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  1. #1
    Player Babekeke's Avatar
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    Mar 2011
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    Windurst
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    Quote Originally Posted by cidbahamut View Post
    This won't change the fact that the new Healer's Roll is still utterly worthless and will never be used.
    New Healer's Roll on a party for guaranteed free curagas with Orison Pantaloons +2. You kill stuff faster if your DDs don't die, so bonuses to keeping them alive > letting them rip hate and get squashed. Also means no waiting around for un-weak at the end of every fight, just move onto next rift.

    Also, Penury Cure 5s should now also be free.
    (0)
    Last edited by Babekeke; 01-27-2012 at 05:28 PM.

  2. #2
    Player Raksha's Avatar
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    Mar 2011
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    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Babekeke View Post
    You kill stuff faster if your DDs don't die
    You also kill stuff faster if you do more damage to it.
    (3)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  3. #3
    Player Babekeke's Avatar
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    Mar 2011
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    Quote Originally Posted by Raksha View Post
    You also kill stuff faster if you do more damage to it.
    Which you don't if your DDs are dead, then weakened, then dead again, then 5 min wait before next fight because you're waiting for weakened. It's entirely up to the party (or more particularly, the COR) but I'd go for killing steadily with everyone alive, over kill really fast for 30 secs then slowly because everyone died.
    (1)

  4. #4
    Player
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    Aug 2011
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    Quote Originally Posted by Babekeke View Post
    New Healer's Roll on a party for guaranteed free curagas with Orison Pantaloons +2. You kill stuff faster if your DDs don't die, so bonuses to keeping them alive > letting them rip hate and get squashed. Also means no waiting around for un-weak at the end of every fight, just move onto next rift.

    Also, Penury Cure 5s should now also be free.
    I think, in Voidwatch at least, casting times and recast timers would become an issue before MP cost if something were tearing that many people apart. Healer's Roll would be more likely to become useful by making Cure IV/Curaga III viable than by saving MP. Also, a defensive Roll wouldn't be doing much while Fanatic's Drinks were active or the monster was terrorized.

    This is an interesting point, though, even if it's a bit of stretch to apply to Voidwatch. Legion is already known to have tight time limits and constant fighting that punishes people for being weakened or needing to rest, will presumably have monsters capable of doing a lot of damage, and will presumably not have any temporary items to restore MP.
    (1)

  5. #5
    Player Phafi's Avatar
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    Mar 2011
    Location
    Dragon's Aery
    Posts
    190
    Character
    Phaffi
    World
    Lakshmi
    Main Class
    RDM Lv 99
    (5)

  6. #6
    Player
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    Mar 2011
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    Windurst
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    Pld is there to hold adds or shield bash. 90% of the ones I find certainly aren't there to hold hate, or tank.
    (0)

  7. #7
    Player Alhanelem's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    11,131
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Tile View Post
    http://forum.square-enix.com/ffxi/threads/20089-dev1076-Healing-Adjustments?p=268359&viewfull=1#post268359

    did i read this wrong or will gear that boosts Cure pot. also boost Waltz?
    You read it wrong.

    All it's saying is that "Cure (or waltz) effects recieved" now stacks with cure potency beyond the normal cure potency limit.

    Before, if you had or used any "+X% all cure effects recieved" gear, and the person casting cure was at max cure potency, the cure effect recieved gear would have absolutely zero effect. With this change, these items will be able to increase the effect of cures beyond the normal 50% limit (and are in fact applied to the boosted healing amount instead of increasing the base amount of potency)

    As others said, this is obviously aimed at the new healer's roll, which grants this effect.
    (0)

  8. #8
    Player Raksha's Avatar
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    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Also, this is only "the first part" of the healing changes.

    Let's hope the rest of the changes will actually be useful.
    (1)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  9. #9
    Player Juilan's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    288
    Character
    Juilan
    World
    Siren
    Main Class
    PLD Lv 99
    I don't see how they get +95% when 1)is +50% and 2)is +30%, last I checked that was 80%
    (0)
    I have the final form of Aegis, it has 40 Def Augments Shield bash V and Magic Damage Taken -45%... The ultimate form!

  10. #10
    Player
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    Aug 2011
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    Quote Originally Posted by Juilan View Post
    I don't see how they get +95% when 1)is +50% and 2)is +30%, last I checked that was 80%
    1 * 1.5 = 1.5

    1.5 * 1.3 = 1.95

    Cure Potency Received will be calculated after Cure Potency.

    As of right now, it's kind of a pointless change. Now some folks can equip Oneiros Earring instead of whatever for curing themselves for a minor gain.

    If "Potency of Cures received" ends up on stuff that can actually be used somehow, such as gear with otherwise good TP-set stats or buffs that don't have to fight against Miser's/Tactician's/Chaos Roll for their right to exist, then this change might mean something.
    (0)

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