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  1. #11
    Player Areayea's Avatar
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    Jul 2012
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    Windurst (Denver, CO)
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    112
    Character
    Areayea
    World
    Phoenix
    Main Class
    NIN Lv 99
    all pretty good, just gotta say somethin on the smn... Avatar MAB is awesome if you use the merit point abilities for actual damage.. i've tested it out and it does a lot more when you have the nirvana equipped then it does just with tp, and if you get avatar tp AND MAB it does WAYYY better damage
    (0)

  2. #12
    Player Mayoyama's Avatar
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    Mar 2011
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    Windurst!
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    338
    Quote Originally Posted by Svens View Post
    I agree that Kenkonken is great, but with the usefulness of overload suppression being diminished by the addition af3+2 body and cooldown, I feel it only increases DPS without really improving any unique aspect about the job. It's a substantial increase, but I was always drawn to the weapon for its overload suppression. If I could try to adjust it to being a useful automaton tool again, I would like to see the following change:

    -Increases maneuver duration I-V: The 1 minute maneuver duration is a terrible detriment to the job just as overload was back at 75 cap. Honestly, they should pull a nagi and introduce this on future gear/JAs, with kkk providing the most substantial boost. It was mentioned in the past that there was a balance issue if they did this, but I can't remember the specifics.
    I would just like to echo that while kenkonken is a nice dmg boost for pup.. its utility for reducing overload is almost useless now with all the burden reduction gear (af3+2 body, af1 hands, buffoon collar) and cooldown. Changing the overload to something like augments maneuvers (+stat corresponding to element of maneuver) or as svens suggested, increases maneuver duration (although the increase most likely wouldnt be that great)
    (0)
    As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.

    It is then that I know achievement.

  3. #13
    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
    Re: Kenkonken
    I considered doing "Increases maneuver duration" on Kenkonken, but I thought that was a buff that should be applied to the entire job rather than just the weapon. "Augments Maneuvers" was another option, but that's just a further (pretty minor) damage boost to the weapon that gives the largest DD improvement in the game. I agree it would fit with the general theme of the weapon and wouldn't break anything because it would hardly be an improvement, though.

    Re: Nirvana
    Affinity +6 is going to increase Avatar damage a more than MAB+40 because Celestial Avatars start out with MAB. With about 70 MAB (40 from trait, 10 from merits, 20 from gear), Affinity +6 is worth about 60 MAB. Additionally, it is a separate category from "Avatar Blood Pact damage" and "Avatar: Magic Attack Bonus" equipment, so future sources of those stats won't indirectly make the Mythic worse.

    Re: Nagi
    I think that Nagi is given bad Damage/Delay because it is a mythic and can OA2-3, so directly increasing that would probably not be looked upon kindly by SE. Nagi 62/227 > Vajra 53/200 > Terpsichore 53/205, so Nagi is actually doing pretty well on DPS for a 1H Mythic. Decreasing base damage and delay as I recommended also increases TP gain considerably without affecting delay capped performance (and increases DPS with positive fSTR). As far as Blade: Kamu adjustments, I'd be fine with those too. I left Subtle Blow alone because that's kind of Kikoku's ball of wax (even if it does it poorly). Ninjutsu skill would increase San spell damage by 7% and would lower the proc threshold on Migawari (we assume). Magic Accuracy +30 affects the accuracy of WS additional effects (like Retsu, Rin, Kamu, etc.) I don't know which one Ninjas should prefer.

    Re: Yagrush
    My idea with Yagrush was the make it sort of like Carnwenhan for the front line white mage. Your Haste order only takes one spell so you can melee more. You can mitigate a large amount of Cure casting with Regen IV-ga. It works as an OA2-3 offhand for Mjollnir or a mainhand for people without Mjollnir. You could use it to get MP back with Mystic Boon so you don't have to stop meleeing, etc. Additionally, it has applications as a healing/status removal mainhand when you're on the back line.
    I definitely do think the Esuna/Sacrifice changes would be cool though, and I'd see nothing wrong with ditching the Divine Benison traits in favor of doing a tiered "Augments Divine Veil I~V" that makes those changes/enhancing changes. I feel the Divine Benison stuff was stuck on there because SE had recently made the trait and was out of other ideas that they felt they could implement.
    (2)

  4. #14
    Player Areayea's Avatar
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    Jul 2012
    Location
    Windurst (Denver, CO)
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    112
    Character
    Areayea
    World
    Phoenix
    Main Class
    NIN Lv 99
    Quote Originally Posted by Byrth View Post
    Re: Nirvana
    Affinity +6 is going to increase Avatar damage a more than MAB+40 because Celestial Avatars start out with MAB. With about 70 MAB (40 from trait, 10 from merits, 20 from gear), Affinity +6 is worth about 60 MAB. Additionally, it is a separate category from "Avatar Blood Pact damage" and "Avatar: Magic Attack Bonus" equipment, so future sources of those stats won't indirectly make the Mythic worse.
    touche, I guess I see your point, i dumped half my merits in the ava mab and the other in attack, so I suppose that affinity would be better. However, you know SE if they overpower something they'll usually nerf right after, but now I see your point. <3 spurrina gages too btw
    (0)

  5. #15
    Player Concerned4FFxi's Avatar
    Join Date
    May 2011
    Location
    borg
    Posts
    605
    Character
    Amaday
    World
    Bismarck
    Main Class
    WHM Lv 99
    Quote Originally Posted by Svens View Post
    I agree that Kenkonken is great, but with the usefulness of overload suppression being diminished by the addition af3+2 body and cooldown, I feel it only increases DPS without really improving any unique aspect about the job. It's a substantial increase, but I was always drawn to the weapon for its overload suppression. If I could try to adjust it to being a useful automaton tool again, I would like to see the following change:

    -Increases maneuver duration I-V: The 1 minute maneuver duration is a terrible detriment to the job just as overload was back at 75 cap. Honestly, they should pull a nagi and introduce this on future gear/JAs, with kkk providing the most substantial boost. It was mentioned in the past that there was a balance issue if they did this, but I can't remember the specifics.
    kkk is overpowered

    with kkk you wont be wearing af3 body, so it frees up that slot

    I do a heck of alot more damage with stringing pummel than I ever do with acentic's fury... i have no mythic weapons, btw. Just go into abby with gn rr and ss atmas on, go butt naked, bust out 20 or so of each ws you'll see stringing pummel stands head and shoulder above most weapon skills.

    Yea it's a small test but you dont need to put an apple and an orange into an atom smasher to identify the obvious.
    (0)
    Last edited by Concerned4FFxi; 01-17-2013 at 01:26 AM.
    Quote Originally Posted by Kincard
    The reason I keep coming back to XI as opposed to other MMOs is because of the content's lastability. While it is true that many pieces are outdated with each patch, to this day there are many old pieces of gear that are still near top-tier if not the top-tier. It encourages you to explore the whole breadth of content rather than asking you to bumrush and bypass all the old content just so you can grind the newer content. This is a model used by other MMOs such as WoW, and while I don't have anything against people that enjoy this model, if I wanted to play an MMO with that model there are many, many games vast superior to XI in terms of mechanics and especially customer service that offer such a model.

  6. #16
    Player Chimerawizard's Avatar
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    Apr 2011
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    Florida
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    148
    I would personally rather Laevatienn get Affinity: Magic Damage +7 instead of MAB. (all elements + meteor)
    I like the enhancement to TP which would AM2 far more accessible. and changing Vidohunir into a ranged WS would be icing on the cake.

    Aymur needs a sic/ready recast- to it, or Charge-1 used when Aymur is equiped. That allows the BST to actually make use of his pet's TP.
    for the pet, Pet: "Increases Damage" (base DMG+10-50 : attack +10-50% & accuracy +5-25%)

    I really love the idea to give pet: potency+ to smn since it's not stating acc. or atk. that means it's BOTH, and spirits NEED accuracy.

    Tupsimati: SCH can nuke the same as a BLM so give it similar buffs that blm gets but just change it up a little
    Iridescence (replaced stat)
    Affinity: magic dmg. +4 ("Magic Atk. Bonus"+40)
    Force weather/day proc same as obi's do.
    ____________________________________

    I would like one thing added to all relic/mythic/empyrean weapons that have been taken to Afterglow status
    lv.1 that is all.

    reason: if you drag your buddies around getting the crap needed to actually afterglow any of them, you'll probably lose a bunch of your friends. that way, 1. you can still beat bcnm/enm's and 2. you can pick up a bunch of new 'friends' by level sync'ing and 1shot'ing everything in gusgen mines (or wherever).
    (0)

  7. #17
    Player Kincard's Avatar
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    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    There was some request for this, so I decided to translate Byrth's post (Added a few points following the OP as well) over to the Japanese forums.

    I usually don't beg for likes but this took me a while to do, so I think I deserve a cookie! Thanks. =P
    (10)

  8. #18
    Player detlef's Avatar
    Join Date
    Mar 2011
    Posts
    1,645
    Character
    Philemon
    World
    Valefor
    Main Class
    BRD Lv 99
    I like the cut of your jib, Byrth.

    Aftermath should be able to overwrite itself.

    Speaking strictly about mythics relative to me, I agree that Carnwenhan should provide a slightly greater duration boost. Magic accuracy is less important because you wouldn't really need much macc for lullabies. A little extra sugar on top in the form of augments songs would be nice, but the most important thing to me would be a slightly enhanced duration boost.

    With Ryunohige, is there really a reason why the Jump bonuses don't apply to all Jumps? C'mon now. Please reduce the attack penalty or give DRG more attack somehow.
    (0)

  9. #19
    Player Areayea's Avatar
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    Jul 2012
    Location
    Windurst (Denver, CO)
    Posts
    112
    Character
    Areayea
    World
    Phoenix
    Main Class
    NIN Lv 99
    Quote Originally Posted by Kincard View Post
    There was some request for this, so I decided to translate Byrth's post (Added a few points following the OP as well) over to the Japanese forums.

    I usually don't beg for likes but this took me a while to do, so I think I deserve a cookie! Thanks. =P
    yes you do deserve a cookie, I'd give you a homemade one if you lived close to me ^^, anyway it's awesome you did that since as we all know SE has a tendency to listen to the jp players a little more than the NA players so maybe they might actually implement these suggestions.
    (0)

  10. #20
    Player
    Join Date
    Aug 2011
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    All of those changes are very well thought-out and would be awesome.

    I really like the idea of Aymur adding a large amount of pet Haste. Assuming this Haste is separate from both equipment and Familiar, this would make the Haste from Familiar more useful and really motivate an Aymur-wielder to keep that buffed pet alive for a whole event. Not that I have any plans to make an Aymur or the Develpment Bros have any plans to make these changes, but I'd love feeling that my pet wasn't disposable for a reason like that.

    Given that Summoner is Summoner and 45 seconds is a long time these days, some buff to physical Bloodpacts could probably be added to Nirvana as well without breaking FFXI and allowing Belphegor to roam this mortal plane at his demonic behest. Currently Nirvana only fills the magical damage niche, but I'm not sure what else could even count as the ultimate weapon for physical bloodpacts. Whatever new Relic/Mythic/etc. tier weapon is added with Seekers of Adoulin, maybe?

    Sadly, given how resistant to change the Development Bros tend to be, I can't imagine their response to "allow Mythic Weapons to be fully functional in one's off-hand" to be anything other than consuming office supplies orally, starting a fire in the FFXIV team's bathroom, and finally writing whatever is Japanese for "make Byrth sad" on a mayonnaise-stained napkin that is eventually mailed to Okipuit.
    (1)

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