Wonder if the recast limitation means we won't be getting new JAs 96-99 for any job.
Wonder if the recast limitation means we won't be getting new JAs 96-99 for any job.
All they would have to do is make all job ability timers over level 50 share recast timers with other job's timers that are also above level 50. Since 2hour timers are already shared and all other timers are 20 minutes or less, this wouldn't lead to too much of a problem when switching between jobs.
Currently the most job abilities a job has above level 50 (or even job specific timers) is roughly six, ignoring shared timers. Add one to this for the two hour timer and you have a current amount of seven timers.
Ignoring job specific job timers like Afflatus Solace or Yonin, we have the following unique job abilities. Considering that I'm more or less just trying to jot this out, there may be errors in what job abilities share timers, so feel free to help correct this list:
- Pianissimo
- Fight
- Charm
- Gauge
- Heel/Stay
- Reward
- Sic/Ready
- Call Beast
- Tame
- Leave
- Snarl
- Elemental Seal
- Burst Affinity
- Chain Affinity
- Phantom Roll
- Double-Up
- Quick Draw
- Sambas
- Waltzes
- Steps
- Flourishes I
- Jigs
- Flourishes II
- Arcane Circle
- Last Resort
- Weapon Bash
- Souleater
- Ancient Circle
- Jump
- Spirit Link
- High Jump
- Boost
- Dodge
- Focus
- Chakra
- Chi Blast
- Counterstance
- Holy Circle
- Shield Bash
- Sentinel
- Cover
- Activate
- Deploy
- Deactivate
- Maneuvers
- Deus Ex Automata
- Retrieve
- Repair
- Sharpshot
- Scavenge
- Camouflage
- Barrage
- Shadowbind
- Velocity Shot
- Convert
- Warding Circle
- Third Eye
- Hasso
- Meditate
- Seigan
- Sekkanoki
- Light Arts
- Dark Arts
- Sublimation
- Assault
- Blood Pact: Rage
- Blood Pact: Ward
- Release
- Retreat
- Steal
- Sneak Attack
- Flee
- Trick Attack
- Mug
- Hide
- Provoke
- Berserk
- Defender
- Warcry
- Aggressor
- Divine Seal
Now some of these share timers with job specific ones that are higher, particularly for Thief and Dragoon.
Certain things could be adjusted, for example Shield/Weapon Bash could share a timer, or stuff like the Arcane/Undead/etc Circles could share a recast timer with each other. Certain pet abilities could be made to share timers since you can only have one pet at a time, if they haven't been made to already.
Assuming SE has a nice even amount of job abilities we can probably assume the limit is something like 128, or perhaps higher if other factors like spells are in, or more if they were inefficient with the timers or some other factor. Still, we can't know for sure and we are unlikely to know for sure.
Basically, if they haven't already, they could have job abilities past 50 share timers as well as any improvement to these 80+ job ability timers to reduce their number. Nobody can use Enlightenment, Sabre Dance, or Devotion at the same time, so it only makes sense to have them share timers as appropriate.
It doesnt depop like Avatars do, but if the wyvern hangs about for a TP move or two it vanishes quick enough!
EVen with temps and food, the higher tier VW NMs have too high def for DRG to do any meaningful kind of damage. Talking like 600-1.2k Stardivers vs almost everything else doing 2k+ just be virtue of the fact that other jobs have attack boosting skills that we don't.
Throughout the history of FFXI DRG has never been a good damage dealer in top tier end game compared to others, it's always been a fantastic DD in small group events like Salvage/Assaults/Dynamis/Limbus but once the super strong HNMs roll around DRG falls heavily behind WAR DRK SAM MNK.
Last edited by Ophannus; 01-13-2012 at 09:12 AM.
I have to ask, are you got your Stalwarts drink yet? On pretty much all lvl 95 content, short of Uptala who takes lowered piercing damage, my DRG averages 1800~ Stardivers now, with highs of up to 3k+.
The only new lvl 99 NM I've done so far is Ig Alima, where I averaged 1200 Stardivers, though I did have some depressing lows at times. I do however agree we lack behind the other top tier DD's by quite a margin, but we can at least provide consistent damage now.
I do agree though that DRG really lacks attack when compared to the top tier DDs. WAR SAM MNK all have access to berserk, and DRK has last resort + plenty of Attack Bonus traits. I'd love to see DRG get some natural attack buff to bring them in line with the top tiers.
Last edited by Transmit; 01-13-2012 at 11:33 AM.
Why... wh.... why did you pick this thread for that outburst?
Edit - Curse people deleting posts!
Last edited by Transmit; 01-13-2012 at 11:32 AM.
On Ig Alima my Drakesbanes and Stardivers were so pathetic I wanted to die. I was doing 28-400 damage with all my WS having well over 999 attack and pretty sweet gear and Angon+1. Granted I didn't have a BRD but that shouldn't have made much of a difference. Occasionally I would get 700-1k Stardivers but those were rare on Ig. My numbers are also pretty low on Lancing Lamborak but it could be due to shadows and his high ass evasion cuz I was ranging from 0-1200 on him but mostly averaging around 700-900 meanwhile Blade Hi was doing 800-2k and Shoha/Ukko/VS were doing well above that.
I’m sure you’re all wondering what this whole “recast timer limitations” thing is all about.
For a main job, the current maximum number of abilities with recast timers is 12. (Adding on a support job brings this up to a total of 24.)
Dragoon has pretty much reached the limit of the allocated 12 recast timers set for a main job.
In order to add jumps to dragoon, which already had a large amount of abilities, we based the stats on the fact that the recasts would be shared, since we had no choice but to create shared recast timers. Had we actually eliminated the recast timer limitation problem and created unique recast timers for Spirit Jump and Soul Jump, I believe that their recast timers would be longer.
Next, in regards to priority of status ailment cures from Remove Breath, the below order was suggested:
Paralyze>>>>>>>>>>>>>>>>>>>>>>>>Curse/Death > Disease/Plague>Petrify >>> Blind>Poison
If there are no problems with this the development team will be looking into this direction. Let us know if you prefer something different.
The development team is also looking into reducing the recast timer of Spirit Link as well as introducing items that will allow you to cure your Wyvern.
Devin "Camate" Casadey - Community Team
Surely it should be Death/Curse > Petrify > Paralyze > Disease/Plague > Blind > Poison. Noone is going to care much about being paralysed if they're also Doomed! Then of course petrification is the next worst ailment to be inflicted with. Obviously it can't cure your own, since if you're petrified, you aren't using your weaponskill to trigger the healing breath, but if your tank/healer is petrified and you're the only one who can cure it... noone cares about having paralyse cured. Also, can it not remove silence? Silena should also be a high priority, namely because if you're /whm or /sch you can remove the other ailments yourself! But not if you're silenced. I'd put silena after petrify but before paralyze.
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