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Thread: To the devs!

  1. #251
    Player Crimson_Slasher's Avatar
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    Jul 2011
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    San d'Oria
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    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    Cant you still apply samba daze effects to a mob with enspells up? I mean i know you cant benefit from them but... cant a enspell rdm/dnc with en1 spells still grant haste samba to others? I think a dual/single wield drk/pld with enlight/endark can do the same, could be wrong, once i finish skilling staff up on mnk ill give it a shot but i think that worked last time i checked. In expanding on my idea before, the criteria for building those buff copy charges could vary actually. Could be something like "X amount of magical damage, or X amound of physical damage, or X amount of HP cured" similar to how various events use those numbers to determine exp rewarded at the end (besieged, campaign). That would offer benefit to any role without restricting you to any, however it wouldnt incorporate buffs/debuffs, but if we are only debuffing or buffing, we would have a lot of time according to mage, so this could be an appealing option for the buff sharing option and wouldnt need us to have single target buffs, we could just swap our gainspell between transfers. If that is how you are so inclined to do it, mind you.
    (1)

  2. #252
    Player Mageoholic's Avatar
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    yes a RDM can do that, they just don't get the benefit of the samba.
    (0)
    There is no min only max. Or something like that.

  3. #253
    Player Daniel_Hatcher's Avatar
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    Mar 2011
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    San d'Oria
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    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    lolGoogleTranslate

    Cure adjust the amount of recovery
    is to receive healing magic skill is greater than the impact of the recovery amount of Cure. Increase the amount of recovery higher than traditional skills, skills for low reverse recovery amounts to virtually eliminate the impact.
    This effect has been set as a difference in the growth range depending on the type of Cure, we 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
    When this adjustment has been mention last Sun review of up amount healed Cure Released Date / amount healed Cure or ex two, and aims to increase the number of opportunities回Reru Standing healer in job-based mage than White Mage .
    So does that mean Cure IV goes from 500 to around 700?

    Eitherway we'll know when officially translated.
    (0)

  4. #254
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by ManaKing View Post
    Idk, is it?




    Enspell 2s don't work particularly well on anyone that doesn't have native enhancing magic. It was bad by design and never got fixed.....just like most things on the job. If they changed Enspell 2s to reflect the enhancing magic on cast from the originator it would be fine, but that's not even how it works on RDM (much to our disappointment). Expect that to get fixed around the same time Enfeebles/Enhancing even get looked at, much less fixed.
    Enspell II's suck at overall damage. Temper was the nail in the coffin for them. Prior to Temper they were useful for RDM/WAR or RDM/DRK builds, after Temper their useless. RDM/NIN with melee gear and Temper is going to hit around 2.6 times per attack round, an Enspell II would have to average above 75~78 damage to beat it. The elemental resistance reduction is only -10 and to the wrong element. You must use water to reduce thunder, thunder to reduce earth and so forth. This guarantees that you'll be using the wrong element on enspell and get horrible resist rates, all for only a +10 m.acc (same as -10 m.evasion) towards the weakened element. I find using the NI spells from /NIN to be more useful then Enspell II's.
    (1)

  5. #255
    Player Seriha's Avatar
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    Mar 2011
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    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    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.

  6. #256
    Player Daniel_Hatcher's Avatar
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    Mar 2011
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    San d'Oria
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    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    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.
    (0)

  7. #257
    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.

  8. #258
    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.

  9. #259
    Player
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    Mar 2011
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    Windurst
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    Notes to enfeebling should be linked to that one, although there's still some issues with what was written.
    (0)

  10. #260
    Player Greatguardian's Avatar
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    Mar 2011
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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!

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