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  1. #1
    Player Ameglemorine's Avatar
    Join Date
    Aug 2011
    Location
    South Carolina
    Posts
    6
    Character
    Ameglemorine
    World
    Asura
    Main Class
    WAR Lv 90

    Temper

    I do agree that temper is a bit of a waste "by itself". +5% gives you a greater chance of double attack but also defeats the purpose of RDM not having a "natural" Double attack trait(war) which makes Temper a redundant spell when used by itself. Example, using a Triple Dagger via RDM with 1% chance of landing a triple attack within one round of attacks is possible. But, what is the chances of that actually executing each round? Haste spell and Haste samba with dual wield via DNC subjob can increase the chances of triple attack executing but that's only because of the delay time for each round is shorten til haste samba caps. Yet, this still makes triple dagger useless as a tp feeder via rdm because rdm does not have a "Natural" Triple Attack trait(thf). But, with all the DA gear we already have access to RDM , temper can add a bit more to your damage over time. With that being said, we all have to understand why SE decided to make temper less dominate over an 10% Double Attack trait. Remember all, being a RDM is like having a box of tools at hand. We use the right tools for the right situation. This is what makes RDM so unique.
    (0)
    Last edited by Ameglemorine; 08-31-2011 at 04:54 PM.
    Temper should have been a job trait....i'm just saying SE.

  2. #2
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Tashan View Post
    But does Temper stack with equipment/job traits?

    If so, I cannot see a problem with 5% rate.

    DA Khanda +2 = 10%
    Atheling Mantle = +3%
    Brutal Earring = +5%
    Calmecac Trousers = +3%

    RDM already has 20% in respectable equipment DA.

    Potentially 30% if one opts to /WAR for the job trait (arguably not).

    With DA Khanda +2 being upgradable in the next update for more DA, Temper's 5% put's RDM closer to the 50% cap and is quite respectable.
    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.
    (0)

  3. #3
    Player Tashan's Avatar
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    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.

  4. #4
    Player
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    Aug 2011
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    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)

  5. #5
    Player
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    Quote Originally Posted by saevel View Post
    Contrary to what some of the DD's would have people believe, we don't fight brick wall's with infinite HP for loot.
    This statement is true, well, other than the bit about those conspiracy theories you like to entertain. Most theory-crafting doesn't account for monsters dying because it's too big a variable, and this can be a problem.

    I was expecting Temper to come out as a gain because of the huge duration Red Mage can currently achieve, even though some things (Steps, Blue Magic on high defense monsters) can come out as a loss. I would have been very surprised if it didn't, but maybe that would be something else to mention when asking for the spell to be adjusted.

    As it is now, I can't help but wonder if either the base rate or the skill bonus have been left out. This is the case with Soothing Ruby, so maybe the same mistake happened with Temper. 5% seems very low, especially when the value could be 25% or more without any danger of making Red Mage the kind of melee some of you folks want.
    (0)

  6. #6
    Player
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    Mar 2011
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    I'm reasonably certain that Haste experiences increasing returns.
    (2)

  7. #7
    Player
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    Mar 2011
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    206
    Haste experiences increasing returns.
    TA/DA experience diminishing returns.
    Dual Wield and Martial Arts traits are decreased delay between swings.
    (1)

  8. #8
    Community Rep Camate's Avatar
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    Mar 2011
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    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

  9. #9
    Player Shiyo's Avatar
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    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)

  10. #10
    Player FrankReynolds's Avatar
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    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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