Okay tried to post my ideas but they fell apart. Even my calculations. But anyway my theory to fix rdm, is to keep it simple, i been reading these forums for MONTHS and while i love some new ideas, simple ideas work better for me, not only are they easier for us to understand and use, but we dont need to sit there and teach a lesson on how a job's new JA works. Anyway, some of you dont like it, but i like stances, and thats my approach, but i do have other ideas too.
Stances: Doublecast/At Arms.
-Effects in short(doublecast): 50% more mp consumption, 50% more elemental and curing potency
-Balance: Costs more mp, and cure IV still is weaker than cure V, and thunder III is still weaker than IV, but closer, i used those spells with actual numbers but the forum logged me out and i cant be bothered to post it this second. Both become more potent though and get close to the next tier spell none the less. Though then we are almost stepping on their toes. Almost.
-Effects in short(At arms): Ex sword weaponskills, recrunched gain/phalanx/enspell calculations, enhanced combat skills, reduced mage prowesses somehow, convert a little mp to hp (15%?) and possibly some JA haste (5-7% haste?), and swap our native MAB and MDB traits to Attack bonus and Defense Bonus.
-Balance: Lowers mage prowesses to enhance melee, woo.
should be enough i suppose to get things rolling. Simple, effective, easy to understand and use. I have other ideas but dont wanna get logged out again so post go!

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