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  1. #81
    Player
    Join Date
    Jan 2012
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    645
    Quote Originally Posted by Sabishii View Post
    Right now, I'd rather use bloodrake to get my HP full in one spell, than a spell that'll just nullify the next melee swing, even if I use diffusion to give it to the whole party.
    I haven't used Bloodrake since they buffed Sanguine Blade (which I'm grateful for), though double darkness is a neat idea, it's rarely useful.

    You know what's never useful though, Bulwark, perhaps if they changed it to a Migawari type effect.
    (0)

  2. #82
    Player Worldslost's Avatar
    Join Date
    Sep 2014
    Posts
    8
    Character
    Worldslost
    World
    Ragnarok
    Main Class
    BLU Lv 99
    First time posting in this forum haven't poured over the thread but my vote is for pollen to be adjusted. It could be a wonderful tool. I think OP mentioned Metallic Body in the same sense. Just those 2 spells would make blu a lot better in the solo dept. The self cure just added cost too much to set in the current 20/70 spell set system,
    (2)

  3. #83
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    Just coming back from a few months break. I notice that Blu's Tourbillion and Barbed Crescent additional effects still do not work on most mobs. Right now, I'm using these spells on toads and pugils in Marjami Ravine, and I'm not getting the additional effects to land. Any idea how to fix this?
    (0)

  4. #84
    Player YosemiteYogorockBlondelle's Avatar
    Join Date
    Mar 2011
    Location
    Blondelle = Sandy, Windy\{S}, Bastok All Completed. YoGo: Basty+Sandy Rank: 10~Sandy {S}: UnComplete
    Posts
    608
    Character
    Yogorock
    World
    Leviathan
    Main Class
    RUN Lv 74
    Quote Originally Posted by Tennotsukai View Post
    Just coming back from a few months break. I notice that Blu's Tourbillon and Barbed Crescent additional effects still do not work on most mobs. Right now, I'm using these spells on toads and pugils in Marjami Ravine, and I'm not getting the additional effects to land. Any idea how to fix this?
    Well maybe job points for the accuracy of additional effects might fix the issue or give a touch to it a bit maybe? Let me know as i'm adding 2 points to that Blu Job Point category and same to more blu points for spell's.
    (0)
    (Yo-Sim-Mit-Tea is the correct pronunciation. It is how its spoken, folks.) Come over & visit awhile to many posted changes to the life of Vana'dial. You can find past posts found by a link, pops up with Char name highlighted, thanks!
    I'm Wishing to see the Greatness in all players suggesting changes to ffxi ahead, here's to the Future of FFXI, Cheers Mate!!.

  5. #85
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by YosemiteYogorockBlondelle View Post
    Well maybe job points for the accuracy of additional effects might fix the issue or give a touch to it a bit maybe? Let me know as i'm adding 2 points to that Blu Job Point category and same to more blu points for spell's.
    It's highly doubtful. It's not a matter of them being slightly less accurate so much as they seem to be capped at a very low land rate so that even on too weak mobs they often wont land
    (2)

  6. #86
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    It's not related to magic accuracy at all, it's proc rate. Both of those spells do physical damage with a chance of additional effect happening. SE has either purposely or by glitch made the proc rate stupidly low on these. I tested this on spiders in ToAU, the ones right outside in the thickets. As a 99 with 119 gear our magic acc is so far above the target that it's would be statistically impossible to have three to four in a row do complete resists. Instead it simply never proced and thus never did a MACC/MEVD check. Use Bilgestorm instead, -25% defense / attack / -10 acc and lasts for about 90 seconds. Torb IMHO is really just for SCing and BC is similiar to Mortal Ray, just there to make a job trait.
    (0)
    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.....

  7. #87
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    I think it would be nice to be able to proc a 33% def down on enemy bosses.
    (0)

  8. #88
    Player YosemiteYogorockBlondelle's Avatar
    Join Date
    Mar 2011
    Location
    Blondelle = Sandy, Windy\{S}, Bastok All Completed. YoGo: Basty+Sandy Rank: 10~Sandy {S}: UnComplete
    Posts
    608
    Character
    Yogorock
    World
    Leviathan
    Main Class
    RUN Lv 74
    Quote Originally Posted by saevel View Post
    It's not related to magic accuracy at all, it's proc rate. Both of those spells do physical damage with a chance of additional effect happening. SE has either purposely or by glitch made the proc rate stupidly low on these. I tested this on spiders in ToAU, the ones right outside in the thickets. As a 99 with 119 gear our magic acc is so far above the target that it's would be statistically impossible to have three to four in a row do complete resists. Instead it simply never processed and thus never did a MACC/MEVD check. Use Bilgestorm instead, -25% defense / attack / -10 acc and lasts for about 90 seconds. Torb IMHO is really just for SCing and BC is similar to Mortal Ray, just there to make a job trait.
    What does Torb IMHO mean? I was wondering if you think if they added a blu processing cap up category or an if they added a category that increases the successful processing rate, of that would fix it? Knowing how the developers tend to find and implement things into the game in a round about sort of way...
    (0)
    (Yo-Sim-Mit-Tea is the correct pronunciation. It is how its spoken, folks.) Come over & visit awhile to many posted changes to the life of Vana'dial. You can find past posts found by a link, pops up with Char name highlighted, thanks!
    I'm Wishing to see the Greatness in all players suggesting changes to ffxi ahead, here's to the Future of FFXI, Cheers Mate!!.

  9. #89
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by saevel View Post
    It's not related to magic accuracy at all, it's proc rate. Both of those spells do physical damage with a chance of additional effect happening. SE has either purposely or by glitch made the proc rate stupidly low on these. I tested this on spiders in ToAU, the ones right outside in the thickets. As a 99 with 119 gear our magic acc is so far above the target that it's would be statistically impossible to have three to four in a row do complete resists. Instead it simply never proced and thus never did a MACC/MEVD check. Use Bilgestorm instead, -25% defense / attack / -10 acc and lasts for about 90 seconds. Torb IMHO is really just for SCing and BC is similiar to Mortal Ray, just there to make a job trait.
    Not sure what you are trying to say here. Are you trying to say that this spell only has an additional effect some of the time and then only if it does proc it still has to do the normal resist checks? Because I can't think of any other spells or ws in the game that I can think of like that nor a way to test if that was the case other than doing enough casts to get a rather solid land rate and see if it for certain goes below the 5% floor

    As far as impossible not necessarily. Even now you'd probably get a lot of resist trying to cast sleep on say an imp but it is possible to land it. Meva/macc varies by mob and spell, effect, debuff and/or element. They theoretically could have just attached something like a -10,000 macc to the spell to all mobs.
    (0)
    Last edited by dasva; 12-13-2014 at 07:36 PM.

  10. #90
    Player saevel's Avatar
    Join Date
    Apr 2011
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    2,350
    Quote Originally Posted by dasva View Post
    Not sure what you are trying to say here. Are you trying to say that this spell only has an additional effect some of the time and then only if it does proc it still has to do the normal resist checks? Because I can't think of any other spells or ws in the game that I can think of like that nor a way to test if that was the case other than doing enough casts to get a rather solid land rate and see if it for certain goes below the 5% floor

    As far as impossible not necessarily. Even now you'd probably get a lot of resist trying to cast sleep on say an imp but it is possible to land it. Meva/macc varies by mob and spell, effect, debuff and/or element. They theoretically could have just attached something like a -10,000 macc to the spell to all mobs.
    STOP

    Blue spells are not magic like Black / White, they are TP moves and function using the same rules. Torb and BC are physical weapon skills like Tachi: Gekko / ect. They do damage but have a chance of procing an additional effect. With some TP moves that chance is damn near 100% while others is really low (Metatron Torment / Tachi: Agehia). Macc / MEvasion checks are only done AFTER the
    effect procs, if the effect doesn't proc then no MACC/MEVD check happens.

    MAcc/MEvd is really easy to understand, it's a direct comparison of your M.Acc minus the target M.Evasion with the result being the percentage chance of it happening. With magic there are multiple resist stages, typically two to four. If the first stage fails then it will check again for half resist, and then quarter and so on until there is no more stages to check. As a iLevel 119 player, our magic accuracy should be 600~700+ and a level 52 monster will be about 150 magic evasion. That's such a large difference that your going to have capped land rates no matter what. Yet testing 10+ and only one landed, but landed for a very long time. The chances of a capped magic accuracy missing twice is 2.5%. The chances of it missing twice in a row for five or more monsters is 0.000000000009765625%. That is in the realm of being so improbable as to be considered impossible, and for it to happen on multiple people adds even more decimal places. Now if the additional effect has a 10% or less proc rate, then those capped magic acc checks never happen on the hits that don't proc.

    Now stop thinking it's like Thunder, Gravity, Slow or Frightful Roar.
    (0)
    Last edited by saevel; 12-14-2014 at 05:45 AM.
    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.....

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