Not to support the arguments that Utsusemi: San exists still, but:
I had kinda forgot /recast existed a tiny bit so I played with it a bit. Try it, /recast "Utsusemi: San" still works (along with a few of the Ni versions of certain spells players can't get, and higher tiers of Diaga among other things). Meteor doesn't however.
/recast gives a 'recast' for: (but not limited to)
[Utsuemi: San]--:--
[Banishga III]--:--
[Banish IV]--:--
[Tp drainkiss]--:--
[Shakeshroom]--:--
[Paralyga]--:--
[Slowga]--:--
[Hastega]--:--
[Silencega]--:--
[Virus]--:--
[Tonko: San]--:--
[Jubaku: Ni]--:--
because these things 'are' in the dats, but not useable(and it could be possible that other things have the spell like the blu spells, there can also be many other reasons why the spells that still have /recast values set to them; one i can think of is: 'Those /recasts are just place holders for spells that may still be implemented at a later time.')
but if you go through the '.dats' in Altana View, you'll find that not all of the spells have recasts.
(yes i went through a ton of the '.dats' to see which ones work and what not... but i cant find a rhyme or reason as to why SE would still assign bits to keep a 'recast' value of --:-- for the spells that aren't able to be used by a player...)
and... cerberus just FFXI-3305ed me, so i guess it's time to go to sleep. >.> lol
Last edited by Ciecle; 01-24-2012 at 06:01 PM.
lol Utsusemi: San....
The only way this would work is if it caused your other two Utsusemi spells to go to cooldown. Otherwise this would be broken against anything that doesn't -ga or otherwise clear shadows.
That or they add more abilities that just bypass shadows to begin with, at which time I say "What's the point?"
Back to OP I think your idea has merit.
Though you gotta admit, if you could break/breakga like the mobs can - that's just no fair! You're playing on even terms! How dare you!
Seriously tho, I feel like Break/breakga/stun/bind/flash etc should be able to have enhanced effects from Sabateour(sp) or Elemental/Divine seal. Enhanced effects such as, for example, a Sabateour/ES break/breakga will allow a mob to get hit more than herpaderp once before it wears, and same thing for bind.
Divine seal flash will make it last a moderate duration (10min job ability man..) with an emnity decrease.
Cuz..what you're talking about is similar to terror effect. Now I know break/terror don't really stick on things that matter so vs things that don't..currently BLU terror (5min timer) vs. break/bind whatever the hell + ES/sabateour (10/5min timer) you lose.
All this balancebalancebalance.
Break a lvl1 mob when you're 99 hit it with a club when you have no native skill and boom it wears.
This balance you speak of has no scale.
Remember the days when you played ff games, you'd get petrified and then you'd get hit and then your character just shattered? And you couldn't phoenix down them for that fight?
And so then you got break, did it to the mob, and hit them back so they shattered for sweet sweet revenge?
And then how they patched it for balance and took it out?
owait they didn't do that last part. orite tanaka wasn't in charge there.
They're tweaking job abilities (timers, etc) and merits.
We can only hope that they can evolve the old abilities to fit the modern playing field.
idx1 has a good idea. Rather than change how the spell works, adjust it to have bonus effects when used in conjunction with certain job abilities. That'd be a nice little change.
I could live with that, tho I'd still prefer a solid fix to the spell.
After an update a few years ago, a lot of these stopped working. Did you test this recently?because these things 'are' in the dats, but not useable(and it could be possible that other things have the spell like the blu spells, there can also be many other reasons why the spells that still have /recast values set to them; one i can think of is: 'Those /recasts are just place holders for spells that may still be implemented at a later time.')
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