Being weakened doesn't lower your effective level, so i'm not sure why you'd need to make lower level monsters more accurate to higher level players in order to tweak these parameters.
Being weakened doesn't lower your effective level, so i'm not sure why you'd need to make lower level monsters more accurate to higher level players in order to tweak these parameters.
He's saying that while the acc floor for melee attacks is relatively high (like 20%?), the acc floor for ranged attacks is much lower (probably closer to 5%). For them to make double-weak ranged attacks hit more, they'd have to raise the /ra acc floor, which would affect low level mobs attacking players, because the floor on their racc would be much higher.
While this seems sensible, it doesn't address the question raised regarding the balance of using magic to target a monster's weakness while under the effect of double weakness - further, as some others have pointed out, it is sometimes advantageous to target magical weaknesses while double-weakened because of the enmity mitigation gained by doing 0 damage.
While we certainly understand that the dev team wants weakness to be a negative, in the case of weakness targeting it is rather selective to defend RNGs limitations with the notion of "limited contribution" while completely ignoring the point raised about how magical weakness-targeting is not limited equally.
If limited contribution is truly sought, and the dev team feels as though RNG's archery procs should fall under this consideration, then why not raise the damage required for elemental magic to proc to 1 point, so that the contribution of casters is equally limited? Not that I want things to get more frustrating, or whatever, it is just a rhetorical point raised by your response.
I totally understand the idea that weakness should be a bad thing, I don't think anyone here is arguing otherwise - but when examining content for adjustments, as you said would be preferable to adjusting weakness itself, please consider this point when moving forward.
Last edited by Annahya; 01-17-2012 at 07:58 AM.
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So why can other melee jobs perform perfectly fine while a RNG becomes absolutely useless under double weakened effect?
Other than new Tier 6 Jeuno VWNM, I particularly haven't gotten into a situation I found myself in double-weakened state.
Walk of Echoes, on the other hand, I can have most people agree that this battlefield is 90% (or more?) of the time, you will get yourself weakened or double weakened.
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But Ranged attackers and Nukers got their position tougher than any melee. The 2nd time they die, they will fall into absolute uselessness while melee can manage contributes something small and slower when they are weakened.
My BLU is greatest melee when it comes to zombieing for being able to cast unnerfed spells and die again no problem.
SAM and other 2-hander aren't that bad because it takes less number of hit to gain TP and WS (unnerfed) compared to other DW/punching jobs.
Other dual wield/punching jobs got the end of the stick, I will agree with that.
Just because I can maintain distance, doesn't mean the monster will never come towards me. Given any form of hate reset and pet/avatar fighting, you can't argue that if someone can perform their task out of AoE range, death shouldn't come to them. If you are to implement healing magic cures 0 HP when double weakened, I think you would use the same arguments I've given above.
Last edited by VZX; 01-17-2012 at 04:40 PM.
You have no clue about enmity mechanics obviously. A RNG doing his job (DD) would have to gimp his abilities substantially to keep a mob from ever going after him. That's even with max enmity gear and Coronach. Until SE fixes the enmity formulas (fat chance) maxing CE is only a matter of a brief amount of time. Add in all the hate reset moves these new NM's have and most fights degenerate into whoever hit the mob last gets hate.
Basically, much like BLM's, ranged attackers have to gimp themselves to avoid getting into AoE range. I've been double weak many times on RNG and COR largely because with single weakness you can outperform other weak DD's and are soon pulling the NM your way for a one shot kill.
That being said I can live with this mechanic as annoying as it is. I'd rather Se worked on enmity generation for ranged attackers to lessen the chance of being double weak in the first place.
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Pretty much I can sum up that dev post with 3 words, Cannot be arsed.
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