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  1. #1
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    Mar 2011
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    Hinder: Increases the amount of TP required to use a special move.

    When used on a mob, the amount of TP required for them to use a special move is increased by 30-75% which means less frequent special moves. Below 25% HP this means the mob will need a minimum of up to 175% TP to execute a TP attack instead of the usual 100%.


    Dispel should get a bonus with Enfeebling Skill so that every 100ish Enfeebling Skill, Dispel will remove another debuff (RDM main only). We don't need to waste another spell slot on a tier 2, just make it scale like how Bio and Elemental Debuffs and Enhancing spells do with skill.

    Poison III would be welcomed because 10-11/tick isn't much now that most NMs have 150k+HP now, besides BLU's Disseverment poison is already 16/tick.
    (3)
    Last edited by Ophannus; 10-11-2011 at 05:05 PM.

  2. #2
    Player CapriciousOne's Avatar
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    Aug 2011
    Posts
    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by Ophannus View Post
    Hinder: Increases the amount of TP required to use a special move.

    When used on a mob, the amount of TP required for them to use a special move is increased by 30-75% which means less frequent special moves. Below 25% HP this means the mob will need a minimum of up to 175% TP to execute a TP attack instead of the usual 100%.


    Dispel should get a bonus with Enfeebling Skill so that every 100ish Enfeebling Skill, Dispel will remove another debuff (RDM main only). We don't need to waste another spell slot on a tier 2, just make it scale like how Bio and Elemental Debuffs and Enhancing spells do with skill.

    Poison III would be welcomed because 10-11/tick isn't much now that most NMs have 150k+HP now, besides BLU's Disseverment poison is already 16/tick.
    IF this scaling was implemented across the board for our enfeeble as well as enhancing magic spells, could this possible alleviate the need for Cure V. For the enfeebling spells that are already being scaled, maybe an increase in scaling to make it proc more thus reducing the need to cure. I feel this would be especially be useful for NM and regular mob beyond 85.
    (0)

  3. #3
    Player Kristal's Avatar
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    May 2011
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    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Changes to group 2 merit spells would be nice too. Likely actually being able to cast full duration/effect Phalanx II, Bio III and Dia III... I'm actually missing Dia III and Bio III because I took Phalanx II to 5, and I rather have 4/6 spells then 1.4/6 spells...
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  4. #4
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Kristal View Post
    Changes to group 2 merit spells would be nice too. Likely actually being able to cast full duration/effect Phalanx II, Bio III and Dia III... I'm actually missing Dia III and Bio III because I took Phalanx II to 5, and I rather have 4/6 spells then 1.4/6 spells...
    Screw Bio III but for gods sake get Dia III to at least 2/5. Dia III is your best enfeeble, it's worth more then Slow II and Paralyze II put together. Phalanx II is very bleh due to scaling issues. Your better off going /SCH and accessioning Phalanx.
    (0)

  5. #5
    Player Daniel_Hatcher's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by saevel View Post
    Screw Bio III but for gods sake get Dia III to at least 2/5. Dia III is your best enfeeble, it's worth more then Slow II and Paralyze II put together. Phalanx II is very bleh due to scaling issues. Your better off going /SCH and accessioning Phalanx.
    Who needs choice when you can be told what to get....
    (0)

  6. #6
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Daniel_Hatcher View Post
    Who needs choice when you can be told what to get....
    You have these choices,

    Dia III
    Bio III
    Blind II
    Paralyze II
    Slow II
    Phalanx II

    Out of those, Blind II is useless. Bio III is only good at 5/5 for really long solos. The leaves Paralyze II / Slow II / Dia III for enfeebles and Phalanx II for buffs. Out of all those Dia III is the most potent and useful. Phalanx is only good at 5/5, so using it requires you to dispose of Slow II / Paralyze II.
    (0)

  7. #7
    Player CapriciousOne's Avatar
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    Aug 2011
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    188
    Character
    Capriciousone
    World
    Bahamut
    Main Class
    RDM Lv 95
    Quote Originally Posted by saevel View Post
    You have these choices,

    Dia III
    Bio III
    Blind II
    Paralyze II
    Slow II
    Phalanx II

    Out of those, Blind II is useless. Bio III is only good at 5/5 for really long solos. The leaves Paralyze II / Slow II / Dia III for enfeebles and Phalanx II for buffs. Out of all those Dia III is the most potent and useful. Phalanx is only good at 5/5, so using it requires you to dispose of Slow II / Paralyze II.
    This very reason that I honestly dont see why se dont just increase the max total merits for each group to 20 or even 30 and quit bs. Personally for rdm I would just rather have all those given as spells directly and just have group2 affect elemental potency myself but whatever.
    (1)

  8. #8
    Player
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    Mar 2011
    Location
    Windurst
    Posts
    2,169
    3 Dia 1 slow 1 para 5 phalanx 2.
    (1)

  9. #9
    Player
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    Sep 2011
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    31
    Not to sound like a wet blanket, but all these idea's are potentially game breaking if applied to NM's. And SE doesn't particularly like us breaking NM's, so don't expect any of them to work on NMs. Like I've said in previous threads, make simple things, the more simple it is, the less variables and factors involved, then less room SE has to screw it up.
    I agree with simpler math reduces the chances of programming errors. I also agree with TP moves can't be stopped (though Paralyze can stop TP moves).

    Though, there are examples of spells out there that other classes have access to that act as speed bumps for the foe when building their next TP move. One example is Absorb-TP. It damages the target's current TP and gives the caster an equal value of TP to the caster. So, asking for a TP hindering/damaging move is not too far left field to request for. The math can be made pretty simple.

    Yes, I have suggested a spell that might seem game breaking: Sadness. So, If you don't mind, saevel, I would like to see how you can make this spell idea fit into what your view would be a proper spell to cast on an NM.
    Spell: Sadness
    Element: Water
    Magic Type: Black
    Skill: Enfeebling
    Maximum duration: :30 earth minute
    Cost: ~40 MP
    Method of Removal: Erase
    Description: Under Sadness, the target will not be able to gain TP at a normal rate. Instead the rate of TP the target will be able to gain will be half. The duration is based on the caster's INT versus the target's magic defense.
    The mentality I was going under was short, intense enfeebles. Your view could be what can balance it out. I am curious to see what you have to suggest. I look forward to your response, if you chose to participate.
    (0)

  10. #10
    Player saevel's Avatar
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    Apr 2011
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    Quote Originally Posted by Xtrasweettea View Post
    I agree with simpler math reduces the chances of programming errors. I also agree with TP moves can't be stopped (though Paralyze can stop TP moves).

    Though, there are examples of spells out there that other classes have access to that act as speed bumps for the foe when building their next TP move. One example is Absorb-TP. It damages the target's current TP and gives the caster an equal value of TP to the caster. So, asking for a TP hindering/damaging move is not too far left field to request for. The math can be made pretty simple.

    Yes, I have suggested a spell that might seem game breaking: Sadness. So, If you don't mind, saevel, I would like to see how you can make this spell idea fit into what your view would be a proper spell to cast on an NM.


    The mentality I was going under was short, intense enfeebles. Your view could be what can balance it out. I am curious to see what you have to suggest. I look forward to your response, if you chose to participate.
    This is essentially -Store TP 50. On any NM that actually used the TP counter to perform their special moves (there are many that can just do it whenever they want without TP) this would break them, especially if it lasted then entire fight. Cut the duration to the standard 3 min and the potency variable based on dINT. 50% is too high a cap on NMs for SE not to nerf the living sh!t out of it. Possibly 25 ~ 35% would be the most likely target, it slows down the NM enough to actually be somewhat useful while not disabling it or crippling it.
    (1)

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