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  1. #241
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,274
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Currently we do not have any plans to make adjustments to these kinds of weapon skills.
    Well make some plans, because every single one of these WS are terrible and you don't notice the impact of more TP much at all (it may as well just be "damage varies with TP" anyway)
    (14)

  2. #242
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quietus and CT should really by worked so that their damage and defense ignored varied with TP. Giving people a reason to build 300% TP for something other than an AM should be something that is appealing to at least some WSs.

    We don't have a good idea what these corrections are going to do for these WSs and it would go a long way to be more direct about answering these questions, since these are WSs that people would like to be able to use that are associated with significantly more time invested than normal WSs.
    (1)
    Last edited by ManaKing; 01-24-2013 at 06:05 AM.
    I'm a RequieSCAT-MAN!

  3. #243
    Player
    Join Date
    Mar 2011
    Posts
    274
    Good stuff. Any plans to increase bonuses from STR/DEX for one-handed weapons (attack/accuracy respectively)?

    In other news, RNG recycle adjustment please.
    (5)

  4. #244
    Player Rorrick's Avatar
    Join Date
    May 2011
    Posts
    61
    Character
    Lowen
    World
    Ragnarok
    Main Class
    MNK Lv 99
    So will the attack ratio adjustment include Hand-to-hand as well? Given the previous response about Hand-to-hand being a single-handed weapon type, but not really, it's really hard to tell if this means all one-handed weapon types, or all of them barring Hand-to-hand (which would be super lame). It's all very ambiguous.

    Could we get some information on what all this information means to Hand-to-hand users?
    (0)

  5. #245
    Player Riggs's Avatar
    Join Date
    Mar 2011
    Location
    Carbuncle - Windurst
    Posts
    144
    Character
    Zoop
    World
    Carbuncle
    Main Class
    BLM Lv 99
    i don't really understand what your saying about defence but it sounds like your going to make it so we all take more damage which seems unfair to those of us who play evasion jobs, when we take a hit are we gonna start taking massive damage?
    (0)

  6. #246
    Player HimuraKenshyn's Avatar
    Join Date
    Sep 2011
    Posts
    181
    Character
    Starskyy
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by Rorrick View Post
    So will the attack ratio adjustment include Hand-to-hand as well? Given the previous response about Hand-to-hand being a single-handed weapon type, but not really, it's really hard to tell if this means all one-handed weapon types, or all of them barring Hand-to-hand (which would be super lame). It's all very ambiguous.

    Could we get some information on what all this information means to Hand-to-hand users?

    From another post:

    What's going to happen with hand-to-hand weapons?
    Categorically hand-to-hand weapons fall under the single-handed weapon classification; however, the stats for hand-to-hand weapons are quite different from that of swords, which are literally held in just one hand, and they will not be treated the same. We will be separating hand-to-hand weapons from this balance adjustment and making changes that fit more in line with the weapon.
    (1)

  7. #247
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Two questions:
    1) Will there also be changes to the STR:Atk and DEX:Acc Ratio?
    The increase in Ratio is good, but it occurs to me that short of getting 4 Minuets, a perfect Chaos Roll with a DRK in the party, subbing WAR, and using Berserk - many 1H jobs will not be capping Ratio against high level enemies anyway. The extra 30 or so base attack from bumping this up to 4 STR:3 Attack could make a difference.

    2) Will the changes to level correction and attack/damage done also affect pets (Wyverns, Automatons, Avatars, and BST pets)?
    Currently Pets are thought to use the same damage equations as monsters. They are useful in some events (like Dynamis) particularly because of the massive ratio boost that they get from attacking monsters that are a lower level than themselves. Implementing these changes to pets would dramatically affect BST pet damage in Dynamis.


    Other than that, thanks! I like the Ratio cap boost a lot.
    (7)

  8. #248
    Player Prothscar's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    634
    Character
    Prothescar
    World
    Valefor
    Main Class
    BLU Lv 99
    Quote Originally Posted by Camate View Post
    We will need to examine whether this value is good enough or if we need to make further changes in advance before we proceed with this adjustment.
    Is this implying that they're going to consider adding more to 1hs to increase power further, or limit the increase to 2.25 ratio cap by adding penalties to 1h weapons?



    I'd also put forth the following ideas for the Dev Team to go along with the blanket buffing of 1h weapons:

    Blue Mage - Blue Magic Attack will require some revisions if you're going to be increasing the Defense of monsters to compensate for the level correction changes. In fact, we need them now too! My proposed solutions are as follows:

    A) Allow blue magic attack to gain more from STR and skill, say double or +50% of what we get out of them now. Just add a *2 or a *1.5 to the end of the blue magic attack function (Blue Magic Skill + 8 + STR/2)*2

    B) Allow a portion of the main handed weapon's attack to contribute to blue magic attack as well, say 25~33%.

    One or the other would be sufficient in making blue magic usable on targets that are higher than 20 levels below the Blue Mage's level. Yeah, it's that bad. Please look into it.


    Beastmaster, Summoner, Puppetmaster, and Dragoon - Pet attack is pretty abysmal, and will also require some attention. I'd propose a similar change to suggestion B for blue magic attack:

    -Allow a portion of the master's attack and haste to affect their pet. Say 25~33% attack and 33~50% haste.

    For instance, the master has 600 attack and 25% haste, allow the pet to benefit from 150~198 of the master's attack and 8~13% of their haste. This solution wouldn't be overpowering and would serve to make pets more useful on the battlefield as offensive tools.
    (14)
    Last edited by Prothscar; 01-24-2013 at 07:22 AM.

  9. #249
    Player Rorrick's Avatar
    Join Date
    May 2011
    Posts
    61
    Character
    Lowen
    World
    Ragnarok
    Main Class
    MNK Lv 99
    Quote Originally Posted by HimuraKenshyn View Post
    From another post:

    What's going to happen with hand-to-hand weapons?
    Categorically hand-to-hand weapons fall under the single-handed weapon classification; however, the stats for hand-to-hand weapons are quite different from that of swords, which are literally held in just one hand, and they will not be treated the same. We will be separating hand-to-hand weapons from this balance adjustment and making changes that fit more in line with the weapon.
    I know about that, and I even mentioned it in the post you quoted. This adjustment is something that should be applied to Hand-to-hand as well, which is why I'm asking. Hand-to-hand suffers from the long delay of two-handed weapons and the attack/accuracy penalties of one-handed weapons. There's absolutely no reason this adjustment shouldn't apply to Hand-to-hand as well, but the ambiguity with regards to Hand-to-hand adjustments necessitates a more direct response.
    (1)

  10. #250
    Player Asymptotic's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    656
    Character
    Sylow
    World
    Fenrir
    Main Class
    DNC Lv 99
    Player -> Monster level correction is still an issue. You say it would affect lower levels too much, but that sounds more of an excuse to me. If it's only a problem at low levels, then why not have level correction penalties vary by level, or with combat skill?

    It makes sense from a logical/lore perspective anyway that we could become more effective at eliminating a higher level opponent's advantages at higher levels, or at higher levels of combat skill.
    (3)

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