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  1. #1
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    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.
    Until the update goes live and people can use their parsers and such again, this'll be hard to test. As is, the proposition of a RDM subbing WAR makes some froth at the mouth, especially in a party setting.
    (1)

  2. #2
    Player Tashan's Avatar
    Join Date
    Mar 2011
    Posts
    261
    Character
    Tashan
    World
    Odin
    Main Class
    BLU Lv 99
    Quote Originally Posted by Seriha View Post
    Until the update goes live and people can use their parsers and such again, this'll be hard to test. As is, the proposition of a RDM subbing WAR makes some froth at the mouth, especially in a party setting.
    Lol anti-rdm melee antics aren't as dramatic as people like to make out to be.

    It's only when they do it wrong or over-exaggerate do peoPle react.
    (1)


    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.

  3. #3
    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.