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  1. #31
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by ManaKing View Post
    Good Idea. You could also...you know let spells double attack based on double attack rate...TEMPER FTW!!! (Including Cures)
    I'm going to assume this is a joke, but considering the stupid suggestions that get pushed through, I'll explain why this particular one is stupid so it is clear that is can only be a joke.

    Lets say that double/triple/quadruple attack rate gear makes spells proc on it (for free on MP), but stuff like a Kraken Club does not proc the effect.

    RDM would have access to the following gear/buffs. Note the proc rates listed.
    • /WAR - 10% Double Attack
    • Temper - 20% Double Attack
    • Ifrit's Favor - 24% Double Attack
    • Sphere Effects - Mekira Meikogai - 3% Double Attack
    • Main - Khadga (3239) - 11% Double Attack
      OR Twilight Knife - 3% Quadruple Attack
    • Sub - Genesis Shield - 1% Triple Attack
    • Head - Forox Vizor - 2% Double Attack
    • Neck - Portus Collar - 3% Double Attack
    • Ear - Brutal Earring - 5% Double Attack
    • Body - Kudzu Aketon - 3% Double Attack
    • Ring - Ambuscade Ring - 1% Double Attack
    • Back - Atheling Mantle - 3% Double Attack
    • Waist - Windbuffet Belt - 2% Triple Attack, 1% Quadruple Attack
    • Legs - Calmecac Trousers - 2% Double Attack, 2% Triple Attack
      OR Triplus Subligar - 5% Triple Attack

    With these choices you could go with a wide variety of choices, like RDM/WAR and aim for 60% Double Attack, 5% Triple Attack, 1% Quadruple Attack, or RDM/WAR and aim for 47% Double Attack, 8% Triple Attack, 4% Quadruple Attack, or RDM/NIN and aim for 48% Double Attack, 7% Triple Attack, 4% Quadruple Attack. You can also get a Summoner or someone with a Meikira Meikogai to further boost your rates by up to 27% for an 71%~87% Double Attack rate.

    Black Mages and Scholars could get something like 19%/2%/1% Double/Triple/Quad, or with /WAR, 29%/2%/1%, natively, but less depending on if they choose to use a Double Attack Staff or an Affinity Staff. White Mages are in a similar position with 19/3%/1% or /WAR, 29%/3%/1%.

    This would mostly be important for nuking, as Scholars can already cure for 172% over the base cure which mostly matches up but without the uncertainty, but Red Mages would certainly be a strong contender for the nuking position, particularly in a party with a SMN/SCH casting weather spells for an additional shot at damage and for Red Mages too poor to have a Windbuffet Belt. BLMx5 + SMN/SCH parties might also work competitively but it is hard to say for sure; if BLM with Meteor and a slight double attack chance might prove impressive even for Meteor, provided it works with the spell in some form.

    Fun to think about maybe, but kinda silly.
    (3)

  2. #32
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Economizer View Post
    I'm going to assume this is a joke, but considering the stupid suggestions that get pushed through, I'll explain why this particular one is stupid so it is clear that is can only be a joke.

    Don't see why this would be silly or a joke. No reason that RDM shouldn't be able to push it's strengths instead of being bound by its weaknesses.

    I'm only talking about Double Attack for Dual Cast. The first job to get access to Dual Cast was RDM in FFV. After that it was added as a Relic augment from a Gem Box in FFVI.

    I don't expect them to put this in the game, and if they did, I'm sure it wouldn't be on RDM. I mean SE can't even put us on Occult Acumen.
    (3)
    Last edited by ManaKing; 04-23-2012 at 06:10 PM.
    I'm a RequieSCAT-MAN!

  3. #33
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Llana_Virren View Post
    Honestly? Take Tier II enfeebles out of Merit Category 2 and allow us to learn the spells with scrolls.

    Let the merits increase potency/accuracy, or unlock AOE versions of existing spells.

    Buffs like Brave (ATK+ACC up), Faith (MATK+MACC up) and Debuffs like Wait (a short-term Amnesia) or Confuse would be an interesting concept.

    Ultimately, if RDM is going to have spells like Temper, they shouldn't be self-cast only.
    Or, Merit Category 3 should allow us to unlock AOE versions. (Temper, Enspell, Haste, Refresh, Phalanx, for example).
    This is sort of inline with what I said in a previous thread.

    I think tier I spells for RDM should be single-target and the strongest.

    tier II should get the target-able, weaker spell. The reasoning, buffing RDM ~20% DA isn't as OP as say a WAR, DRK etc...

    Though if Brave and Faith were added they should be self-cast only and allow only one version up, to in a sense, allow augmenting of the RDM alone.

    That said, there is no point in doing like Temper II, if SE doesn't follow up with a good line of enhancing spells.

    ETA: I would really like Gear with Augments "Temper" Effect allowing half the potency chance at Triple Attack.
    (0)
    Last edited by Daniel_Hatcher; 04-23-2012 at 07:46 PM.

  4. #34
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    T2 spells need to stop being weaker. That's exactly why what Phalanx II is right now (without 5/5 merits, where it's equal with longer duration).
    (4)

  5. #35
    Player Esvedium's Avatar
    Join Date
    Jun 2011
    Posts
    28
    Character
    Esvedium
    World
    Phoenix
    Main Class
    DRK Lv 99
    ffxicalculator shows with 500 enhancing skill (likely cap) phalanx absorbs 48 points per hit and phalanx2 is 36 per hit. That isn't "equal with longer duration", unless there is a cap I wasn't aware of. I guess it'd be easy enough to test.

    2 people in pt, rdm with phalanx on and someone else with phalanx2 on, both cast by the same RDM and both naked. wait for 1000 needles and see who takes more.
    (1)
    Convictions are a more dangerous enemy of truth than lies.

  6. #36
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Neisan_Quetz View Post
    T2 spells need to stop being weaker. That's exactly why what Phalanx II is right now (without 5/5 merits, where it's equal with longer duration).
    A spell like Temper they'd only give us to cast on others at a weaker potency, I don't like it, but it's the way it will be.
    (1)

  7. #37
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Esvedium View Post
    ffxicalculator shows with 500 enhancing skill (likely cap) phalanx absorbs 48 points per hit and phalanx2 is 36 per hit. That isn't "equal with longer duration", unless there is a cap I wasn't aware of. I guess it'd be easy enough to test.

    2 people in pt, rdm with phalanx on and someone else with phalanx2 on, both cast by the same RDM and both naked. wait for 1000 needles and see who takes more.
    Enhancing calculator is off
    http://wiki.ffxiclopedia.org/wiki/Phalanx

    Someone's edited wiki , that is not how the formula is written, their assuming 29 points of growth from 0 AND getting the 28 bonus after 300, that doesn't happen.

    500 Enhancing = (500/29) + 28 = 45 Phalanx I (not real)
    500 Enhancing = (500/25) + (3 * 5) +1 = 36 Phalanx II with 5/5

    Real Formula for Phalanx I
    Enhancing Magic skill over 300 ((Enhancing magic skill - 300) / 29) + 28
    (500-300)/29 +28 = 34

    At capped merits Phalanx II is slightly stronger. Still not worth putting five merits in though.
    (1)

  8. #38
    Player Llana_Virren's Avatar
    Join Date
    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99
    We're not bards...

    ...and because we're not Bards, our Enhancing spells should be predominantly self-cast.
    A merit-unlock JA that allows a self-cast to be targettable, and another merit-unlock that turns a self-cast to be AOE would be ideal.

    But of course, the only spells we currently have of use would be the En-spells and Temper. Temper should be the same category as Haste, imo. RDM can do many things... as long as the spells work, with self-cast only Buffs and Monster-immune debuffs... we're not really contributing in a meaningful way.

    Now... let me rant about Enfeebles....

    Let's say that Enfeebles fall under 2 types:
    "Type A" enfeebles have a variating potency (Paralyze, for example).
    "Type B" enfeebles have a static potency which will always take effect when they land (Silence, for example).

    Right now, just about ALL of our spells lean towards the "type B" variety, which is why SE has been handing out immunities like candy. It's difficult for me to realistically ask for more enfeebles when SE's choice of "balance" will be to make more NMs immune to those spells, rendering them pointless.

    My soluation? Give enfeebles a varient check... obviously you check for accuracy, but also check for potency and duration as separate measurements.

    For example:

    1. Check for Accuracy.
    Enfeebling Skill and dINT, with Magic Accuracy used after this formula as "icing on the cake" to ensure a spell lands. Similar to Bar-effect spells, a Mob's "resistence" to an effect would apply to the Accuracy of the spell only... if it lands, it checks for potency separately.

    2-A. Type "A" Enfeebles: Check for Potency.
    "Type A" enfeebles, which have varying potency, should have a static duration.
    Remove immunities for =most= NMs. Enfeebling Skill, dINT apply to this calculation. Although monster "resistences" calculate for accuracy only, potency would be calculated by additional factors and have a floor/roof potency value:
    Paralyze: 10~20% chance of action failure. Duration: 2min.
    Paralyze II: 15~50% chance of action failure. Duration: 2min.
    (If Paralyze(18%) is on target, and Paralyze II(15%) is cast, it will have no effect).

    2-B. Type "B" Enfeebles: Check for Duration.
    The other side of the "Potency coin". "Type B" enfeebles have a static potency and should have a varying duration:
    Silence: 5sec/90sec
    Silence II (imaginary): 15sec/2min

    Now, you may NEVER max your potency or duration, especially on an NM... but "some effect" is still better than "no effect"....
    (3)
    Last edited by Llana_Virren; 04-24-2012 at 12:12 PM.

  9. #39
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Bayohne View Post
    I understand your desire to see some updates to your favorite job,
    Favorite job? I don't think there's anyone left that would still called it their favorite job... favorite SUBJOB, sure.

    Unless ofcourse... perhaps when they are in a melancholic mood, thinking back of the times when the maximum level was still 75 and enfeebling skill still counted. When the difference between RDM and /RDM was beyond doubt, instead of negligable...
    (2)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  10. #40
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Quote Originally Posted by Kristal View Post
    Favorite job? I don't think there's anyone left that would still called it their favorite job... favorite SUBJOB, sure.
    (2)

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