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  1. #81
    Player Rosalie's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    324
    Character
    Rosalee
    World
    Bismarck
    Main Class
    COR Lv 99
    Whatever it is they do for 11, I'm just hoping that they give something like a halved effect of whatever it is for lucky roll. Otherwise, why bother staying on the lucky roll when you can go for broke?
    (0)
    Current Quest Counter: 2109!

  2. #82
    Player bishop's Avatar
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    Mar 2011
    Posts
    76
    Character
    Bishopward
    World
    Sylph
    Main Class
    COR Lv 91
    Hopefully it benefits enough so I can play my COR more in Abyssea.
    (0)

  3. #83
    Player Malamasala's Avatar
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    Mar 2011
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    1,261
    COR is good. If you aren't playing it, it is most likely because it isn't best. Giving it invulnerability and 9999 per hit would solve that. Is that what you were asking for?
    (0)

  4. #84
    Player
    Join Date
    Mar 2011
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    35
    Making buffs = to atmas for starters is what i ask or better yet make atmas = to buff.
    (0)

  5. #85
    Player
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    Mar 2011
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    23
    Quote Originally Posted by Rosalie
    Whatever it is they do for 11, I'm just hoping that they give something like a halved effect of whatever it is for lucky roll. Otherwise, why bother staying on the lucky roll when you can go for broke?
    Because most people don't want to bust a roll when they land on lucky. Its your choice how you play COR though.

    When i play i aim for Lucky until i pass it. If im on 1-5 ill roll again assuming not lucky.
    If i'm on 6 ill check a few things..
    1. Is Fold up?
    2. Do i currently have 1 busted Roll on my COR?
    Sometimes ill roll on 6, sometimes i wont.
    (0)

  6. #86
    Player Yinnyth's Avatar
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    Mar 2011
    Posts
    839
    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    Add a new job ability category called "Jackpot". Similar to quickdraw or strategems, it is it's own category of various job abilities, and you store jackpot charges. Unlike other JAs, there is no timer for new charges, the only way you earn a charge is by rolling XI. You start off capable of holding 1 charge at level 1, and get the ability to hold another 1 every 20 levels (21, 41, 61, 81). Zoning or changing jobs resets your Jackpot to 0 charges. Some examples:

    (level 1) Hedge Bet: 1 charge; Grants a status effect for 15 seconds which forces any new roll to land on its lucky number.

    (level 30) Double or Nothing: 1 charge; Doubles the duration on all active rolls for party members within range.

    (level 40) Big Shot: 2 charges; Grants the user a status effect for 30 seconds which increases the number of maximum and current quick draw charges to 4.

    (level 50) Royal Flush: 2 charges; Removes 1-5 debuffs from all party members in range and 1-5 buffs from all enemies in range.

    (level 60) Cut: 3 charges; Halves the time left on all expended abilities and spells for party members within range, including SP abilities.

    (level 75) All In: 4 charges; Grants the user a status effect for 1 minute which increases the number of maximum rolls they are capable of applying to themselves and their party members to 3. Additionally, the phantom roll timer will be reset to 0 for the entire duration of the status effect, allowing the corsair to rapidly apply all 3 rolls if need be.

    (level 90) House Always Wins: 5 charges; Grants the user and all party members in range the effect of every phantom roll at a potency equal to its lucky number for 1 minute. This causes all currently active phantom rolls to be overwritten, and disables the ability to apply any new phantom rolls until the effect expires. Job bonuses apply if the correct job is currently in the corsair's party.



    SE asked what people wanted from lucky XI rolls, and there have been some very good ideas, but not all of them are well suited to everyone's tastes and how THEY like to play corsair. A system similar to this allows SE to implement multiple ideas suited to various peoples tastes and allow the player to choose on the fly which XI bonus is best for them.
    (0)

  7. #87
    Player Ethalio's Avatar
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    Mar 2011
    Posts
    169
    Character
    Ethalio
    World
    Ragnarok
    Main Class
    BLM Lv 99
    first I thought the 'house always wins' would break game balance, but it needs you to get an 11 5 times, so: not game breaking in my opinion. additionally you could get a 33% chance to obtain another charge if you get the lucky number, 33% chance to loose a charge if you get the unlucky number and 50% chance of loosing a charge if you bust.
    (0)

  8. #88
    Player Mirabelle's Avatar
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    Mar 2011
    Location
    DeadParrotSociety
    Posts
    354
    Add a new job ability category called "Jackpot". Similar to quickdraw or strategems, it is it's own category of various job abilities, and you store jackpot charges. Unlike other JAs, there is no timer for new charges, the only way you earn a charge is by rolling XI. You start off capable of holding 1 charge at level 1, and get the ability to hold another 1 every 20 levels (21, 41, 61, 81). Zoning or changing jobs resets your Jackpot to 0 charges. Some examples:

    (level 1) Hedge Bet: 1 charge; Grants a status effect for 15 seconds which forces any new roll to land on its lucky number.

    (level 30) Double or Nothing: 1 charge; Doubles the duration on all active rolls for party members within range.

    (level 40) Big Shot: 2 charges; Grants the user a status effect for 30 seconds which increases the number of maximum and current quick draw charges to 4.

    (level 50) Royal Flush: 2 charges; Removes 1-5 debuffs from all party members in range and 1-5 buffs from all enemies in range.

    (level 60) Cut: 3 charges; Halves the time left on all expended abilities and spells for party members within range, including SP abilities.

    (level 75) All In: 4 charges; Grants the user a status effect for 1 minute which increases the number of maximum rolls they are capable of applying to themselves and their party members to 3. Additionally, the phantom roll timer will be reset to 0 for the entire duration of the status effect, allowing the corsair to rapidly apply all 3 rolls if need be.

    (level 90) House Always Wins: 5 charges; Grants the user and all party members in range the effect of every phantom roll at a potency equal to its lucky number for 1 minute. This causes all currently active phantom rolls to be overwritten, and disables the ability to apply any new phantom rolls until the effect expires. Job bonuses apply if the correct job is currently in the corsair's party.
    I like all but 4. While I like the idea of 3 rolls, it would be a pain to rush to get them all up especially if you are trying to get 3 up on both melee and mages. Can't think of an alternate that would be worth 4 charges though.
    (0)
    Yo Ho Yo Ho, a pirate's life for me!

  9. #89
    Player Yinnyth's Avatar
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    Mar 2011
    Posts
    839
    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    Though that is the beauty of the system. You don't need to like my specific examples, they can be replaced by anything you want. Or not. You can skip over any of my examples and/or replace them with your own. I came up with those ideas within about 10 minutes to hopefully satisfy several different people as to what they wanted from XI bonuses. The idea is that the system provides several benefits for every playstyle.

    Sometimes you want your rolls to last a long time, such as a boring situation like Abyssea exp parties which last forever and never require a spike in power, therefore Double Or Nothing would be suited to your needs. Or sometimes you're having a bad day and hit unlucky numbers frequently, have one bust active, fold and snake eye are both spent, and you just need one good roll to tide you over, then Hedge Bet would be your man. Seeing as how I have Armageddon, my COR is relatively powerful, though not as powerful as a Death Penalty corsair would be with Big Shot; just burn 2 charges on QD, burn Big Shot, Random Deal for 4 more shots, Wild Card for 4 more, then Random Deal again, you have yourself some carnage. Royal Flush was borne of my opinion that not enough jobs are capable of clearing negative status effects. Cut, I thought would be appropriate for a job that concerns itself so heavily with recast times.

    As you say, "All In" would be difficult to use properly, but that is one of the things I love about FFXI. People who play the game well can use their wisdom and finesse to outclass players who have better gear than them. Against enemies who are capable of massive dispels (nightmare hippogryph in Dynamis - Valkurm or various wyrms single-target dispels), the ability to rapidly apply rolls with no recast would be immanently valuable, not to mention the power boost from having 3 rolls active for as long as you can keep them.

    My primary concern is versatility. Several jobs are powerful, but versatility is what I value above all. BLM has the most powerful magic damage, access to the most powerful sleep spells, and stun which makes them irreplacable in many situations. So what I want for COR is the abillity to rise to the challenge and prove themselves in nearly any situation. A zerg? House Always Wins. Slow, steady progress with no surprise weak rolls? Hedge Bet. Last man standing and need to save the day? Big Shot. That's what I want to see for COR and every job. We're not just gunbards, we're pirates, we're unique, and we're versatile.
    (0)

  10. #90
    Player Rosalie's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    324
    Character
    Rosalee
    World
    Bismarck
    Main Class
    COR Lv 99
    Quote Originally Posted by Leonidus View Post
    Because most people don't want to bust a roll when they land on lucky. Its your choice how you play COR though.

    When i play i aim for Lucky until i pass it. If im on 1-5 ill roll again assuming not lucky.
    If i'm on 6 ill check a few things..
    1. Is Fold up?
    2. Do i currently have 1 busted Roll on my COR?
    Sometimes ill roll on 6, sometimes i wont.
    My point was that if there's some sort of retarded awesomeness on 11 that isn't at least partially on lucky rolls is that why bother staying on the lucky roll when you can at least try for a shot at the 11 awesomeness (I stay on 7+ anyways)

    TBH I was pretty much fine with the 10 min effect on 11's, but if something better comes out I'm not going to complain. (still would like a partial effect on lucky #'s though!)

    Been playing cor for at least 3 years, don't act like I don't know how it works.
    (0)
    Current Quest Counter: 2109!

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