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  1. #1
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Duelle View Post
    I look at it more melee mage vs melee mage. What does the one that works and is accepted (BLU) have that the one that is not accepted and does not work (RDM) lacks.
    I can accept that. I just see them as the physical equivalent of what we are supposed to be, so I don't hate on them.

    To me, BLU = physical DD Mage and RDM = magical DD Mage. Both have burst damage, but nothing compared to a BLM.

    BLU has spells that scale nicely into higher levels. RDMs get Tier IV nukes and Enspell 2s. Tier IV nukes are nothing to scoff at, but enspell 2s are restricting and were outdated the second they were released. (1)They don't lower elemental resistances much, (2)they don't work on multihits/dual wield, (3)they don't work with other additional affects, (4)and their damage is only affected by your current enhancing skill.

    (1) Compare to NIN or BLM. If this is our highest Tier Enspell, then it is far from Iconic... or good for that matter.

    (2) Hey remember Joyeuse? Sorry it doesn't work with II, you're better off with I. /NIN same deal. /DNC you can have Haste samba.

    (3) OMG TWILIGHT KNIFE!!! LOLRDM!!!! If you want to get any use out of Twilight knife or any other additional affect with Enspell 2 you need to be /NIN. If your main hand is a sword that isn't Excalibur, Murgleis, or Almace, then have fun with Savage Blade, it opens light and does sub par WS damage. If you are using Excalibur, you don't get your on hit additional damage. For Murgleis you don't get an enspell proc on your aftermath occasionally attack twice hits. Including Mandau, these are the best Main hand weapons you can get on a RDM for damage; 3 out of 4 have parts that don't work with enspell 2s.

    (4) you can get 86 additional enhancing on a RDM past the cap, most of this equipment that isn't optimal for DD or there are better pieces available in the slot. 86 enhancing which add 4.3 to enspell 2 base. At max you get 5 extra damage to your base and 10 to the max. For 9 Pieces of equpment, you get 10 damage a round.

    You can get 12 additional damage from Sword enhancement spell damage in the form of 2 earrings and a Chimeric Fleuret. But it doesn't get doubled like normal Enspell 2 damage. You also have to use a Chimeric Fleuret as your main hand unless you want to dual wield. If your HP is in the yellow you can get an extra 5 damage from a Fencer Ring. And if you want to, you could dual wield an Enhancing Sword as well for an additional 5.

    Grand total in optimal conditions and full enhancing gear is 74 additional damage on your first hit of your main hand per round. With double weather and the corresponding day it could be as high as 102, which would never happen. Normally you would get 82 for weather or day correspondence.

    These numbers are assuming you are wearing full enhancing gear, your hp is in the yellow, and dual wielding a Chimeric Fleuret and Enhancing Sword. You may choose your Equips for your Head, your ranged attack/ammo, and 1 of your rings.

    If you choose to use enspell I you can get 48 Damage per hit. With dual wield you can do 96 points of damage per round without counting additional attacks. You can also Macro all your equips on for when you cast the enspell and thus pick all of your equipment. This equipment could include Suppanomimi and Royal redingote to reduce your dual wield delay to 33% from both hands. In 3 swings of a single wielded Chimeric Fleuret you could have swung 2 times with both an enhancing sword and a chimeric fleuret. Enspell 2 would have done 207 (because you can't have the enhancing sword bonus as well) points of damage max, while the dual wield enspell 1 damage would have done 192. That being said, enspell 1 can proc on multihits and additional attacks, so any additional attacks will put the damage in the favor of enspell 1 and will allow the user to choose their gear while meleeing.

    ENSPELL 2's SUCK BECAUSE THEY DON"T SCALE INTO LATER LEVELS BECAUSE OF THEIR RESTRICTIONS. THEY ARE WORSE FOR DD THAN ENSPELL 1's EVEN IN OPTIMAL GEAR.



    My biggest gripe is that all our New gear is cloth. It is centered towards magic accuracy and magic attack bonus. So we can keep our full enspell damage with the magical accuracy, woo. I almost never get resists anyways. Why doesn't magic attack bonus gear affect our enspells?

    We don't get Scale Mail anymore. We occasionally get graced by some decent THF or MNK gear that almost everyone else can use anyways. At least make all that caster gear that SE seems over zealous to make for us do something for us besides try to make us BLM-1.
    (0)
    Last edited by ManaKing; 05-20-2011 at 06:17 AM.

  2. #2
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by ManaKing View Post
    To me, BLU = physical DD Mage and RDM = magical DD Mage. Both have burst damage, but nothing compared to a BLM.
    I'm fine with this. It's also why I would put RDM's emphasis on "magic melee" (hence my Spellblade suggestion) and Enspells.
    you can get 86 additional enhancing on a RDM past the cap, most of this equipment that isn't optimal for DD or there are better pieces available in the slot. 86 enhancing which add 4.3 to enspell 2 base. At max you get 5 extra damage to your base and 10 to the max. For 9 Pieces of equpment, you get 10 damage a round.
    Looking at how II's were designed, I think the whole "Enhancing Skill on cast" mechanic for enspell I's may have been a developer oversight that (just like a lot of the things they messed up in XI) they never got around to dealing with until it was too late.
    ENSPELL 2's SUCK BECAUSE THEY DON"T SCALE INTO LATER LEVELS BECAUSE OF THEIR RESTRICTIONS. THEY ARE WORSE FOR DD THAN ENSPELL 1's EVEN IN OPTIMAL GEAR.
    Agreed. Enspells in general not scaling has reared its head in abyssea more than anywhere else. Granted, that's no longer the focus of development, but is still there.
    My biggest gripe is that all our new gear is cloth. It is centered towards magic accuracy and magic attack bonus. So we can keep our full enspell damage with the magical accuracy, woo. I almost never get resists anyways. Why doesn't magic attack bonus gear affect our enspells?
    They're trying to push the spellcaster side for some ungodly reason. All it does is keep the damage generated mediocre, either way. If you're meleeing in mage gear you're not getting Accuracy, Haste and +Attack, which adds up nicely to enspells when unresisted.
    We don't get Scale Mail anymore. We occasionally get graced by some decent THF or MNK gear that almost everyone else can use anyways. At least make all that caster gear that SE seems over zealous to make for us do something for us besides try to make us BLM-1.
    See, I'd lean more to putting RDM on more melee gear and adding conditional stat conversions (reliant on Composure or some other melee-oriented mechanic) over just throwing in more mage gear. The benefit there being that you would viably grown into the magic melee theme instead of being gimp for x amount of levels until you end up getting Y piece of mage gear that starts picking up the slack.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  3. #3
    Player Supersun's Avatar
    Join Date
    Mar 2011
    Posts
    522
    Quote Originally Posted by Duelle View Post
    Looking at how II's were designed, I think the whole "Enhancing Skill on cast" mechanic for enspell I's may have been a developer oversight that (just like a lot of the things they messed up in XI) they never got around to dealing with until it was too late.
    Enspell T1s used to work like that as well. It wasn't until that Sch got access to enspells and started trying to AoE them only to find that their melees would only do 2 damage per swing that it got changed.

    Then they released Enspell T2 and gave them their original accuracy formula and everyone was pissed XD
    (0)

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