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  1. #11
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    Mar 2011
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    Ru'Lude Gardens!
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    6 seconds cast time for 12 minutes of +20% Attack/Acc? As I said, I wouldn't be opposed to it being shorter, but I simply say that because of "balance", and I much rather this, and self target/non-accession balance than SE's brand of Balance they would place upon such spells.
    (1)

  2. #12
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Demon6324236 View Post
    6 seconds cast time for 12 minutes of +20% Attack/Acc? As I said, I wouldn't be opposed to it being shorter, but I simply say that because of "balance", and I much rather this, and self target/non-accession balance than SE's brand of Balance they would place upon such spells.
    Reread your post, you had it at 30s cast time not 6s. 6s is fine, but 30s of you standing there waving your hands in the air is kinda stupid. Can't even use max FC set as you want to hit 500 enhancing for maximum potency (I'm assuming this is all based on enhancing skill for potency).

    Honestly like I've said, casting times for all magic needs to be significantly reduced. In this day MMO's are expected to be a bit faster paced, your moving and interacting instead of standing there role playing while watching pretty animations.
    (2)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  3. #13
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    Mar 2011
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    30 seconds - 80% (for precast/fast cast set at start) = 6 seconds.

    Potency of spells is based off of Enhancing skill at the time of the cast finishing, 6 seconds is plenty of time to change from whatever gear your in to your enhancing gear, unless you use no macros. Meaning capping Fast Cast & getting this off in 6 seconds would be fairly easy. I already stated my reasons for the cast time though, so take it as you will. I myself would rather SE put it on a 30 second cast time rather than give it half potency, 1 minute duration, or have it as a "SP" spell with our new ability.
    (1)
    Last edited by Demon6324236; 11-08-2012 at 08:56 PM.

  4. #14
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Demon6324236 View Post
    30 seconds - 80% (for precast/fast cast set at start) = 6 seconds.

    Potency of spells is based off of Enhancing skill at the time of the cast finishing, 6 seconds is plenty of time to change from whatever gear your in to your enhancing gear, unless you use no macros. Meaning capping Fast Cast & getting this off in 6 seconds would be fairly easy. I already stated my reasons for the cast time though, so take it as you will. I myself would rather SE put it on a 30 second cast time rather than give it half potency, 1 minute duration, or have it as a "SP" spell with our new ability.
    /sigh

    You need to design things around people who aren't using SC XML's. Your not changing 10~18 pieces of gear twice on each spell, not enough macro lines available to do that.

    So ABSOLUTELY NO 30s cast times. Stupid idea. 6~12s, no biggie.
    (4)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  5. #15
    Player Ordoric's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    110
    Character
    Ordoric
    World
    Leviathan
    Main Class
    WHM Lv 99
    blm gets ele magic cast -, whm gets healing mag cast- why can rdm not have enhance magic cast-
    (1)
    I think players are broken
    90 whm 90 blm 87 sch 79 drk 75 pld 75 smn 68 sam.

  6. #16
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    Mar 2011
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    Ru'Lude Gardens!
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    We have Enfeebling Magic - on our head, but it casts so fast it doesn't matter much anyways. Thankfully the Siegel Sash is a nice -8% Enhancing Magic Cast Time, but I do wish we had something with good Enhancing Magic Skill on it with some -cast time.

    Just to say, 6 seconds is enough time to hit 2~3 normal macros easily, besides, idk how your Fast Cast/Enhancing looks but the body/head stay the same for me, which make up a bulk of the Fast Cast as well as alot of Enhancing on the body, at most the things you would need to change are Hands, Legs, Feet, Back, Neck, and Belt. Thats 6 items, 1 macro after you start casting, thats a total of +81, 404+81=485, merits for +16 to make 501, capped potency. Nothing to do with Windower, Spellcast, or anything else, 6 pieces of gear can be swapped from a Fast Cast build to your "Brave/Faith Build" and you will cap potency, and that Fast Cast you still have around your gear, would still be great for your recast. I did think things out before I typed out my ideas, its not that what I suggest is impossible, its just that the cast time seems to high, I understand that, if SE were to do it and its shorter, I'm more than happy to accept that, but I think they would make it weaker because you could swap between the 2 quickly, so I suggest this instead.
    (1)

  7. #17
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    Mar 2011
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    Can't be accessionable. The rule for which spells are Accesionable is: If a SCH doesn't learn it natively or through any level subjob, it's not accessionable. Accessionable spells are spells SCH learns as SCH main or through < Lv. 49 subjob spells. It would be impossible for RDM to acquire a spell that can be used with Accession that SCH wouldn't gain as well.
    (1)

  8. #18
    Player sweetidealism's Avatar
    Join Date
    Aug 2012
    Location
    Windurst
    Posts
    86
    Character
    Lumei
    World
    Odin
    Main Class
    RDM Lv 99
    Quote Originally Posted by Demon6324236 View Post
    New Enhancing spells that I would like to see.

    Haste II
    - Free Target.
    - 3 Minute Duration.
    - Enhancing Magic Skill/50+15=Magic Haste gained, capping at 500 skill for 25%.

    Brave
    - Self Target.
    - 3 Minute Duration.
    - 30 Second Cast Time.
    - 5 Minute Recast Time.
    - Follows same equation as Temper, except the stats gained are Attack, Accuracy & Critical Hit Rate instead of Double Attack.
    - Overwrites Faith.

    Faith
    - Self Target.
    - 3 Minute Duration.
    - 30 Second Cast Time.
    - 5 Minute Recast Time.
    - Follows same equation as Temper, except the stats gained are Magic Attack Bonus, Magic Accuracy, Magic Critical Hit Rate instead of Double Attack.
    - Overwrites Brave.

    Stoneskin II
    - Party Target.
    - 5 Minute Duration.
    - Follows the same equation as Stoneskin however caps at 600, and gains double potency from Stoneskin gear.
    - Party members this spell is cast on, receive the full effects of any Stoneskin gear equip by the caster.
    - Can be Accessioned with /SCH to effect all members in range.

    Blink II
    - Party Target.
    - 5 Minute Duration.
    - Enhancing Magic Skill/70=Shadows gained.
    - Can be Accessioned with /SCH to effect all members in range.
    I've put my suggested changes in bold. The critical hit rate probably ought to follow a separate equation as +20% critical hit rate may be a bit much, but I think it would be fun to add that, too.

    I would want Faith and Brave to overwrite each other just for the sake of convenience. I feel we have enough buffs that we need to remove manually as it is.

    Another idea: in Final Fantasy Tactics, having high faith made you more susceptible to magic attacks. One could perhaps justify further increasing the potency of a spell iteration of Faith if one were to also add a penalty to Magic Defense Bonus to it.

    You could, then, also apply that logic to Brave: increase its potency, but add a penalty to defense.

    I like the idea of Stoneskin II and Blink II being party target spells, similar to Phalanx II. What should their cooldowns be, though?

    With your equation, 500 skill would cause Blink II to provide 7 shadows. I feel this is reasonable, but how would it interact with Utsusemi? Currently, if you cast Blink with Accession, if a party member in range has Copy Images from Utsusemi, Blink will have no effect on them.
    • Should Blink II have a higher priority than Utsusemi and overwrite it? Although it provides more shadows, this could be dangerous, because unlike Utsusemi, Blink doesn't always absorb damage.
    • Should Blink II instead be able to stack with Utsusemi? If it did stack, would Blink II try to absorb damage before Utsusemi, or vice versa?
    • Should Utsusemi block Blink II? This would be consistent with Blink, but likely disappoint many Red Mages who would rather be able to utilize their full arsenal of defensive spells on all kinds of tanks, including those that primarily rely on evasion.
    (4)

  9. #19
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    I was meaning for them to overwrite eachother but thank you for pointing that out, it would be rather annoying to need to keep taking one off to cast the other. Weakening your defense for the enhancement doesn't sound all to bad, though currently defensive things seem kinda pointless so it would be all to much of a penalty anyways. Cooldowns should be the same, blink may need to be a bit longer because the 7 cap would be quite powerful. Blink II>Blink=Utsusemi, basically, 2 should overwrite 1, however Utsusemi should be as it is now, if you have 1 up the other does not effect you. It would be nice for them to stack, but then I see it being used as a reason not to get it, because SE would have to do more work to add another check for shadows. Sadly if you can't Accession those spells I suppose it would be fine to leave them as just party target spells, lowers its effect in events like ADL or Legion though where having a 900ish Stoneskin on everyone at the start of the battle, would have been helpful. And I think since Blink has the random factor in it about when it kicks in, it makes it better to have more shadows actually as a backup for that flaw, however that is dependent on skill, it could end up with more than a NIN's 5 from Ni+Feet, or less.
    (1)

  10. #20
    Player Metaking's Avatar
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    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    would have to be a little different that mdef down on faith, that effect(in fft) made all magic positive(cure spells) or negative (mini van sized ice cubes to the head) more effective on the target. also would you add faiths negative counterpart.
    (0)

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