But is the BST charm the exact same ability as the charm used by mobs? I'm not sure. After all, how often were you able to charm level 75 mobs when you were a 55bst? Mobs on the other hand, seem to have no problems AoE charming 10 lv99 players for near maximum duration even if the mobs themselves are just around lv80. That's why I'm wondering if the two function the same way, and if there are any "naturally progressing stats" that increase resist rates for it.
So best news ever. I am excited to see new blu spells. Hopefully, you guys are passing on the developers our wishlist for blu spells in the blu forums.
I am also taking away from that statement on blu that there will eventually be more non-UL spells as well. I'm rather excited.
Thank you, Camate!
I wouldn't hold him to it. (no offense) He's posted about gear adding pet TH to make up for BST pets and Mog House expansion in Storage to all areas in the past without delivering. Just saying, maybe it's not good to get your hopes up so you may not be let down as badly. Not that new blu spells wouldn't be welcomed.
I'm surprised any BLUs thought we wouldn't get any more enemy skills. That's like worrying that the other mage jobs won't get any more spells, BRD any more songs or DNC any new JAs. It's an integral part of those jobs to get new tools.
Player charm an monster charm are probably not exactly the same. For example' they only charm players and we have a strange mix of some mobs we can charm and some we cannot.
However, to answer your question' charm compares the charisma of the best to the charisma of the mob. I've tested this using drk/best in controlled situations.
I'm fairly confident that stacking chr would help resist charm from mobs.
Expansions usually equal new abilities and spells so I believe that seeing that statement only helps any hope there is, but I guess nothing is actually set in stone.
I’m back again for one more quick note regarding corsair!
Currently on the Test Server, Wild Card does not reset the cool down timers for new special abilities; however, we will be addressing this in the future.
Since resetting the cool down timers for both current and new special abilities at the same time when rolling either a 5 or 6 would be a pretty big bonus, we are looking into making it so that cool down timers for both abilities will only be reset at the same time when rolling a 6.
Devin "Camate" Casadey - Community Team
Fixed that for you!
Currently, people use Wild Card to reset their SP ability (2-hour) for strategic reasons. If you make it so we can only reliably reset our current SP Ability (2-hour) if we happen to roll a 6 (instead of a 5 or 6), then you have made Wild Card less useful.
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