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  1. #1
    Player Amador's Avatar
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    Mar 2011
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    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    Quote Originally Posted by Ophannus View Post
    MNK is more likely to get Quadra attack. Historically in older FF games (FF1/3) Monk/Black Belt was the first job to get as high as 16 hits without haste. As levels rose depending on hit% and agi, Monk's hits per attack round increased the fastest,followed by Thief/ Ninja then Warrior/Knight. Translated to FFXI, I see MNK getting Quaruple Attack since THF has Triple and WAR has Double. Also h2h WS have more hits than Polearm WS.
    This isn't discuss and direct your attention to MNK. Go post on MNK Forums about what you think MNK should get.

    I think DRG should get a multi-attack % proc chance trait. Quadruple was an idea due to it having been introduced and presented on an item that Dragoon can wear. Simple.

    The ideas I have presented are ideas that revolve around the Dragoon to make it a more rounded damage dealer overall. I would like for the ideas in this thread to continue being directed that way rather than branching off on to, other jobs which are getting/have gotten better job adjustments than. "The jumps you are no longer using, are gaining worthless additions to still remain, unused by you."
    (1)

  2. #2
    Player noodles355's Avatar
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    Mar 2011
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    Quote Originally Posted by Ophannus View Post
    MNK is more likely to get Quadra attack. Historically in older FF games (FF1/3) Monk/Black Belt was the first job to get as high as 16 hits without haste. As levels rose depending on hit% and agi, Monk's hits per attack round increased the fastest,followed by Thief/ Ninja then Warrior/Knight. Translated to FFXI, I see MNK getting Quaruple Attack since THF has Triple and WAR has Double. Also h2h WS have more hits than Polearm WS.
    It's also a general RPG thing. Never played any other form of D&D but on neverwinter nights, monk was the only class that could get 10 hits per round.
    (0)

  3. #3
    Player Amador's Avatar
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    Mar 2011
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    144
    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    General RPG things don't really apply to FF11, or to FF in general especially not D&D things. SQE has developed their own ideas within their own games.

    I'd hate to see Final Fantasy 11 drawing ideas from D&D.
    (0)

  4. #4
    Player noodles355's Avatar
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    A lot of general RPG ideas apply to FF games.
    (0)

  5. #5
    Player Amador's Avatar
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    Mar 2011
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    144
    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    That still doesn't bind the idea of other jobs attacking more than once per turn simply because D&D, or other RPG's felt that way.

    SQE's originality is not bound, or limited by others. They are their own company, and own franchise of FF, and others for a reason. They draw from mythology, history, and present day ideas. Not what Sony RPG's or Atlus is thinking. Certainly not how many dice rolls it's gonna cost you to deal 10 damage to the Beholder so your level 14 Paladin of Blah Blah can level up and use it's Vorpal Sword.
    (0)

  6. #6
    Player noodles355's Avatar
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    I smell a fanboy. Almost every RPG has classes which attack slower and those which attack faster. They are generic elements. Monks attacking faster or having higher than average attack rounds (or the max possible attack rounds) is not just a final fantasy thing.
    I didn't say SE copied D&D or any other type of RPG. I stated that the idea is in many other RPGs. As is using norse mythology for example.
    (0)
    Last edited by noodles355; 08-07-2011 at 01:01 PM.

  7. #7
    Player Amador's Avatar
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    Mar 2011
    Posts
    144
    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    It's not about being a fan boy. It's about playing a Final Fantasy SQE Game, and the job you choose because you enjoy it. Not to play a Druid from WoW, a Monk from D&D, or a Priest from EverQuest. You do it for SQE Jobs, System, Terminology, Story Quality, Etc.

    Your argument is: The generic idea of MNK, in another RPG is pretty much the same. Have you seen the idea of MNK in Diablo III? Could you compare that to FF Monks? No.

    My argument is: SQE doesn't need to draw from generic RPG's ideas for their classes. They have their own.
    (0)

  8. #8
    Player noodles355's Avatar
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    Quote Originally Posted by Amador View Post
    Your argument is: The generic idea of MNK, in another RPG is pretty much the same. Have you seen the idea of MNK in Diablo III? Could you compare that to FF Monks? No.
    Yeah no shit. I said it's an idea used in many other RPGs. Not in every one.
    I don't disagree with your argument relating to other things SE has used, however the idea of Monk being the fastest attacker or having the most attacks per round is not an original SE idea. It's not an argument against anything on topic. It was just a random fact as an aside.
    (0)

  9. #9
    Player Ihnako's Avatar
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    Apr 2011
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    310
    Character
    Ihnako
    World
    Odin
    Main Class
    PUP Lv 99
    Back to topic...
    I'd like the idea of an occasional jump while attacking. It could work like Zanshin in case you miss the mob and/or in case you parry an attack.
    For the second one it would be good that DRG would get an active parry job trait since all you can do is evade, parry or get hit.
    (0)

  10. #10
    Player Thonuwan's Avatar
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    Mar 2011
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    66
    Character
    Thonuwan
    World
    Carbuncle
    Main Class
    DRG Lv 99
    I personally don't think that DRG should get a native quadra attack. It doesn't with my vision of what the job is. More jumps are something which I could agree.
    (0)

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