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  1. #121
    Player Insaniac's Avatar
    Join Date
    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    The test server auto caps your enhancing skill. I did a test with around 500 swings and got almost exactly 5%.
    (0)
    ↓ Trolling sapling ↓

  2. #122
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Insaniac View Post
    I did a test with around 500 swings and got almost exactly 5%.
    Some people say that Red Mage is meant to enhance others. Some people say that Red Mage is meant to enhance itself.

    The Development Team has corrected the whole lot of us. Red Mage is meant to enhance no one.
    (1)

  3. #123
    Player Lollerblades's Avatar
    Join Date
    Mar 2011
    Posts
    82
    Character
    Mephista
    World
    Asura
    Main Class
    SCH Lv 99
    I'm sure more stuff will be added to try and balance everything out, patience is a virtue
    (3)

  4. #124
    Player Luces's Avatar
    Join Date
    Mar 2011
    Posts
    10
    Character
    Luces
    World
    Bismarck
    Main Class
    THF Lv 99
    The main problem is we still give to much tp for our damage, all temper really does is boost our ws damage/frequency, which it also does to the mob. We are constricted by the gear we have to wear for haste that gives very little addition to our small DD power. All the other jobs with B's in there main weapon have pets, and leaves almost no room for subtle blow/agi. If we want to maximize our damage per hit even then we are considerably weaker then many jobs, who can also use sword by, our gear selections and natural sword skill. All in all we are weakened mainly by our natural B Sword combat skill level with access to very little other sword +, blue having 19 more sword skill naturally, and access to 11 more sword skill, by armor, that they use and additional 5 more if they want(16 total) in gear and already have an A- in the skill. Blu and sch, can both self skillchain now, smn, blue and sch can all do AOE buffs, sch and smn actually are able to cycle while blue has once every 10 min by merit but it's there at least. If we get lucky and SE does make it 10% like the war JT and if it will stack with enspells, then it's a great solo spell but unless your an Almace wielder who's gone through heck and back for the best armor for rdm(that's quite crappy in actuality),or if your are solo/duo/trio, otherwise you will most likely have to stand back line. Though SE this is not 2004 anymore and rdm can't fight and hold a mob for 11 hours, because you made them rage, so fear of making a rdm overpowered like that should no longer exist. Party wise unless your doing VWNM any mage or ninja will cap slow, and para t1 all at the same lvl as rdm easily(30%), rdm can cap slow and para 2 at 50%, 20% more then the t1, but if your doing this on nm's you will need at least a mind atma and +2 body so if you meeleing most likely your aren't capping your debuffs(so not much of big change over not having a rdm) or you aren't maximizing your damage(build tp to slow, don't hit enough, don't do enough damage for you to hit the mob, ect...), nor your actual usefulness. Also to get blind II equal to a ninjas mid level blind: ni; a rdm must have Blind II(base -15; capped -30) merited at least once, and then be able to cap it to equal a ninja's Kurayami: ni,(which is a flat -30). outside abyssea rdm shines with slow/para- II. I have my Almace I'm very happy about this spell, my friends who don't couldn't really care because they aren't feeding any less tp, the new sword however is a huge improvement to RDM dd and will be a must for any rdm so that you can actually wear some DD gear and get some subtle blow(from the agi).

    *Edit* also the text on temper says- grants the ability to OA2. not double attack. so doing a 100%DA test should not work as OA2 is separate from that also using any double or triple atk gear/atmas could throw off your results because if i'm not mistaken(which I could be it's been a while) OA2 can also proc on the same round as a DA or TA or was that just the jailers weapons? this is the main reason I considered it being extremely useful for almace because then a double atk and oa2 could proc on a CDC and make for some lovely numbers.
    (0)
    Last edited by Luces; 08-30-2011 at 02:54 AM.

  5. #125
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Lollerblades View Post
    I'm sure more stuff will be added to try and balance everything out, patience is a virtue
    To me this translates as "Enhances Temper" gear, which we don't want given current inventory woes.

    The better question to make would be if we should take the spell description at face value or whether they were trying to be fancy about it again since they didn't want to say "Grants the Double Attack trait" in the description. Please post feedback on the spell itself to get some answers, as well. Hopefully Camate or the other CMs can get the devs to respond to this one, because if Temper is bugged or just lacking in design, now is the time to fix it.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  6. #126
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    I'd be wary of "gear" enhances, it worked out really well for Berserk, Warcry, Defender and various other duration JA's out there. Just imagine a set of gloves that read,
    DEX +5
    INT +5
    "Enhances Temper" +5

    The effect would make Temper 10%, at the expense of losing 4% haste.

    We don't want this.
    (1)

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