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  1. #1
    Player Harukusan's Avatar
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    Mar 2011
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    186
    Character
    Harukusan
    World
    Ragnarok
    Main Class
    WAR Lv 99
    Quote Originally Posted by Alkalinehoe View Post
    Well BLMs are supposed to be getting Meteor....
    True, but I believe Meteor is a Dark elemental spell. Also, something that isn't AoE would likely be better, depending on the situation.

    Paladin: God Warrior - All dark-sided creatures are banished. If you believe in Altana you can stay.
    I challenge you Warrior of Light to try and slay me in battle.
    (0)

  2. #2
    Player Shibayama's Avatar
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    Mar 2011
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    Bastok for life baby.
    Posts
    142
    Character
    Shibayama
    World
    Bismarck
    Main Class
    BLM Lv 99
    Quote Originally Posted by Harukusan View Post
    I challenge you Warrior of Light to try and slay me in battle.
    "I don't wanna see another book of Scholars - I don't wanna see any Starbursts! Those Dark Knights will be on my Emnity List till the day I die now get out!"

    ...Please tell me atleast somebody gets the reference lol.
    (1)
    Last edited by Shibayama; 04-09-2011 at 01:30 PM.

  3. #3
    Player Harukusan's Avatar
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    Mar 2011
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    186
    Character
    Harukusan
    World
    Ragnarok
    Main Class
    WAR Lv 99
    Quote Originally Posted by Shibayama View Post
    "I don't wanna see another book of Scholars - I don't wanna see any Starbursts! Those Dark Knights will be on my Emnity List till the day I die now get out!"

    ...Please tell me atleast somebody gets the reference lol.
    lmao I don't know your reference but I found this hilarious.
    (0)

  4. #4
    Player Landrss's Avatar
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    Mar 2011
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    Character
    Landriss
    World
    Phoenix
    Main Class
    NIN Lv 95
    Would this mean BLM's could finally get Ultima?
    (0)

  5. #5
    Player KazeGeminai's Avatar
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    Mar 2011
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    San d'Oria
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    2
    *Edit: Made some changes per Eadieni's suggestions.

    Some awesome suggestions so far in this thread. Anyway, I tried to keep these at least semi-reasonable and in the grounds of reality. I don't believe these to be too horribly out of balance, however in the interest of keeping said balance, maybe make these Tier II 2hrs not susceptible to resets through means such as revitalizers or Wild Card.

    Tier II 2hr. Abilities

    War: (Devastation) -Dur. 1min- 20% of normal melee attack damage returned as tp in addition to normal tp gain.

    Mnk: (Occlusion) -Dur. 1min- Melee attacks are infused w/ add'l effect: stun. 100% activation. Subject to resistance.

    Whm: (Saving Grace) -Dur. 30sec- Makes party incapable of being KO'd. Members HP can fall to 1 and will remain there for the duration of the effect.

    Blm: (Omnipotence) -Dur. 3min- All elemental magic cast while under effect will inflict target with debuff of associated element. Potency and duration of debuff affected by tier of spell cast. (Ex.Freeze II=Paralyze III)

    Rdm: (Touch of Solace) -Dur. 1min.- Grants target immunity to all magical attacks.

    Thf: (Sundering Strikes) -Dur. 1min.- Grants party 100% triple-attack status with each successful -initial- hit of your attack round. If the target is missed by the user, the triple-attack wears, however, the ability will remain in effect for the duration.

    Pld: (Cheveyo's Mercy) -Dur. 1min.- Redirects 50% damage taken by party back to the Paladin. Heavily boosts enm while in effect.

    Drk: (Force Reaver) -Dur. 1min.- Sets enemies TP to 0 upon successful strike. Enemies will receive no tp from attacks or weaponskills performed while under this effect.

    Bst: (Ambient Roar) -Dur. 1min.- Grants all status enhancements and stats of the user to the users pet. Transferred stats -will- stack with pets native stats and enhancements from gear/equipment.

    Brd: (Merciful Hymn) -Dur. 1min.- Reflects 100% of damage received by party back to attacker.

    Rng: (Bombardment) -Dur. 5min.(or until used)- Allows 'barrage' to be used in conjunction with your next weaponskill. Generates no enmity toward user.

    Sam: (Musha Majikku) -Dur. 3min.- All attacks performed by party while under effect are considered magic damage. Attacks while under this effect will receive a significant Magic Attack Bonus.

    Nin: (Kage Kuroun) -Dur. 1min.- Creates replica of user. All enmity transferred to clone. Clone is incapable of being healed. If still "alive" at end of duration, replica will despawn.

    Drg: (Transcendant Leap) -Effect Dur. 1min.- Delivers a powerful jumping attack that inflicts target with slow, poison, silence, paralyze, weight, bind, blind, and powerful Def. down effect(~25%).

    Smn: (Celestial Accord) -Dur. 1min.- Allows use of all Blood Pact abilities without MP consumption and eliminates recast timers while under effect.

    Blu: (Forsaken Penance) -Dur. 3min.- Next TP move directed at you by enemy will be absorbed. Ability is stored and can be "cast" against target when ability is used again.

    Cor: (Royal Flush) -Dur. 3min.- Allows user to cast up to 4 Phantom Rolls on party members while under effect. Eliminates Phanton Roll recast while under effect.

    Pup: (Mime) -Dur. 3min.- Grants enhancements given by attachments/maneuvers to Master and Automaton.

    Dnc: (Masterful Mirage) -Dur. 1min.- Allows the use of flourishes without finishing moves and sets recast times to 0.

    Sch: (Clairvoyance) -Dur. 1min.- Renders target weak to all elements. This includes targets resistant/immune to magic damage. Grants 20% damage boost to spells cast on the target while under the effect.
    (2)
    Last edited by KazeGeminai; 04-15-2011 at 06:52 AM. Reason: *Edit: Made some changes per Eadieni's suggestions.

  6. #6
    Player Eadieni's Avatar
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    Mar 2011
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    75
    Character
    Eloaken
    World
    Fenrir
    Main Class
    DRK Lv 90
    Quote Originally Posted by KazeGeminai View Post
    Some awesome suggestions so far in this thread. Anyway, I tried to keep these at least semi-reasonable and in the grounds of reality. I don't believe these to be too horribly out of balance, however in the interest of keeping said balance, maybe make these Tier II 2hrs not susceptible to resets through means such as revitalizers or Wild Card.
    Some of those are good but some of those are just fail weak and would be better off as regular JAs on 5-15 minute timers than 2 hours. I'll cite the Thief Triple Attack one with a Duration of 30 seconds. That's what, a few hits? that's like 5-10 rounds of combat depending on your haste with triple attack. Should at least last as long as Hundred Fists.

    I think most of the 30 second ones should be changed to 45 seconds or 1 minute.

    For the Samurai one, it should give +MAB in addition to making them magic attack, otherwise on most encounters it will deal the same or reduced damage making it another useless ability except on very situational uses (PD/Invincible, other).

    The one you mentioned for bard, would do what, at most 200 dmg? Maybe 1000 on an AOE? In FFXIV they have that same ability except its 100% of the damage and it doesn't feel broken. Its even on a 5 minute reuser timer.

    The abilities aren't very well balanced, some of them are -really- useful, others are moderately useful and would be better suited as abilities. The white mage one, definitely 2 hour material.

    The one you mentioned for Paladin, is better being a regular JA that converts 50% of damage taken from all party members to the paladin (and it stacks with Invincible for a great AOE absorbing combo). A super Cover.

    The one you mentioned for BLM would be better off as a Single use Job Ability. Like it applies to the next spell, and has a decent reuse timer.

    The Red mage one ... 30 seconds isn't really a good timer for that. That would be you see a magic spell being cast, and put up a shield. Yay... I'd rather they got a 15 minute job ability that blocked the next spell cast on them within 30 seconds to a minute. Even Chainspell lasts for 60 seconds, so that move couldn't block Chainspell even.

    Theres some good ideas but 30 second duration just doesn't make them overly useful as "2 hour ultimate abilities", they should be 45 seconds to a minute minimum really.
    (1)

  7. #7
    Player KazeGeminai's Avatar
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    San d'Oria
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    2
    Quote Originally Posted by Eadieni View Post
    Some of those are good but some of those are just fail weak and would be better off as regular JAs on 5-15 minute timers than 2 hours. I'll cite the Thief Triple Attack one with a Duration of 30 seconds. That's what, a few hits? that's like 5-10 rounds of combat depending on your haste with triple attack. Should at least last as long as Hundred Fists.

    I think most of the 30 second ones should be changed to 45 seconds or 1 minute.

    For the Samurai one, it should give +MAB in addition to making them magic attack, otherwise on most encounters it will deal the same or reduced damage making it another useless ability except on very situational uses (PD/Invincible, other).

    The one you mentioned for bard, would do what, at most 200 dmg? Maybe 1000 on an AOE? In FFXIV they have that same ability except its 100% of the damage and it doesn't feel broken. Its even on a 5 minute reuser timer.

    The abilities aren't very well balanced, some of them are -really- useful, others are moderately useful and would be better suited as abilities. The white mage one, definitely 2 hour material.

    The one you mentioned for Paladin, is better being a regular JA that converts 50% of damage taken from all party members to the paladin (and it stacks with Invincible for a great AOE absorbing combo). A super Cover.

    The one you mentioned for BLM would be better off as a Single use Job Ability. Like it applies to the next spell, and has a decent reuse timer.

    The Red mage one ... 30 seconds isn't really a good timer for that. That would be you see a magic spell being cast, and put up a shield. Yay... I'd rather they got a 15 minute job ability that blocked the next spell cast on them within 30 seconds to a minute. Even Chainspell lasts for 60 seconds, so that move couldn't block Chainspell even.

    Theres some good ideas but 30 second duration just doesn't make them overly useful as "2 hour ultimate abilities", they should be 45 seconds to a minute minimum really.
    Thanks for the reply. I'm actually glad that you brought up the points that you did. A lot of the changes that you cited were actually some of my original ideas. I, however, changed them in the interest of not seeming too over-powered. But I think what happened in some cases, I ended up under-powering a handful of them. I've been away from the game for quite some time and am by no means a numbers whiz.

    The THF(Sundering Strikes) ability I originally had placed on a 1min. timer. I also think it deserves a bit of rewording. The 'triple-attack' effect itself would be a 100% effect. The "initial hit" portion that I stated was referring to the THF having to land his initial hit in order to proc the effect on the mob for the party. Similar to the way dancer sambas work.

    For the SAM ability, what you stated is exactly the effect I was looking for. You just worded it much better. I was trying to stray away from it being just an AoE 'Formless Strikes' 2.0, and it be more of an unresisted magic damage type, useful not only for mobs who, as you stated, make use of PD/Invincible, but also for those who take reduced damage from physical attacks bringing some usefulness to DDs on mobs who are heavily dependent on a mage-heavy setup.(Not sure how many monsters there are like this at the game's current state that are worth engaging.)

    The Merciful Hymn for BRD was actually a typo. 100% is correct. As far as the duration, I guess 1min.+ on that wouldn't be too outlandish. Though I will admit, its usefulness would be very situation specific. Maybe being more useful on mobs who spam heavy Dmg AoEs at certain stages.

    As for the PLD ability, I like the direction you took with that one. It would actually be much more useful redirecting the damage taken to the Paladin. And perhaps boosting enm gain while in effect?

    BLM whole-heartedly agree. Now looking back on it, I believe it would be much more useful as a singe-use JA. The only thing I would say I omitted would be the fact that it would serve as more of a "super-potent" version of the debuff depending on tier. (i.e. Freeze II = Paralyze III and so forth.)

    The RDM ability i'll admit I was a bit perplexed on. Their role has changed so much with the current state of the game. I was assuming with the post-abyssea content they would be reverting back to more of a heavy support role. However, I was in fact attempting to make the timer on that comparable to Chainspell. I was just having a brain fart and couldn't recall exactly how long CS lasted.

    Think I'll go back and edit/fix my post per your suggestions. Excellent observations though.
    (0)

  8. #8
    Player Alkalinehoe's Avatar
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    Quote Originally Posted by Harukusan View Post
    True, but I believe Meteor is a Dark elemental spell. Also, something that isn't AoE would likely be better, depending on the situation.



    I challenge you Warrior of Light to try and slay me in battle.
    Meteor is non-elemental IIRC.
    (0)

  9. #9
    Player Fiarlia's Avatar
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    Mar 2011
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    293
    Character
    Fiarlia
    World
    Fenrir
    Main Class
    BLU Lv 90
    Quote Originally Posted by Alkalinehoe View Post
    Meteor is non-elemental IIRC.
    Nope, bring a Dark Resist set and test it yourself against mobs that can cast it. Also, it's listed as Dark Element in the dat files.

    Also, many people are guessing that Impact was them "giving us Meteor."

    Though I do wish we'd have some sort of non-elemental nuke, preferably single-target. Might actually make the Mythic Staff worth something, since none of the staves would enhance its damage. >_>
    (0)

    ~~~
    Quote Originally Posted by Karbuncle View Post
    While out-side Abyssea content could focus on New End-game Events and new Armors/Weapons/upgrades/Etc, Back to the good old days of Dragging along 17 other people who want to lot the same stuff as you, and spending 2 years on the same event simply because the one guy hasn't gotten the 0.005% Drop of that 1 NM. you know, Challenge!

  10. #10
    Player Alkalinehoe's Avatar
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    Quote Originally Posted by Fiarlia View Post
    Nope, bring a Dark Resist set and test it yourself against mobs that can cast it. Also, it's listed as Dark Element in the dat files.

    Also, many people are guessing that Impact was them "giving us Meteor."

    Though I do wish we'd have some sort of non-elemental nuke, preferably single-target. Might actually make the Mythic Staff worth something, since none of the staves would enhance its damage. >_>
    Really, cause I've heard it the opposite. Supposedly AV's Meteor is Dark damage while others is non-elemental.
    (0)

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