Page 10 of 11 FirstFirst ... 8 9 10 11 LastLast
Results 91 to 100 of 102
  1. #91
    Player Vagrua's Avatar
    Join Date
    Mar 2011
    Posts
    191
    Character
    Vagrua
    World
    Lakshmi
    Main Class
    SAM Lv 99
    Why not just make enemies susceptible to all forms of Enfeebling Magic, but only if you have very high Enfeebling Magic or with Elemental Seal? Make it to where a RDM with good skill and gear is able to land them. At the moment, about any job can land enfeebles onto a mob unless it's resistant. This kind of throws RDM off to me since it is supposed to be its specialty.

    I'm not saying its DD capabilities couldn't be improved also. As stated, many jobs can solo content well now. RDM can still accomplish this, but it takes much longer. Enspells could be improved to up the damage. Perhaps a merit category added for upping the damage of Enspells in the future.
    (0)

  2. #92
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Vagrua View Post
    Why not just make enemies susceptible to all forms of Enfeebling Magic, but only if you have very high Enfeebling Magic or with Elemental Seal? Make it to where a RDM with good skill and gear is able to land them. At the moment, about any job can land enfeebles onto a mob unless it's resistant. This kind of throws RDM off to me since it is supposed to be its specialty.

    I'm not saying its DD capabilities couldn't be improved also. As stated, many jobs can solo content well now. RDM can still accomplish this, but it takes much longer. Enspells could be improved to up the damage. Perhaps a merit category added for upping the damage of Enspells in the future.
    To your first point, it's a function of the magic accuracy formula. Resists are not a single check but a series of checks with an ever decreasing potency / duration (depending on spell). Anyone who receives a "resist" message more then 50% of the time (assuming capped skill) means that mob has ridiculous magic resistant to that enfeebled. It's easy to check resist rates, cast a bunch of elemental spells of the same element of the enfeeble (Blizzard for example). Note your elemental magic and write down the number of full / half / quarter resists. Cast an equal amount of the enfeeble (paralyze) write down your enfeebling magic and the number of resists / lands. If the number of resists is larger then the number of elemental half resists, then the monster has special resistance to that debuff effect that goes beyond it's normal elemental resistance. You see this ~A LOT~ with Paralyze. You have no problem landing full damage Blizzard IV's on something, they land for full damage more then 75% of the time. Your Paralyzes are constantly being resisted, and when they do land you never / rarely see a proc (indicating potency reduction). The monster has a 100~150+ magic resistance to that enfeeble on top of their C or higher rated elemental resistance.

    To your second point, it really depends. I do Dynamis with 1~3 other friends often. Usually I'm with my duo partner who likes to go BLU/DNC and me go RDM/DNC. We both have 90 Almace and corresponding gear. I will do half of the damage, if not slightly more do to enspells and DC dynamis mobs having high defense for their level. Together we'll clear out entire camps on our own, camps of DC's not EPs. Once you scale up to higher / harder monsters then RDM drops down in damage potential, especially as the BLU can go /WAR with DWIII and berserk and really crank up their damage. We're solidly a mediocre DD job, capable of dealing significant damage but not in the same ballpark as a SAM / WAR / MNK / DRG / DRK or the aforementioned BLU/WAR. Biggest issue we have is no gear to scale up with, while those jobs (and the BLU) keep getting better and better gear. Temper really helps our melee potential, along with a 500 enhancing magic set for 30 damage enspells that don't get resisted often and +25 to our melee stat of choice.
    (0)

  3. #93
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    Quote Originally Posted by Vagrua View Post
    Why not just make enemies susceptible to all forms of Enfeebling Magic, but only if you have very high Enfeebling Magic or with Elemental Seal? Make it to where a RDM with good skill and gear is able to land them. At the moment, about any job can land enfeebles onto a mob unless it's resistant. This kind of throws RDM off to me since it is supposed to be its specialty.

    I'm not saying its DD capabilities couldn't be improved also. As stated, many jobs can solo content well now. RDM can still accomplish this, but it takes much longer. Enspells could be improved to up the damage. Perhaps a merit category added for upping the damage of Enspells in the future.
    Accuracy and Magic Accuracy both floor at 20%, is essentially what it comes down to. My Chi Mnk/Whm in 2004 could land Silence on Suzaku for the entire duration of his Chainspell as long as I spammed it enough to get it to land initially.

    This means that essentially any job will be able to land any enfeeble they want on the monster if it's not immune by sheer virtue of spamming the 20% land rate until they get it. The way the current magic system works, it's not possible to distinctly say "Okay, anyone over 400 enfeebling skill can land on this but anyone under it can't".

    Boggles the mind how they came up with some of this stuff in the first place.
    (1)

    I will have my revenge!

  4. #94
    Player Kitkat's Avatar
    Join Date
    Mar 2011
    Posts
    436
    Character
    Kaliyah
    World
    Fenrir
    Main Class
    BLU Lv 99
    Quote Originally Posted by Camate View Post
    While this was communicated in the past, as a general direction for enfeebling magic adjustments as a whole (not limiting it to Gravity only), the development team is planning to make adjustments so it is more difficult for NMs and other high-level monsters to resist these spells.
    Hard to believe this, Camate. We heard of these proposed changes almost a year ago and to date not much of anything has changed for the better on this. Unless you call bringing a rdm to VWNM on the chance you might need their Merited spells to proc a positive change? It's frustrating to see a job that was once wanted/desired for endgame be completely over looked now because of its very limited functional use.

    So...thanks for more empty promises, but I'm not holding my breath....
    (0)

  5. #95
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Quote Originally Posted by Camate View Post
    While this was communicated in the past, as a general direction for enfeebling magic adjustments as a whole (not limiting it to Gravity only), the development team is planning to make adjustments so it is more difficult for NMs and other high-level monsters to resist these spells.
    I was a bit perplex when reading this last night, so I didn't want to really rush in before thinking about it. But this is what I believe I'm understanding about it. Basically If I can land the spell on a current mob now, than it will take longer in the future for it to build a resistance toward's it. So does this fix the over all immunity's that were seeing most of these end game NM's have? It doesn't sound like it. So it really doesn't sound like it solve's our current issue with gravity I or II.
    (0)

  6. #96
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Gravity immunity can be done away with, if such enemies would have a [movement speed down] potency reduction of 100% instead. On mobs that build resistance over time, this number would start at 0 and increase by x% every cast, slowly reducing over time.

    It can still resist, but it would mundane magic resistance.
    (1)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  7. #97
    Player Mageoholic's Avatar
    Join Date
    Jul 2011
    Location
    Myself
    Posts
    239
    If that is the case they should just remove the -move speed from the spell itself and replace it with damage. Considering we don't have a demi line of spells, and have 2 spells that are useless why not change the names to Demi I and Demi II, can have them do T2 Elemental damage + EVA down, and T4 elemental damage + EVA down.
    (1)
    There is no min only max. Or something like that.

  8. #98
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Taking a nerf to spell shouldn't be something we'd have to accept tho. And if we take this stance, than were just saying it's okay to do this type of thing in the future as well. Gravity should work the way it's intend. Since the level cap increase it's not RDM setting the standard's in the solo field. There's other job out there that are just as good at it and they don't have to spend half the time RDM does to get it done. In a time in FFXI history where good drops are control by proc'ing system's, limited battle field space's and a stronger emphasis on having a THF "and soon with legion, where killing speed will determine your drop rate's" there's no reason to still be beating RDM over the head with the Nerf stick.

    I do like your Idea's on Demi Mage. It would be a nice unique end game spell for RDM to have.
    (2)
    Last edited by tyrantsyn; 01-21-2012 at 07:56 AM.

  9. #99
    Player Mageoholic's Avatar
    Join Date
    Jul 2011
    Location
    Myself
    Posts
    239
    movement speed down is kind of redundant in todays game anyway why with most NM's possessing movement speed +. Id rather have a unique damage/enfeeble spell than one that has highly limited use. We can solo most stuff now just by getting it stuck on a fence and nuking its face off, or barring that just straight meleeing it to death /BLU in a -pdt set.

    Granted my DNC and BLM both solo far better then my RDM does, but my RDM allows me to go out and be prepared for both a pin/nuke, or melee.
    (1)
    There is no min only max. Or something like that.

  10. #100
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Ahh yes the wonderful increase movement speed. That was a wonderful addition by SE. Pretty much made run for your life "Impossible to do"
    (0)

Page 10 of 11 FirstFirst ... 8 9 10 11 LastLast