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Thread: Drain III

  1. #11
    Player Cljader1's Avatar
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    Mar 2011
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    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    why must people always detail...damn stick to the topic
    (0)

  2. #12
    Player Raucent's Avatar
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    Jun 2011
    Location
    San'Doria
    Posts
    98
    Character
    Raucent
    World
    Valefor
    Main Class
    DRK Lv 99
    in an attempt to get back on topic

    Drain III would be a welcome addition DRK could use a few survivability tools Drain and Drain II recasts are a bit much

    I believe SE mentioned making a Dark Celerity trait which would also be a very welcome trait
    (0)

  3. #13
    Player Cljader1's Avatar
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    Mar 2011
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    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    One thing that I think may be obvious is if SE does give us Drain 3 it'll be functionally different than Drain II, however even though its different it still should be more powerful. We need another tier of drain for just pure enhance survivability purposes. Now the question is what can they do to make such a spell exist and supersede drain II.

    We need an edge over blm in the dark magic section, blm's complaining about how schs are too close them in elemental magic ability...well damn blm is too close to drk in the dark magic ability section and it needs to be addressed. I for one think its unfair that blm rips off of drks, they have stun (blm is more efficient at it too), drain, aspir I, aspir II, dark magic dots, darkness based nuke and can wear a Maleficus (blm only scythe) BTW what up with blm having -A in dark magic the same as us. Why cant we see new mods like "dark magic critical hit rate," our dark magic enhancement gear deosnt cut it, enhances absorbs and dark magic skill pieces are not good enough compare to what plds, blms, whm or any other magic user gets. How about "Dark Magic Spell Potency," equipment or job trait, something that directly effect all dark magic spells. "Dark Magic Spell Potency" should be considered its only fair pld get "Cure Potency" pieces. INT, Magic Attack, Dark Magic Skill, it not enough to aid our dark magic abilities we need new unique magic mods like you gave the other magic using jobs. "Dark Magic Critical Hit Rate" and "Dark Magic Spell Potency" are two things that can add static and stable enhancement than the unpredictable and unstable dark magic skill catagory.
    (0)

  4. #14
    Player Nightfyre's Avatar
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    Mar 2011
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    152
    Character
    Nightfyre
    World
    Fenrir
    Main Class
    BLU Lv 99
    Quote Originally Posted by Jar View Post
    that testing hasent been done sense base cap of 340 dark magic skill just as i said 350 is still the cap last i checked i did the same shit this guy with with upwords of 460 darkmagic skill

    ill redo testing and post full data soon
    Cap was 300 before it was lifted. Are you saying they only raised it to 350 (reminder: DRK's Dark Magic skill cap was 354 when the changes occurred), or did you not read any of the entries on that page and didn't even know the correct pre-adjustment cap value?

    EDIT: Correction, the update involved was the 85 cap update... 324 base skill, 340 with merits. My mistake.

    EDIT2: Multiple Aspirs exceeding 160 MP drained against Ectozoons in Uleguerand with skill over 400... it's Lightningsday, I'm not using my potency staff, Appetence Crown, Hirudenia Earring, etc.
    (0)
    Last edited by Nightfyre; 10-31-2011 at 02:55 PM.

  5. #15
    Player Urteil's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Jar View Post
    or stop asking for stupid stuff and just uncap drain spells we have.. shit is still caped at skill levels attainable at level 75.


    oh and Drain 2s recast is high like it is because added HP effects enmity is a large way as well as some of our other spells and abilities so inb4 OP to lower recast
    Which is why I said to make Drain I to II, and make III do what II does.

    You're seriously the dumbest person on the planet, who thinks because they have access to a calculator somehow that gives them credibility.
    (2)

  6. #16
    Player Rezeak's Avatar
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    Mar 2011
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    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Imo
    at 95

    Drain I should give the same effect as Cure III (180-200)
    Drain II should give the same effect as Cure IV (250-360)
    Drain III Should give the same effect as Cure V (360-600 (heavy based on skill))
    All w/ a recast of 60 secs

    As for the Hp boost i'd say just remove the effect from Drain II and make it a 3-5 Min Job ability you can stack w/ any drain

    Even tho i'm sure SE will think this is overpowered but as most DRK know when ya casting your not DDing anyway and you'll still be subject to resists, silence and interrupts being on the front lines so it's not even that bad.
    (0)
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  7. #17
    Player Cljader1's Avatar
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    Mar 2011
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    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Rezeak View Post
    Imo
    at 95

    Drain I should give the same effect as Cure III (180-200)
    Drain II should give the same effect as Cure IV (250-360)
    Drain III Should give the same effect as Cure V (360-600 (heavy based on skill))
    All w/ a recast of 60 secs

    As for the Hp boost i'd say just remove the effect from Drain II and make it a 3-5 Min Job ability you can stack w/ any drain

    Even tho i'm sure SE will think this is overpowered but as most DRK know when ya casting your not DDing anyway and you'll still be subject to resists, silence and interrupts being on the front lines so it's not even that bad.
    Interesting idea but I think drain 1 and 2 should keep there potency, especially drain 1 because if it was only absorbing back 180-200 hp mobs can take more life from you when your casting than you can even get back and if you have an apoc you would never cast the spell if the hp return was so low. Plus we dont know how long "Drain II" would be a drk exclusive spell. The question for me is should drks get Drain III and if we do how should it work functionally
    (0)

  8. #18
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    I always figured Drain 1 was overpowered in the right hands without enough skill just because it's such a cheap spell MP wise and can do 300+ damage and heal as well, highly efficient.
    (0)

  9. #19
    Player Raucent's Avatar
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    Jun 2011
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    San'Doria
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    98
    Character
    Raucent
    World
    Valefor
    Main Class
    DRK Lv 99
    Drain is a potent spell yes but the recast is what kills it
    (0)

  10. #20
    Player Dart's Avatar
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    Mar 2011
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    481
    Character
    Limlight
    World
    Carbuncle
    Main Class
    DRK Lv 99
    recast and casting time. I do agree with people who have pointed out that drk could use some type of JT that allows for very fast casting of dark magic. It could make it semi relevant again.
    (0)

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