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  1. #61
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Francisco View Post
    Boost is pretty much only used for weaponskills
    You shouldn't be booosting unless you don't have haste/ marches.

    Quote Originally Posted by Motenten View Post
    Its greatest advantage, reduced TP given to the mob, is overshadowed by taking twice as long to kill the mob while giving half as much TP per unit time (so in the end you gain nothing but wasted time). The other problem is that it's only remotely useful with the OA2-3/4 weapons to boost the double-kick proc rate, and can't take advantage of other specific weapon traits/stats (eg: Empyreans or Relics, obviously, but also other weapons that seem like they were more intended for Footwork use).
    Ever since footwork was released I've used it for fast TP gain which is actually useful, for instance to stun lock a mob (remember porrogo madames ? Ultima etc ), and also to farm WS-proc'ed mobs in dynamis (as there are always non-magic and non-JA mobs at camps). For instance in dynamis since the goal is to spam WS on those mobs, I pop defender footwork, and I can do ~10 weak ws per mob before it's dead vs one victory smite or 3-4 normal ws (with naked H2H). I think it would be interesting to boost footwork in the optic of "faster TP gain" even if it means "lower ws damage" since you could use it to proc mobs or stun lock mobs. Also procing seems to be something they plan to introduce in every endgame, so it can only be a good thing.
    (0)
    Last edited by MarkovChain; 08-12-2011 at 06:58 AM.

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  2. #62
    Player Anza's Avatar
    Join Date
    Mar 2011
    Posts
    95
    Character
    Capuchin
    World
    Phoenix
    Main Class
    PUP Lv 99
    Quote Originally Posted by Zhronne View Post
    I have to say I REALLY like the idea of boost wearing off only with WS, Chi Blast or Chakra. This way Boost wouldn't wear off with normal attacks (not even accidentally, happened a few times to me) and it would be much easier to make use of it during fights.
    Really, I'd love such a change
    This is absolutely brilliant. Especially if they change Chakra to where it is in some way affected by Boosting.

    As for Footwork, I agree that it needs serve some defined purpose. Perhaps have Footwork grant a 1-2tp/tic regain effect while active as an added perk? Keeping with the idea of it being a good way to generate TP while not giving the mob TP, or even as a nice way to generate some TP between fights or before a battlefield fight.
    (0)

  3. #63
    Player Zhronne's Avatar
    Join Date
    Mar 2011
    Location
    Italy
    Posts
    1,052
    Character
    Sechs
    World
    Asura
    Main Class
    MNK Lv 99
    Quote Originally Posted by Anza View Post
    Keeping with the idea of it being a good way to generate TP while not giving the mob TP
    This was the original SE idea, but in reality Footwork was used only with OA weapons and such, making the attack rate not particularly lower to that of hand to hand.
    This is the fault of several factors, among which the one I described earlier: "Kick attack +X" on legs gear procs even during footwork, working in a similar way to how Double Attack does.
    Changing so that, during footwork, it adds damage (like feet gear) instead of giving a DA-like thing would already be a nice change.
    If they really want to keep the purpose of "give less TP" thing, they need to make us attack slow, with powerful blows that generate a lot of TP (more than the 13, which is basic tp return for 2h 480delay weapons, that we get now).

    Also another thing that I forgot and that nobody mentioned so far (I think?) is the fact that the Empyreal Armor set bonus doesn't work at all with the way the current Footwork JA works.
    (0)
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  4. #64
    Player Anza's Avatar
    Join Date
    Mar 2011
    Posts
    95
    Character
    Capuchin
    World
    Phoenix
    Main Class
    PUP Lv 99
    Quote Originally Posted by Zhronne View Post
    Also another thing that I forgot and that nobody mentioned so far (I think?) is the fact that the Empyreal Armor set bonus doesn't work at all with the way the current Footwork JA works.
    Really? I thought the +2 set bonus worked like normal KA/DA gear (and KA merits), giving you more chance to get a double kick proc in an attack round under footwork. Difference being that the +2 set also lets you occasionally double-kick even without Footwork up. That's really a shame if that's not the case.
    (0)

  5. #65
    Player matic's Avatar
    Join Date
    Aug 2011
    Posts
    3
    Character
    Matic
    World
    Valefor
    Main Class
    NIN Lv 90
    I'm glad Footwork will continue to be supported. from my own eyeballing outside of abyssea, Footwork with OA2-3 is clearly faster TP (3 attack rounds to 100TP after Tornado Kick) and higher WS damage than a standard h2h weapon. Although now that i got Taurine, i'm going to have to do more testing.

    Everyone says Martial Arts trait this and that, and in abyssea, normal h2h is the winner, but i dont think most of those people ever bothered to get a good Footwork build and try it out without capped crit rate.
    (0)

  6. #66
    Player Greatguardian's Avatar
    Join Date
    Mar 2011
    Posts
    3,238
    That depends on how you define a standard H2H weapon.

    If you mean someone rocking Destroyers at 90, then yes, Footwork may pull ahead if they actually care about that build.

    Using legit weapons? Taurine, +2 Fire knucks, WoE, Emp? There is absolutely no way for Footwork to come close, especially when you take Victory Smite into account for applicable weapons.

    Edit: Also, inafter "Eyeballing". All things even, footwork is pretty handily destroyed by normal H2H outside of Abyssea when mathed out. The only real benefit you can get from it is H2H WS procs while limiting TP fed and damage dealt (idk, Dynamis mobs?)
    (0)
    Last edited by Greatguardian; 08-13-2011 at 10:46 AM.

  7. #67
    Player
    Join Date
    Mar 2011
    Posts
    206
    Plot to enhance MNK and add a little more active/engaged gameplay

    1.Boost:
    - Make boosts stack and make it last 4 minutes before it wears off.
    - Eliminate its loss after an attack round.
    - Make the + attack bonus benefit of it decay over time so that by 4 minutes all attack benefits are depleted.
    - Re-boosting does not effect cool down timer. To start a new round of boosts, one must cancel the effect.

    2. Chakra Tiers:
    2 Boost combined with Chakra = regen (10hp/tick) + crit hit rate + 2%(Lasts 15 seconds)
    4 Boosts combined with Chakra = regen (15hp/tick) + crit hit rate +3%(Lasts 30 seconds)
    6 Boosts combined with Chakra = regen (20hp/tick) + crit hit rate +4%(lasts 45 seconds)
    8 Boosts combined with Chakra = regen (25hp/tick) + crit hit rate +5%(lasts 60 seconds) + Counter rate +5%


    3.Chi Blast
    Combined with Boost
    2 Boosted Chi Blast = Enemy evasion down 5%
    4 Boosted Chi Blast = Enemy evasion, accuracy down 5%
    6 Boosted Chi Blast = Enemy evasion, accuracy, defense down 5%
    8 Boosted Chi Blast = Enemy evasion, accuracy, defense, Magic defense down 10%


    EDIT: Chakra Tiers stack with invigorate
    (0)
    Last edited by Cursed; 08-13-2011 at 11:14 AM.

  8. #68
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Quote Originally Posted by Camate View Post
    First we will be making adjustments to make it easier to increase guard and parry skills. We plan on looking into guard balance adjustments as the next step we take.
    Do You tried to skill up guard lately?

    I capped guard on mnk 75 and it was really HARD. Took week of 10h a day to go from 120 to 200+ and another week to get to 260+ and 3h for last 0.7 from 268.3 to 269. That is past tho...

    Recently I did guard from 280 to cap at 90 in... 3h and that's almost AFK just gathering 20+ mandragoras in altepa and getting phalanx II from RDM. It was so easy that I felt like I was cheating compering this to past experience. Guard skill up was fixed by introducing abyssea and really doesn't need any fixes. It was that one skill after you could have recognized a player that really care about MNK and now pretty much everyone can cap it with a little effort.

    There is a thing that connect guard at 75 and at 90... it's useless. It almost never proc and has no additional effects like shield (no interrupts on spells) and it's pDIF-1 is much worse then completely nullified damage with parry.
    Seriously You should first adjust the effect of guard not making it easier to skill up because none will even care to try those skill up adjustments for something that have no use. Also a lot of ppl will take an effort to cap guard with present difficulty w/o single whining if the final result would be a little worth it.

    Sorry for bad English, it's not my native language.
    (0)

  9. #69
    Player Francisco's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    261
    Character
    Francisco
    World
    Shiva
    Main Class
    MNK Lv 99
    Quote Originally Posted by Cursed View Post
    Plot to enhance MNK and add a little more active/engaged gameplay

    1.Boost:
    - Make boosts stack and make it last 4 minutes before it wears off.
    - Eliminate its loss after an attack round.
    - Make the + attack bonus benefit of it decay over time so that by 4 minutes all attack benefits are depleted.
    - Re-boosting does not effect cool down timer. To start a new round of boosts, one must cancel the effect.

    2. Chakra Tiers:
    2 Boost combined with Chakra = regen (10hp/tick) + crit hit rate + 2%(Lasts 15 seconds)
    4 Boosts combined with Chakra = regen (15hp/tick) + crit hit rate +3%(Lasts 30 seconds)
    6 Boosts combined with Chakra = regen (20hp/tick) + crit hit rate +4%(lasts 45 seconds)
    8 Boosts combined with Chakra = regen (25hp/tick) + crit hit rate +5%(lasts 60 seconds) + Counter rate +5%


    3.Chi Blast
    Combined with Boost
    2 Boosted Chi Blast = Enemy evasion down 5%
    4 Boosted Chi Blast = Enemy evasion, accuracy down 5%
    6 Boosted Chi Blast = Enemy evasion, accuracy, defense down 5%
    8 Boosted Chi Blast = Enemy evasion, accuracy, defense, Magic defense down 10%


    EDIT: Chakra Tiers stack with invigorate
    No thanks. I don't want to go back to the days of spamming Boost.
    (0)


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  10. #70
    Player Ladycandygem's Avatar
    Join Date
    May 2011
    Posts
    35
    Character
    Ladycandygem
    World
    Asura
    Main Class
    MNK Lv 99
    Quote Originally Posted by Francisco View Post
    No thanks. I don't want to go back to the days of spamming Boost.
    SE could always automate it. I.E. You hit Boost, then every 15 seconds it gains another level, until you use a WS, Chi Blast or Chakra, and then it stops accumulating.
    (0)

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