No I'm saying you can't count non-melee contribution when you're trying to push mage melee. It's a very simple concept, if it's not melee it doesn't count as melee contribution. Party buffs and Avatar damage will always be there front or backline. You can't use them to boost weak melee numbers, and hope nobody notices.
Summoner [suhm-uhn-er]
1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
2. Not a melee
Only to the bold. ONLY.
I found, With say, Capped haste values (Double March, Haste, etc etc, You know what i mean!) that Ifrit's new BP:Ward can be a amazing enhancement to damage. Imagine a THF with Soul-voiced March, amongst other buffs, landing an additional 35 damage a swing!
Its a pretty epic BP when utilized correctly.
Anyway, I know thats not exactly what you were talking about of course, I just thought I'd bring it up.
Unless you have a DNC for 10% delay reduction and they don't want en-spells ruining it.
Summoner [suhm-uhn-er]
1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
2. Not a melee
Except a DNC isn't required to cap haste =.=a. (I think!)
With Dual Wield being considered in the absolute Delay Reduction, Jobs like NIN, THF, and DNC (ones described) in reality only need about... I can't remember the exact number, But 25% gear haste/+Spell+ Double March should cover that to cap their Delay Reduction, no DNC Required. (This isn't even including Blitzers roll!)
I know Capped Haste from gear is 25% (26% is the Shown Number, You only get 25% in reality its just 26% is required in shown numbers because how its caculated... blah blah), 43% in magical.
That in itself is 68%, I think Dual Wield would cap the rest. This is of course excluding 2handed DD, minus DRK, who can cap JA haste with Desperate Blows.
Last edited by Karbuncle; 07-21-2011 at 10:24 PM.
Wait, didn't anyone else get what Dallas really ment?
If Infernal Howl ~40 Enfire damage increases damage output on a staff by a lot, isn't that horrible damage output by staff in the first place?
Does that mean that Dallas's number are all a lie and Dallas was the one who proved it? /mindblown
If someone has already suggested this I apologize, but if you're asking for more activity while on SMN in regards to melee, it would make the most sense to simply allow the Summoner to be Possessed by Avatars in order to toggle between "Stand and watch mode" and "Melee mode". This would open the job itself to new versatility in both solo and party situations while vastly expanding on the current and possible SMN specific "Joint weaponskills" and "Joint spells" that could be birthed from such a union. If a SMN can conjure up an Avatar to fight alongside them, then why not from within as well?
SMN Job Ability- Possession:Instead of summoning an avatar to fight near by or far away from the summoner, this job ability would summon them to fight from within the summoner themselves. Once this JA is active, the avatar’s strength would now be imbued within the summoner’s melee attacks and new joint weaponskills and joint spells. Additionally, any attack traits associated with the current possessed avatar(such as double attack, Attack speed, def bonus, etc.) would be inherited by the summoner. MP would still be the defining conduit that determines the duration of time the Summoner could remain possessed by an Avatar, and the JA would cease to function should MP fall below a certain amount.Similar to how Blood Pacts unlock dozens of individual abilities, Possession would unlock an equally vast number of Joint weaponskills and Joint spells per selected Avatar.
•Possession example
Joint Weaponskills:A "Joint Weaponskill" would be the combination of an Avatar's special attack with that of the selected weapon being wielded by the summoner. Not so much the marrying of Eclipse Bite with Full Swing per say, but rather the creation of a new weaponskill all together like "Eclipse Smash" that would only be available while wielding a staff and being possessed by Fenrir. These new weaponskills would be dependent on TP rather than Blood Pact timers. The strength of these weaponskills could be drawn from both combat and summoning skill levels.Joint Spells:Based on the selected Avatar, the list of Joint spells could be swapped based on the situation at hand. These spells would be considered "Joint" due to the fact that both the Summoner and the Avatar would be casting the spell vs just the Avatar. This could, however, alter certain spells design from being party only spells to being target specific spells like "Hasteja" and "Earthen Mold" for example. Spells cast while Possession is in effect could grant a reduction in MP cost per spell to allow some flexibility since MP will be steadily draining while the JA is in use.This would not be in any way out of context for what a SMN is in terms of job function within this game, but rather just another mode to perform that job function in. The Dev team wouldn't have to introduce any new gear or abilities that would cause them to rework the job function-wise for this new JA to work. Simply combine the two entities and introduce a myriad of new effects and abilities that would allow SMNs to be more active than ever before.
WARs have Berserk and Defender to toggle between during combat. SAMs have Hasso and Seigan. NINs have Innin and Yonin. This would be the SMN's equivalent. It would also be friggin' awesome to see.
Last edited by kingfury; 07-22-2011 at 02:42 PM.
I sure can, and I do. My pet deals damage which supplements my melee damage. It's called addition, and it's a pretty easy concept. My buffs add damage to all melee. "Add" is the verb form of "addition."
If you start today, I bet you could master addition before FFXI dies. Get started, because I hate dumbing my posts down this much.
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