell: Sadness
    Element: Water
    Magic Type: Black
    Skill: Enfeebling
    Maximum duration: :30 earth minute
    Cost: ~40 MP
    Method of Removal: Erase
    Description: Under Sadness, the target will not be able to gain TP at a normal rate. Instead the rate of TP the target will be able to gain will be half. The duration is based on the caster's INT versus the target's magic defense.
    The mentality I was going under was short, intense enfeebles. Your view could be what can balance it out. I am curious to see what you have to suggest. I look forward to your response, if you chose to participate.
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  2. #2
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Xtrasweettea View Post
    I agree with simpler math reduces the chances of programming errors. I also agree with TP moves can't be stopped (though Paralyze can stop TP moves).

    Though, there are examples of spells out there that other classes have access to that act as speed bumps for the foe when building their next TP move. One example is Absorb-TP. It damages the target's current TP and gives the caster an equal value of TP to the caster. So, asking for a TP hindering/damaging move is not too far left field to request for. The math can be made pretty simple.

    Yes, I have suggested a spell that might seem game breaking: Sadness. So, If you don't mind, saevel, I would like to see how you can make this spell idea fit into what your view would be a proper spell to cast on an NM.


    The mentality I was going under was short, intense enfeebles. Your view could be what can balance it out. I am curious to see what you have to suggest. I look forward to your response, if you chose to participate.
    This is essentially -Store TP 50. On any NM that actually used the TP counter to perform their special moves (there are many that can just do it whenever they want without TP) this would break them, especially if it lasted then entire fight. Cut the duration to the standard 3 min and the potency variable based on dINT. 50% is too high a cap on NMs for SE not to nerf the living sh!t out of it. Possibly 25 ~ 35% would be the most likely target, it slows down the NM enough to actually be somewhat useful while not disabling it or crippling it.
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  3. #3
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    Aug 2011
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    Quote Originally Posted by Xtrasweettea View Post
    I agree with simpler math reduces the chances of programming errors. I also agree with TP moves can't be stopped (though Paralyze can stop TP moves).
    Actually, paralyze can stop everything but TP moves. Paralyze doesn't stop a player's weapon skills, either. It's weird to think about, considering these two things are the most complex physical movements in all of Final Fantasy XI, but that's how Paralyze rolls.

    I think an Addle-like enfeeble would be a nice way to deal with TP gain and TP moves. Rather than crippling the monster's TP move damage or TP gain, it could just be a mild to moderate penalty to both. This would also make the spell more useful against monsters who gain TP mostly through regain, or simply don't need TP to use their super-secret special moves.

    More than anything, however, the developers just need to realize that nobody wants to enfeeble critters that any bro with a particularly pointy stick could kill in 15-60 seconds; people want to enfeeble Notorious Monsters.

    Or they could just introduce Dia IV and then go build a fort out of their desks and take a nap in it. That sounds a lot more likely.
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  4. #4
    Player Economizer's Avatar
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    Jun 2011
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    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by SpankWustler View Post
    I think an Addle-like enfeeble would be a nice way to deal with TP gain and TP moves. Rather than crippling the monster's TP move damage or TP gain, it could just be a mild to moderate penalty to both. This would also make the spell more useful against monsters who gain TP mostly through regain, or simply don't need TP to use their super-secret special moves.
    Plague comes to mind, but if you wanted to make something more like Addle, it would probably have an effect of slowing the ready time for TP moves (of course, then SE could just spam mobs that don't ready TP moves like they do already).

    Quote Originally Posted by SpankWustler View Post
    Or they could just introduce Dia IV and then go build a fort out of their desks and take a nap in it. That sounds a lot more likely.
    It's funny, because as a White Mage, the spell I'm most jealous of that Red Mage gets is Dia III. I wonder if Saboteur increases Dia's defense down effect. Dia IV would probably do something in the range of ~20-25% defense reduction depending on Saboteur's effect. Or perhaps even a 50% reduction that decays rapidly to the baseline reduction.

    Of course, while SE is at it, they should make all of the merit spells learnable, and just have the effect for each tier boosted by merits. This would be the single easiest way for Red Mage to receive a nice power boost (and while we're at it, Phalanx II should be learned at full potency and not be merited at all, considering Scholar).

    As with any tread related to buffing Red Mage's enfeebles, Red Mage should get a boost to Dark Magic skill, since this opens up more Dark Magic based enfeebles. While we're at it, the elemental debuff spells should be considered for Red Mage, even though they scale pretty horribly.

    And if the reason Red Mage hasn't gotten buffed is a fear of soloing, then the solution is simple: give Red Mage the enfeebling equivalent of Bully - the more people you have in your party, the more effective your enfeebles are, even against NM mobs.
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