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Thread: To the devs!

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  1. #1
    Player Seriha's Avatar
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    Kalsena
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    Sylph
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    BLU Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    lolGoogleTranslate



    So does that mean Cure IV goes from 500 to around 700?

    Eitherway we'll know when officially translated.
    Well, if it's further multiplicative against potency and received, it could make 1065 or more Cure IV possible. Without received gear, it's about in-line with what I estimated SE would do (750-800 range with good cure potency). More than adequate to get the job done if it's what you're being suckered into. SCHs should presumably be able to hit 1250+ Cure IVs with Aurorastorm, Twilight Cape, and Obi. Have fun with Rapture on top of that.

    I am, however, worried about enmity.
    (0)
    Last edited by Seriha; 02-04-2012 at 01:42 AM.

  2. #2
    Player Daniel_Hatcher's Avatar
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    Alvian
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    Phoenix
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    MNK Lv 12
    Did go to check but the Test Server doesn't work, kicks me off saying a download is available even though I downloaded it.
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  3. #3
    Player Mageoholic's Avatar
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    have focused on the following adjustments, particularly Cure IV.
    (For adjustment of the scope of this magic system recovery Kearuga / Kearura, and dancer for waltz is not eligible.)
    Cure I ~ IV: The amount recovered up to approximately 1.4 times the conventional
    Cure V ~ VI: almost no effect
    Hmmm 400*1.4 = 560*1.5 = 840, not bad SE I am glad you chose to ignore C5 and C6. Guess you did steal my idea after all. Should be able to get close to 1K with MND added on top. Its like SE got into my brain.
    (0)
    There is no min only max. Or something like that.

  4. #4
    Player Mageoholic's Avatar
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    http://forum.square-enix.com/ffxi/th...891#post273891

    Cure potency will be affected more significantly by healing magic skill. If a player has high healing magic skill, cure potency will be greatly increased, but low healing magic skill will have almost no effect on cure potency. The effect of skill level on cure potency will vary based on the type of cure, but cures lower than Cure V will be affected the most. Note that Curaga, Cura and Waltzes will not be affected.

    Cure I-IV: Up to 1.4 times the normal cure potency
    Cure V-VI: Almost no change

    With this adjustment combined with the increase of cure potency mentioned earlier, we would like to increase opportunities for mages jobs other than white mage to serve as healers.
    Google Trans was pretty bang on, essentially all cure spells from T1-T4 move up a Tier with combined skill and potency. A buff for all jobs with native healing skill, and exactly the thing RDM needed for healing. Here is to hoping they do something similar with Enhancing and Enfeebling.
    (0)
    There is no min only max. Or something like that.

  5. #5
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    Notes to enfeebling should be linked to that one, although there's still some issues with what was written.
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  6. #6
    Player Greatguardian's Avatar
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    Yeah. They've said that Enfeebling immunities will be generally removed aside from a few special cases, but high magic Eva and partial resists will be put into place. A pretty solid deal for Red Mage, all things considered. Would be happier if the Corsair nerf wasn't in the same bloody post.
    (4)

    I will have my revenge!

  7. #7
    Player Mageoholic's Avatar
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    Hardly call that a nerf, TP saved is still pretty awesome.

    The wording seems misleading.

    They say if STP is 20 it will become 25 if 5TP was gained on the WS (a one hit dagger WS for example)

    I don't see anything stating that 20STP is the max or min. Just a number the picked to use.
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    Last edited by Mageoholic; 02-04-2012 at 09:03 AM.
    There is no min only max. Or something like that.

  8. #8
    Player Greatguardian's Avatar
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    Quote Originally Posted by Mageoholic View Post
    Hardly call that a nerf, TP saved is still pretty awesome.

    The wording seems misleading.

    They say if STP is 20 it will become 25 if 5TP was gained on the WS (a one hit dagger WS for example)

    I don't see anything stating that 20STP is the max or min. Just a number the picked to use.
    The average TP return on a 2-hander/Ranged WS (you know, the important ones) is 16-20. Even MNK averages a 15 TP return. The average Miser's Roll is 20. XI Miser's is 25.

    Post-nerf, an average Miser's will have 0-4 Save TP effect for those DDs. An XI will have 5-9.

    Pretty huge nerf, man. Miser's will go from always saving 1-2 rounds to 100TP to situationally saving 1 round to 100TP if a DD gears specifically for it, which won't happen. Effectively useless outside of Voidwatch and pretty bloody nerfed inside.
    (4)
    Last edited by Greatguardian; 02-04-2012 at 09:15 AM.

    I will have my revenge!

  9. #9
    Player Mageoholic's Avatar
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    Just reread that and see my mistake. Yes that is a nerf, oh well was a busted ass ability anyway. Of course SE is adjusting SAM to compensate. My bad for fail reading.
    (0)
    There is no min only max. Or something like that.

  10. #10
    Player Daniel_Hatcher's Avatar
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    Alvian
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    /sigh I wonder if RDM's merits are every going to be updated..

    If they do, god I'm hoping for Full Potency, only duration increase on the spells.
    (1)

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