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  1. #351
    Player Theytak's Avatar
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    Mar 2011
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    485
    Quote Originally Posted by Okipuit View Post
    Good morning!

    We just wanted to give a brief update regarding monk’s new 2-hour ability and apologies that it is taking a bit to implement it onto the Test Server.
    We are currently making adjustments for how AoE damage will be handled while this new ability is active. We performed various tests to see if we could make it possible to counter AoE attacks, but there were some difficulties with log recognition, so we decided to look into an alternative effect. Our objective is to implement this with the next Test Server update and we are working very hard so everyone can try it out!
    Question to clarify: Do you mean a new effect in response to AoE attacks, or a completely new effect for the two hour. Given precedence, I'm assuming the former, because my gut tells me that getting any of these abilities scrapped and a completely different effect granted is unlikely at this point.
    (5)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

  2. #352
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
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    2,273
    100% counter rate is not a bad 2 hour anyway and doesn't need scrapping... well, it's situationally good anyway, like when fighting a mob that's going to hundred fists you^^

    I'm just waiting for when this 2 hour doesn't work vs machines since their melee attacks count as TP moves >.>
    (1)

  3. #353
    Player
    Join Date
    Aug 2011
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    1,749
    A 100% Counter-rate isn't that great, either, considering it is not hard to approach or hit the 80% cap on Counter-rate already.

    Any additional effects the Development Bros can add to this ability would be welcome, just to make it a more potent improvement.

    Also, I'm hoping against hope that the stuff the Development Bros learn from messing with this will help them adjust things so AoE "auto-attacks" can be treated more like normal auto-attacks rather than the abilities they technically are.
    (3)

  4. #354
    Player Kristal's Avatar
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    May 2011
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    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Theytak View Post
    Instead of 6 cloned 2hours given to a pet at reduced effect, pup's new 2hour should openly benefit the player. I've already lined out one idea, I think in this thread, though it may be elsewhere, that would essentially be similar to a spiritsurge effect; sacrificing the pet to buff the master based on the maneuvers they had active or the puppet they were using.
    I wouldn't mind boosting the automaton with a 2hr, as long as it actually was worth using it. I'm not even using Overdrive, the effects are too short and too small to consider it for those ohshyte moments.
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  5. #355
    Player Merton9999's Avatar
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    Mar 2011
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    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by SpankWustler View Post
    Good morning!



    Just put the guy who did most of the work on Voidwatch in charge of it, and it'll be done within a day. He has more experience with AoE's and logs than anyone in the universe.

    ...

    Ow! Stop hitting me! The joke wasn't that bad!
    Best post ever. I don't even care about the MNK 2-hour.
    (0)

  6. #356
    Community Rep Okipuit's Avatar
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    Apr 2012
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    285
    Hey everyone,

    The new 2-hours were developed based on the idea that they would share the existing 2-hour ability's recast timer and players would be selecting which ability to use based on the situation. Instead of these being a higher-tier or universal abilities that can be used for any situation, they are abilities that are designed to be used for specialized conditions.

    Below are the envisioned applications of some abilities as well as planned adjustments.
    • Warrior
      While Mighty Strikes offers a lot of physical damage through critical hits for a period of time, the idea was to add a way to attack enemies that have strong resistances to physical damage.

      Based on testing and feedback, we are planning to make adjustments to extend the effect duration to 60 seconds. (Planning to make this change during this week’s Test Server update.)

    • Paladin
      The new 2-hour ability can be used for cases where just turtling up with Invincible and letting an enemy wail on you will not turn the tides of the fight, since you can enhance your defenses while reducing an enemy’s HP with the reflected damage.

      *As mentioned previously in the post about adding an enmity boost effect to this ability, we understand the problems with the enmity cap. We plan on considering this for paladin in general and not limiting it only to the new 2-hour ability effect.

    • Bard
      In addition to INT and MND, we will also be adding CHR to the stats that are lowered.

    • Samurai
      Meikyo Shisui excels in instantaneous power. On the other hand, the new 2-hour ability is for cases where an enemy's AoE damage is too strong and getting close is dangerous. It will allow you to evade special attacks while dealing damage.

      *Magical attacks will not be evaded, but will be made so that the damage received is 0. This will not have any effect on breath attacks, though.

      With this ability we are aiming to make it possible to have a stable way of fighting by increasing defensive capabilities and diverting your time in battle towards enhancing offense capabilities.

    • Dancer
      Trance is an ability that allows the player to take advantage of Waltzes and Steps, while the new 2-hour ability makes it possible to utilize Flourishes to the maximum. The advantage of this ability is that it makes it possible to always use the maximum effect for Building Flourish, Reverse Flourish, Climatic Flourish, etc., as you are granted 5 finishing moves.

      There have been requests asking for the recast times for Flourishes to be reduced or removed. The reason we did not do this is as you can expect, due to consideration for Reverse Flourish.
      While it's not our intention to allow for weapon skills to be used continuously without limitations, it would be nice to be able to utilize Flourish II and Flourish III continuously, so we will be changing the effects as outlined below to allow for instantaneous damage.
      • Reduce effect duration from 60 seconds to 30 seconds
      • In addition to the Flourish recast timer being reset, it will be possible to use Flourish continuously up to a total of 3 times.
      • The effect will wear off when either 30 seconds elapses or Flourish is used 3 times.

    During this week's Test Server update, we will be adding white mage's 2-hour ability as well the warrior adjustment listed above and fixing related bugs.

    We are planning to address the bard and dancer adjustments in the following Test Server update.

    Amongst the feedback we have been receiving, there have been a lot of comments about changing the effects, reducing the 2-hour recast time, removing the shared recast timer aspect, and other ideas for largely changing the concept. It may take a bit of time to discuss and look into all of these, but we are planning to spend time on this without rushing implementation so that these are abilities that everyone is satisfied with.
    (14)

    Okipuit - Community Team

  7. #357
    Player ThaiChi's Avatar
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    Mar 2011
    Location
    Bastok//Quetzalcoatl
    Posts
    95
    Character
    Kelga
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    Quote Originally Posted by Okipuit View Post
    [*]Bard
    In addition to INT and MND, we will also be adding CHR to the stats that are lowered.
    What's the effect of lowering CHR anyway? I would have thought lowering AGI or VIT would be a more practical stat to affect.
    (0)

  8. #358
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
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    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by ThaiChi View Post
    What's the effect of lowering CHR anyway? I would have thought lowering AGI or VIT would be a more practical stat to affect.
    Lowering the target's resistance to BRD spells. It would seem really odd if after using BRD's big 2 hour weakening ability on a target, it became more susceptible to every type of magic except BRD songs.
    (7)

  9. #359
    Player Byrth's Avatar
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    Mar 2011
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    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    It makes it easier to land BRD debuffs. It's actually pretty amusing that it wasn't part of the original 2-hour.

    WAR: The 2-hour still doesn't affect WS damage, so it still isn't worthwhile. Warriors have about a 50/50 WS/TP damage split. Assuming Crits double damage (which they will against any enemy that is worth 2-houring), then the monster would need to have more than 75% PDT for the new 2-hour to be worth using.

    Not only that, but you've already given us the necessary tool to invalidate this 2-hour entirely, Tomahawk. If a monster has 100% PDT and you Tomahawk it, for a little while it has 70% PDT. If 75% PDT is the cut-off, then Tomahawk + Mighty Strikes (30% with AF2+2 feet and 5/5 merits) is better than using this 2-hour.

    You need to make this 2-hour apply to weapon skills too.

    PLD: You aren't proposing a change, but I'm interested in hearing about potential changes to the enmity system. Please don't make them Paladin specific.

    BRD: Okay, that was a pretty obvious change considering it's the only way to make the 2-hour give BRD an equal advantage. I approve!

    SAM: I don't know if this avoids Tera Slash's additional effect (WSs received during 2-hour still hit for 0), but if it does then the 2-hour is entirely justified.

    DNC: I'm not really sure what you're saying here. We can use 3 Flourishes back to back? Okay, that's nice I guess. It's pretty much a gimp Meikyo Shisui then? Definitely better than what we had. I would recommend extending the duration back to 60 seconds and reducing all flourish recasts, but you've already clearly decided not to do that.
    (19)

  10. #360
    Player Kalilla's Avatar
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    May 2011
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    179
    The development team needs to make sure that players will use these abilities. There would be nothing more insulting to players than adding new 2 hours that we'll never use.
    (17)
    Last edited by Kalilla; 08-23-2012 at 05:20 AM.

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