Wait so if I get hit for 1500 damage, and then get hit for 20 damage .5 seconds later.
I get the bonus of 20 damage despite having lost ALL my HP?
What about Drain and Aspir, does this ability effect that too?
THIS IS STILL USELESS.
Limit the cap to 20%, limit it to 15%.
This is really close to being good, please stop making this ability useless SE.
There needs to be cap, and once that cap is reached via taken damage you have that much more offensive ability.
Or that the highest amount of damage recieved for a limited period of time is what the bonus is based on.
What if I have a DoT on? Does that overwrite the previous 1500hp hit?
This is just god damn silly.
Last edited by Urteil; 09-03-2011 at 06:04 AM.
In some ways yes but there are large flaw in the way you want us to use this.
Stun has 20 distance casting range so if i need to stun but a mob uses a powerful attack i don't "have to take the damage from some attacks in order to stop more powerful attacks instead"We added Scarlet Delirium as a technical ability that is useful when fighting very strong opponents in new content such as Voidwatch and HNMs.
In many cases, dangerous special abilities and magic that are used by the opponent can be halted by Stun, but there are instances where Stun does not work or cannot be cast due to recast timers. There are also instances where players will have to take the damage from some attacks in order to stop more powerful attacks instead.
Secondly now you are implying that after a Large AoE or such a DRK will gain a 1 min DMG boost which is decent and i will agree the scale of the buff is fine and that hasn't been the issue the issue is when we take this large DMG we should run out range of AoEs and defintly not pull hate... this sytle of play you are trying to encourage is the very style of play the makes WHMs not want to cure DRKs.
Like i said before if the intial SD had a DMG reduction feature 20-100%(on teh 1 hit the buff is based on) then it would make being in range a worthwhile thing and it would even push DRK into more than just a stagger job.
Basically the way i see your giving us an ability that allows us to become one of the best DDs on some of the hardest mob forgetting the main things with these mobs is staying alive and linking it to taking DMG without a form of DMG reduction means it works against most party's Strategy and in total adds nothing to DRK in a VW or HNM area this is why we're saying it's useless.
To clarify the duration of the buff is still 1 min but you have 3 mins to take the DMG.
Main : 99 DRK
Subs : 99 SMN COR SCH MELEEWHM
Server : Ragnarök
Relics : 95 Ragnarok and 95 Apoc
Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them.
lets see as far as moves we would stun vs take the pain on
Throat Stab
Citadel Buster
Spike Flail
the tonberry Rancor/grudge moves
Comet/Meteor
etc
the only real "heavy damage" spells we cant block
would be NMs immune to it such as some of the NMs in abyssea or some minor use in Campaign Battle/besieged
the only really non stunnable moves we would eat the damage on would be 2hr moves such as Avatar 2hrs (damn you Ogopogo 1% Tidal Wave) or other similar attacks
Last edited by Raucent; 09-03-2011 at 10:00 AM. Reason: spelling
I think they meant it's unique that it's the only ability that "benefits" from getting hit with an area of effect attack, unlike counter, retaliation, spike spells etc. At least as far as I'm aware.
Does that make it useful and DRK a desirable party member? Don't hold your breath dev team.
It would have to be nerfed pretty hard to give a lower average bonus I think... Yes, there are many monsters with ridiculously damaging attacks, but there's a lot of content where you can't or won't take the kind of high damage needed to unlock this ability's potential. It won't even be worth using most of the time as is and may not even be worth using in the appropriate situations since you'll just cap hate faster and get wrecked or be forced to lower your damage output.Also, regarding players’ requests to accumulate the damage received, we thought about this at first, but since this lowers the risk involved, the bonus would have to be reduced in return. Thus, we decided against that and implemented the current specs.
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