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  1. #1
    Player Sabishii's Avatar
    Join Date
    Sep 2011
    Location
    NY
    Posts
    25
    Character
    Sabishii
    World
    Asura
    Main Class
    BLU Lv 99
    All I know is that I learned the spell, and been casting it on dolls in altepa A and missing 70-80% of the time in a Strength setup, and I've never seen that for any other physical spells I've had in playing BLU. It's ridiculous that all our spells are accurate, yet this spell which is good damage (1k+ w/o CA+Efflux, 3.7k with TP, CA+Efflux) misses 3/4ths of the time. It makes the spell pointless unless you're /THF, which isn't viable in most situations unless you're trying to boost your epeen screenshots or something. It's not like my ACC is gimp or something. All my other spells are hitting. This spell needs to be unnerfed.
    (0)

  2. #2
    Player
    Join Date
    Jul 2011
    Posts
    146
    This is True!
    (0)

  3. #3
    Player Defiledsickness's Avatar
    Join Date
    Mar 2011
    Location
    Asura
    Posts
    208
    Character
    Defiledsickness
    World
    Asura
    Main Class
    BLU Lv 99
    you guys do realize this spell is intended for levels 90-95 right? that means skill up your damn Blue magic before complaining!!

    also you can equip different gear to increase spell efficiency. if you just spam spells expecting them to kill stuff then why play the game? improve yourself and you'll improve the spell.

    the acc is lower then test server imo from playing around with it personally. but i also capped my skills in test server :P even with the acc i have, this spell is great. better dmg then delta thrust and it lands more often then not. your posts dont make me think you guys should be fighting nm's anyways.
    (1)

  4. #4
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Defiledsickness View Post
    you guys do realize this spell is intended for levels 90-95 right? that means skill up your damn Blue magic before complaining!!
    I'm not sure how seven or eight base damage will affect the accuracy of Heavy Strike.
    (3)

  5. #5
    Player Defiledsickness's Avatar
    Join Date
    Mar 2011
    Location
    Asura
    Posts
    208
    Character
    Defiledsickness
    World
    Asura
    Main Class
    BLU Lv 99
    there exists some formula to decide if a spell lands vs a mob or not. even if the 30 blue magic skill points we can level to dont increase the hit/miss equation, it still effects resist rate. i dont know the formula but i can tell you these points will help and definitely increase your damage.

    i mean it lands 90%+ for me and you guys claim the acc sucks... so who is using the spell properly? the spell dmg vs mp cost is amazing any way you look at it and inside of abyssea (where you can really increase crit dmg) this spell puts out amazing numbers.

    btw why do you keep saying you'll /thf? SA doesnt guarantee a spell to land, it guarantee's a critical hit (this spell has 100% chance of crit'ing). this hasnt become my only spell so if you're desire was to spam 1 spell non-stop, go play whack-a-mole.

    also: Delta Thrust is an amazing spell, however it has 3 hits to it. acc will vary the dmg and full hits will give extra TP. heavy strike is a single hit spell = less tp. similar spell cost, similar DoT. heavy strike can easily do 4k dmg inside abyssea (even if you dont know what ur doing) and do far more if you push it.
    (0)
    Last edited by Defiledsickness; 09-22-2011 at 07:27 AM.

  6. #6
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Ok my idea for heavy strike is to make it some kind of SneakAttackish style of spell like it was with SAcannonball but w/o needs of subbing /thf.

    We seriously have a ton of spells that works on weak/middle defensive mobs. We lack a spell that will work for high def monsters.

    So far only way to damage "HNMs" is to sub /thf and force crit on one our strong 1hit spells (Benthic Typhoon, Vanity Dive for example). SE can fix that in two ways. One which is very hard to balance would be based on letting us boost our blue magic attack with spell or equip. Like I wrote it would be hard to balance because it would boost all our spells. second way is to give us spells that are 100% crit or have blue attack bonus attached to it like some weaponskills (Tachi: Gekko for example). Heavy Strike was a very good step in that direction but SE completely destroyed the idea with bad reasoning. They found it overpowered because of abyssea buffs and ability to spam it (low cost low recast). They solve this in a worst possible way because it is still spell that you can spam but only on trash mobs making it just another physical spell to chain with QC,Goblin,Diss etc. Instead of that they should add accuracy bonus to it and let us use it as one reliable source of damage against hard defense monsters and limiting us by middle high recast.

    Basically instead of reducing it overtime power they reduced the pull of mobs on which it can be used and that is a fail in my opinion and that should be fix if possible. Camate please throw that idea higher maybe someone from development team will catch it.

    EDIT: I know my english is hard to read, sorry
    (2)
    Last edited by Atoreis; 09-18-2011 at 03:27 AM.

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    68
    isn't damage garbage now too? somthing like 400 dmg on high deffence mobs even thought its auto critical? AND misses a lot too no matter how much accuracy you get for the spell? ='(
    (0)

  8. #8
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Quote Originally Posted by Granny View Post
    isn't damage garbage now too? somthing like 400 dmg on high deffence mobs even thought its auto critical? AND misses a lot too no matter how much accuracy you get for the spell? ='(
    Damage is fine. 400 sounds like you read Prothscar post about Hahava too. First of all ( I hope he wont be mad at me again ) he wrote "A sample of the damage:
    No CA:
    383
    464
    465
    333
    479

    CA:
    980
    1206"

    which means its really good stacked with CA (because of very high mod) and actually tells us a little about the damage because Hahava has stances in which it takes very reduced damage. I personally saw 190 200 Fudo while it was resistance to physical and I did 350 CA+Efflux+QC while few moments later I did 290 Delta thrust w/o any buffs.
    (0)

  9. #9
    Player Prothscar's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    634
    Character
    Prothescar
    World
    Valefor
    Main Class
    BLU Lv 99
    Quote Originally Posted by Atoreis View Post
    Damage is fine. 400 sounds like you read Prothscar post about Hahava too. First of all ( I hope he wont be mad at me again ) he wrote "A sample of the damage:
    No CA:
    383
    464
    465
    333
    479

    CA:
    980
    1206"

    which means its really good stacked with CA (because of very high mod) and actually tells us a little about the damage because Hahava has stances in which it takes very reduced damage. I personally saw 190 200 Fudo while it was resistance to physical and I did 350 CA+Efflux+QC while few moments later I did 290 Delta thrust w/o any buffs.
    Not mad about what you think I was mad about. o.o

    In any case, damage isn't terrible considering the target, but I suspect that 95 makes the gap a bit smaller for other DDs, I haven't had a chance to try out Ukko's or Fudo @ 95 on a highish VWNM yet.

    Quote Originally Posted by Tashan View Post
    Maybe there is something we're not doing right.

    Something which the devs are taking into consideration that we can't see.
    Not too sure about that, I think things just got Tanakified (tm).
    (2)

  10. #10
    Player Tashan's Avatar
    Join Date
    Mar 2011
    Posts
    261
    Character
    Tashan
    World
    Odin
    Main Class
    BLU Lv 99
    Maybe there is something we're not doing right.

    Something which the devs are taking into consideration that we can't see.
    (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.

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