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  1. #111
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I think that is the point of this. Pretty much every BLM mob is going to be as dangerous as they are in Dynamis. These are big changes. They are increasing the danger from mages because they have generally been docile for the last 3+ years.

    WHM with bar spells, shell, and Sacrosanctity is going to become pretty important against terrible things.

    If Rampart's duration was increased, PLD would be a much more attractive choice to toughen up your front line's defense. Would do nothing for everyone else's magical defense, but at least you'd get physical defense.

    They are really trying to stop the proliferation of physical DD while increasing the potency of mages. It's like they were tired of magic not really being a part of their game. Hopefully there will be adjustments to SC M.Acc so we can see if people will stop zerging everything.
    (1)
    Last edited by ManaKing; 01-14-2013 at 02:35 AM.
    I'm a RequieSCAT-MAN!

  2. #112
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    The other way to compensate for these changes is to incorporate INT into your MDT set.
    (0)

  3. #113
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Byrth View Post
    The other way to compensate for these changes is to incorporate INT into your MDT set.
    Tarutaru's don't have completely terrrible stats again.
    (3)
    I'm a RequieSCAT-MAN!

  4. #114
    Player Insaniac's Avatar
    Join Date
    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    I would expect this adjustment to only affect players. Just like the VIT and AGI changes.
    (1)
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  5. #115
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Yinnyth View Post
    if that thundaga III being cast on us by the trash blm gets even stronger, we're going to need more methods for decreasing magic damage.
    Not sure if serious. A WHM can chain cure5-6 and aga 4 or 5 without having to worry about hate. Noone cares about the magic damage they take ; mobs are either stunned, PD'd zerked, or tanks are curebombed. If you still need magic reduction after that a basic 10k AH gear is solving the problem lol.
    (0)

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  6. #116
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    Quote Originally Posted by SpankWustler View Post
    And due to a strong desire for knowledge, your departing soul will forever belong to Belphegor.



    THIS MAN'S SOUL HANGS IN THE BALANCE!
    Best persona ever.

    In either case. I was thinking 22 or 23 in total would be good. It'd basically be like what motenten was talking about, except with one extra 5/5 ws or something.
    (2)

  7. #117
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,172
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Aren't the magic changes more about reducing the gap between the elements rather than making magic better as a whole? And are non-BLM magic damage spells going to be affected by these changes? e.g. banishes, ninjutsu, the few magic blu spells that aren't breaths?
    (1)
    Last edited by Alhanelem; 01-14-2013 at 11:03 AM.

  8. #118
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    i got an ideia on the enmity system (not sure if someone tought about something similar but will give it a shot here anyway mainly because i want to talk about attack changes and one handed weapon changes as well)

    Altough i dont understand much about the system if i recall right there are 2 types of enmity right? one of then is variable and if i recall right the main problem is that DDs reach the cap of both very quickly so pld is not able to tank properly after that and alot of people sugested to increase the cap but that would only make it take longer to reach the same result. So my ideia revolves around Temporaly increasing the variable enmity cap (via a buff) modifing existing Job Abilities (Mainly Provoke and Animated Flourish, but might include other abilities as well maybe even Snar or other "provoke like" ability) to give that buff ( the JA would still work like normal only giving that buff to the player that used the JA as an extra feture). This buff would last to at least 60%-75%+ the recast of the ability to allow ppl to actually hold hate without losing the sense of danger, the amount exactly that the enmity will raise should be the amount of VE of the Ja (voke and flourish , as for snarl i dont have much ideia on how to do this).

    with that changes in mind it would affect tanking even at low levels and give a fix that wont need a complete revamp on the enmity system, and will allow even jobs that had a little hard time tanking before to be able to do it effectivly. also if the attack vs defence thing actually becomes big it will help jobs even on low levels as well and both defender and berserk like abilities as well as bard songs , cor rolls, foods , protects would play an even major role on parties overall and i would even dare to say make the game more balanced over the jobs (especially with the new elemental magics changes).

    as for the one hand vs 2 hands this might be a dumb idea but why dont improve the crit hit rate and bit of the critical damage for one handed weapons ( h2h(?) and dual wield(probably an yes on this one) included) it would allow one handers to do more damage but would be situational unlike 2handers wich the damage is constant.
    (0)
    Last edited by Smokenttp; 01-14-2013 at 04:32 PM.

  9. #119
    Player Metaking's Avatar
    Join Date
    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    Quote Originally Posted by Alhanelem View Post
    Aren't the magic changes more about reducing the gap between the elements rather than making magic better as a whole? And are non-BLM magic damage spells going to be affected by these changes? e.g. banishes, ninjutsu, the few magic blu spells that aren't breaths?
    ninjutsu is more a gear issue, the banish/holy line of spells could defiantly use some re-balancing tho, tho gear also seems like a slight issue for whms trying to max there line, and blu nukes im pretty sure were sol with this adjustment, if it were ever to happen would probably be when se says hay lets fix the all but 3 magical weapon skills(since most blu nukes are calculated like this and not more traditional nukeing styles) that dont suck.

    ps if by some act of madness spawned by Cthulhu and the great noodly one se does look at blu spells while there at it change those spells that use breath formulas that dont say breath in there name to a normal blu nuke >.> pls.....
    (2)

  10. #120
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    ninjutsu is more a gear issue
    Trust me, it isn't. -ton spells are garbage.
    (1)

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