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  1. #31
    Player Tashan's Avatar
    Join Date
    Mar 2011
    Posts
    261
    Character
    Tashan
    World
    Odin
    Main Class
    BLU Lv 99
    Quote Originally Posted by saevel View Post
    You realize that DA experiences decreasing returns right?

    Going from 0 to 5 DA is 105/100 = 5% improvement.

    Going from 21 to 26 is,
    126/121 = 1.0413, 1 4.1% improvement.

    The presence of additional DA options does absolutely nothing for disposition of Temper's potency.

    Your using 36mp and a few seconds to cast a spell that will give you a 4.1% improvement over 11:45min at best. More importantly is this is supposed to be a RDM "melee" update, and it's looking like complete sh!t so far. Worth casting yes, but barely. It's a brutal earring in spell form.

    That being said, if SE just hasn't added scaling yet and we're really seeing the absolute bottom of the spell, then it's not so bad. Gain spells start at +5, so there is light at the end of the tunnel.
    .

    1). Yes, double attack experiences decreasing returns. As does Haste. As does Dual-Wield. As does nearly every stat in the game.

    "Double Attack has decreasing returns" is not an argument against it, it's an acknowledgement. You are still getting a positive return that is unique to the job.

    It may not be flashy but it's still an increase. If that had been a piece of equipment people would be paying millions for it.

    2) 36 MP is cheap and negligible.
    (0)


    Reduce or get rid of the penalty incurred after setting blue magic spells.
    The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.

  2. #32
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    I'm reasonably certain that Haste experiences increasing returns.
    (2)

  3. #33
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Tashan View Post
    Yes, double attack experiences decreasing returns. As does Haste. As does Dual-Wield. As does nearly every stat in the game.
    I think you phrased something poorly here, unless you're referring to a different kind of decreasing return than what I'm thinking of.
    (0)

  4. #34
    Player
    Join Date
    Mar 2011
    Posts
    206
    Haste experiences increasing returns.
    TA/DA experience diminishing returns.
    Dual Wield and Martial Arts traits are decreased delay between swings.
    (1)

  5. #35
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Thanks for all your feedback on Temper.

    Based on all the feedback we have received on the forum and the test server, we will be making it so Temper’s activation rate increases with higher enhancing magic skill. (Of course there will be a cap)

    In regards to the effect, when considering that the double attack can be stacked with other things besides just enhancing magic skill, such as equipment, etc., and can also be used with en-spells, we set it accordingly.
    (13)
    Devin "Camate" Casadey - Community Team

  6. #36
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    With it being a magical equivalent of Double Attack, a cap is understandable with other gear added on top. 10-15% would be a number many of us would be comfortable with with that in mind, but more won't be argued against. Hopefully the devs will wind up thinking similarly.
    (2)

  7. #37
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Seriha View Post
    With it being a magical equivalent of Double Attack, a cap is understandable with other gear added on top. 10-15% would be a number many of us would be comfortable with with that in mind, but more won't be argued against. Hopefully the devs will wind up thinking similarly.
    Personally I'd say 20% simply due to the fact even with that percentage it's hardly going to make RDM some melee crazy fighter.
    (2)

  8. #38
    Player Shiyo's Avatar
    Join Date
    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    Quote Originally Posted by Camate View Post
    Thanks for all your feedback on Temper.

    Based on all the feedback we have received on the forum and the test server, we will be making it so Temper’s activation rate increases with higher enhancing magic skill. (Of course there will be a cap)

    In regards to the effect, when considering that the double attack can be stacked with other things besides just enhancing magic skill, such as equipment, etc., and can also be used with en-spells, we set it accordingly.
    Waste of dev time, RDM is not a melee job :/

    Please focus on the backline aspects of RDM, work on our enfeebles, our cures, and our party enhancing buffs. Can you inform the dev team of that? A RDM will never, ever, ever be invited for a real event to melee, they are invited to be a support job, please focus on this.
    (1)

  9. #39
    Player Hyrist's Avatar
    Join Date
    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    1). Yes, double attack experiences decreasing returns. As does Haste. As does Dual-Wield. As does nearly every stat in the game.
    No... Really no.

    Haste receives exponential returns, due to how it effects attack delay.

    Dual Wield receives decreasing returns because it reduces TP per hit gain and contributes to the overall 'delay reduction' cap. Making it a soft competitor to haste.

    Double Attack is a flat rate of return. 5% double attack means 5% of your attacks that strike normally will attack twice instead. This works globally across the board.

    You cannot lump these together, at all.

    Waste of dev time, RDM is not a melee job :/
    Correct, it is a Hybrid job. {Please check it.}

    If you wish to focus entirely on the mage aspects of the job, you are free to do so. But I do not agree in harping the Developers for giving attention to the aspects of a job class long neglected in the development cycle. High end-game play is not the sole content of the game nor should it be regarded as such.

    Additionally, what is this 'invite' you speak of? Most events that occur are done within groupings of friends or associates. In which case Meleeing is an option depending on the acceptability of your peers in relation to the difficulty of the event.

    You also assume the development team isn't multitasking other developments at well, to which I say you're both incorrect and impatient. I'd rather them work on both aspects of the job with equal care and consideration.

    Temper was so far, done poorly, would you like them to be screwing up the support aspects like that as well? If nothing else, consider these buffs as training for what they should be doing with our support role.

    In the meanwhile, you may stow away your absolutist ideal. We're still not sure how the entirety of the changes coming down the pipeline will effect RDM and job/endgame dynamics as whole.
    (6)
    Last edited by Hyrist; 08-31-2011 at 04:27 AM.

  10. #40
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Shiyo View Post
    Waste of dev time, RDM is not a melee job :/

    Please focus on the backline aspects of RDM, work on our enfeebles, our cures, and our party enhancing buffs. Can you inform the dev team of that? A RDM will never, ever, ever be invited for a real event to melee, they are invited to be a support job, please focus on this.
    I agree, this is a nice spell, but totally unnecessary. They need to add spells that get Red Mages "enfeebling master" role back before they add things like this.

    FFXI needs some big dot spells, and some enfeebles need to be fixed / added. Melee is IMHO what Red Mage should be able to do to solo. Not its roll in parties.
    (1)
    Last edited by FrankReynolds; 08-31-2011 at 04:29 AM.

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