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Thread: Healing Magic

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  1. #6
    Player Swords's Avatar
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    Mar 2011
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    I think it would probably be better overall if they adjusted the magic system where the effects of amount cured, enfeebling potency, enhancing boosts, and nuking damage formulas, to be very heavily reliant on skill and the spells respective attributes than how they are currently.

    Most spells have base power (meaning a predetermined amount a spell will hinder, cure, boost, or damage without influence from other sources) and a soft/hard cap (an artificial barrier that limits how much a spell can be boosted). Currently, magic skill plays little to no part in most spells besides magic accuracy, the spells that are effected by magic skill (Phalanx, Stoneskin, Barspells, Enspells) are few and scale poorly.

    Additionally, the current magic systems base power and hard caps, also allow jobs with little to no skill to act almost completely on par with jobs that do.

    Mock Example of Current System:
    WHM: Healing Skill at 95 = 396
    RDM: Healing Skill at 95 = 305
    NIN/RDM: Healing Skill at 95 = 128

    All 3 have equal Mind and Cure Potency gear.

    All 3 cast Cure IV:
    WHM Heals 700
    RDM Heals 675
    NIN Heals 650
    Of course the numbers are not entirely accurate, but it does show an example of how the current magic system is now easily taken advantage of at these higher levels. While I only showed an example using Healing magic, most other magic like Enfeebling, Nuking, and Enhancing magics are for the most part just as effective when cast by jobs without Magic Skill (excluding differences made by magic accuracy on offensive spells).

    My idea for the revision lowers or completely removes the base power of all spells and raises the hard/soft caps for spells, however Magic Skill will become intertwined with the power of all spells, in a manner similar to how Melee skill effects both attack and accuracy.

    Mock Example of a Revised System:
    WHM: Healing Skill at 95 = 396
    RDM: Healing Skill at 95 = 305
    NIN/RDM: Healing Skill at 95 = 128

    All 3 have equal Mind and Cure Potency gear.

    All 3 cast Cure IV:
    WHM Heals 600
    RDM Heals 500
    NIN/RDM Heals 250
    Job with no Skill Heals 0-200
    Additionally it would effect all spells that previously had a flat base power level (Protect, Shell, Haste). For example, the spell Haste would no longer be a flat 15% increase, instead Enhancing Skill would effect it's potential from 0%-20%.

    Essentially, the revision would redefine how spells work and how magic jobs play as a whole. It also allows SE more leeway when it comes to distributing spells, as jobs with superior Magic Skill would still be supreme in their specified field and would less likely have to worry about roles being taken away by other jobs with lesser to no skill.
    (2)
    Last edited by Swords; 10-16-2011 at 06:14 AM.