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  1. #1
    Player SkyVargrant's Avatar
    Join Date
    Jun 2011
    Posts
    27
    Character
    Turialon
    World
    Ragnarok
    Main Class
    SAM Lv 99

    Summoner need a Avatar Damage Adjustment.

    Hello, Square Enix, This Note is not going to the Players, but it shall may give SE a tought about the huge Summoner damage probelm, what is still remain in ffxi.

    I realyze, that a lot of Patches comming out about dynamis,legion, VW ect.
    Nice and good, but like always: The real problem in ffxi still reamining.
    One of it is the Summoner.

    I'd like to ask some question, because there are lots of things about Summoner, what simmply isn't going out of my head:

    .Why does only Shiva & garuda relative passable damage, and the other Avatars are simply to vorget, what dammage depends? Why is that so? Why has never gave Changes about the Dammage that Fenrir does. I was doing Trial 1748 solo, because doing Trial's is a solo job. it is incredible Luck if you find someone who help you, or has the same Trial up, like me. I do 1500-1600 dmg on the Mouse Slimes on Bosteaunix Obilete. i need 2x Lunar Bay till the mob has 0 HP left. Peoples, thats insane, a absolute No GO!!!!!! on lv 99 the damage of all avatars should be a t last 2000-2700 Dmg. I Sufferered so incredible on This Trial, you hardly can Emagine.
    So Please Increase the Dammage of the Avatars or give em new pet comands to solve this problem.

    .What i not can understand is further:
    There are tonns of VW equipment, for almost all classes. And, with that i mean realy a lot. Why has Summoner so little Good gear? I have never seen 1 Good Gear with Avatar Magic Atackbonus from VW. WHY? Why has WAR DRK THf SAM ect so incredible good equipment, what can be atained from VW, and summoner has nothing.
    WHY!!!! I love the Summoner Job alot, because it is so real oldscool job. But besiedes The handvull Summoner af3+2 and the Neck, earring & belt is nothing possibel for Summoner.
    Please give My note a tought.

    .What is more importand to make playing Summoner more fun, is that the critical Hits are much more embarresing than on BLM. Summoner Avatars need a increasing of the Petcomand rage's Critical Hits. I get a Critical 1/100 atm. That is almost as Summoner can't do Critical Hits in the first place.


    .There is a point in ffxi, that is a pain in the ass since teh Game has comed out 2003. I play since 2003. The WHM Spell Rain: It last only 30-40 sec, than it dispell. What is the reason for sutche a spell in ffxi in the first palce?. Square Enix maybe not realyze, but Rain Spell is a verry Importand spell, if peoples doing Trial. Sublementation draisn HP fast out siede of abissea, and i get Blood Agoo so much, i hardly can handle. So my I deea of Rain spell duration should be at last 4 Minutes no mater if lv1 or lv 4. lv 5 is strong and mybe 3 Min is enough. But lv 1-4 Rain should have this duration. We are all lv 99 today. Please Stop with Gimp spell Duration's. FFxi is More than ever in need of real game Qualetys.


    With friendly regards


    Your Turialon
    (13)
    Last edited by SkyVargrant; 06-26-2012 at 02:44 AM.

  2. #2
    Player Finuve's Avatar
    Join Date
    Mar 2011
    Posts
    282
    Character
    Finuve
    World
    Lakshmi
    Main Class
    DRK Lv 99
    I agree, I feel that if avatars had Danage targets to practice on then we would see less misses and more bullseyes coming from avatars.

    (10)

  3. #3
    Player Dmer's Avatar
    Join Date
    Mar 2011
    Location
    Lastok Rank 10
    Posts
    58
    Character
    Dmer
    World
    Odin
    Main Class
    WHM Lv 99
    Lunar bay damage is based on moon phase. and slimes have PDT- trait, so every other Fenrir BP is crap on them because they are all physical. That trial was the worst one of all the SMN staves trials. I wouldn't used that as a case for SMN damage across the board.

    Level your SMN magic skill.

    If by "rain spell" you mean regen, then yes it's a short duration for very low MP cost. it's the most mp/hp ratio efficient healing spell in the game. Yes its duration is shorter then sublimation. That's what stoneskin is for . . . .
    (2)
    99: WHM | RDM | SCH | SMN | BLM | BRD | BLU | DNC | BST | MNK
    90: PLD | WAR | SAM

  4. #4
    Player SkyVargrant's Avatar
    Join Date
    Jun 2011
    Posts
    27
    Character
    Turialon
    World
    Ragnarok
    Main Class
    SAM Lv 99

    Hello (:

    my Summon Magic Skill is caped since a long time. Like i postet on my threath Summoner need new Equipment tough.
    (0)

  5. #5
    Player Dantedmc's Avatar
    Join Date
    Sep 2011
    Posts
    77
    Character
    Danntay
    World
    Lakshmi
    Main Class
    SCH Lv 99
    My Suggestions for SMN:

    General
    -Lower the BP Cap to 12 seconds (-80%) in line with Fast Cast, Haste, and Recast caps
    -Increase Avatar melee damage and possibly BP damage
    -Enhance many of the ward BPs' potency

    Favor Related
    -Remove the negative penalties from avatar's favor
    -Remove the charge up from favor, the favor should always be at full potency
    -Change Titan's favor to pdt
    -Change Fenrir' favor to mdt or mdb
    -Increase the potency of Carby's favor and possibly Shiva's Favor

    New Stances
    -One new stance that increases BP damage
    -One new stance that enhances Avatar's Favors
    (6)

  6. #6
    Player SkyVargrant's Avatar
    Join Date
    Jun 2011
    Posts
    27
    Character
    Turialon
    World
    Ragnarok
    Main Class
    SAM Lv 99
    Right you are. Negative efect on Avatar's Favour is simply absolut unacessary. The other points i can just agree as well.
    But Summoner need new gear tough. The Af3+2 is greates parts good, but with that is it not done. Why have Summoner only: Caller Earring, Caller Pendant and Caller Sash, when tonns of other good Equipment on this slots are aviable for all other Jobs. If i see a summoner running around, than he have Earring, Pendant & Sash equiped, because there is no other real option. That#s a absolut blame from SQ. Time that they finaly adjust the Summoner for good.
    (0)

  7. #7
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    Quote Originally Posted by SkyVargrant View Post
    my Summon Magic Skill is caped since a long time. Like i postet on my threath Summoner need new Equipment tough.
    Equipment is much better at the moment, especially compared to what it was at 75. The only thing that needs adding equipment wise is a Physical attack head, and a second ring. Fervor is nice, but it's just skill. Every other job has some way to enhance damage on their rings.
    Look into the possible rewards from A Crystalline Prophecy and A Moogle Kupo d'Etat keys. I agree, it's incredibly tedious to get said items, but the equipment is available (Earring/Back slots in this case).

    Quote Originally Posted by Dantedmc View Post
    My Suggestions for SMN:

    General
    -Lower the BP Cap to 12 seconds (-80%) in line with Fast Cast, Haste, and Recast caps
    -Increase Avatar melee damage and possibly BP damage
    -Enhance many of the ward BPs' potency
    I agree, lowering the cap for BP delay to 12 seconds would be a saving grace to the job, and from a mage perspective, this makes sense. From SEs perspective, I think the 45s cap was to coinside with melee gear haste cap, which is 26%, so almost identical. But SMNs lagged behind since this is the only way to increase the rate of spike damage barring atma, whereas for other jobs, there's Haste/Hasso/Songs etc. If they were to lower the cap on BP timer to 12s, the gear isn't available for it, meaning the most resourced players still won't be able to achieve it, but it would show a massive difference between those who can be bothered to use said gear and gear swap, and those who just fulltime full AF3.
    I agree with increasing standard melee damage, or at least making it so pet attack equipment or the like increases the damage. It is currently far too low. However, I think Blood Pact damage is fine.

    Quote Originally Posted by Dantedmc View Post
    Favor Related
    -Remove the negative penalties from avatar's favor
    -Remove the charge up from favor, the favor should always be at full potency
    -Change Titan's favor to pdt
    -Change Fenrir' favor to mdt or mdb
    -Increase the potency of Carby's favor and possibly Shiva's Favor
    At the moment, I don't even bother with Favor, and no one expects me to. It's partly because the buffs are weak nowerdays, but mostly because the people who know me know that the damage is lost when I use it, and they usually ask me to come SMN for the hateless, consistent damage. Diabolos's Favor is all I use it for. So yes, Favor does need an adjustment, especially considering other buffs. At the very least, with SE increasing Protect effects, maybe make Titan's Favor... half useful? I wouldn't say remove the penalty altogether, I see it as sort of a Summoner's Defender. The idea isn't to fulltime it. I would, however suggest that like Yonin and Innin, reduce the recast to 3mins so we can click it off and reuse it if the situation arises.

    Quote Originally Posted by Dantedmc View Post
    New Stances
    -One new stance that increases BP damage
    -One new stance that enhances Avatar's Favors
    I like the first part, even if it is a lil unessesary with all the equipment nowerdays. However, I don't see a need to have a stance that enhances Favor, Favor just needs adjusting in general. To put it simply, I see Favor as it's own stance, it seems a bit weird to have a stance to enhance a stance.
    (2)
    Last edited by Sargent; 06-27-2012 at 01:53 AM.
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  8. #8
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    If you think only Shiva and Garuda are relevant, get with the times.

    Chaotic Strike has always been a blunt-type Predator Claws that also stuns the target. Shock Squall is also superior to any of Garuda's wards for a solo SMN in battle. Ramuh can grab hate like no other avatar with a ward pact. If you're not casting Dia II on everything, stop being a noob. Shock Squall deals 5000+ on blunt-weak enemies with Dia II. In Abyssea, he should be hitting 5000~9000+ on the Corse NM in Tahrongi, and 2000~5000+ on Teekesselchen in Grauberg, using Razed Ruins, Voracious Violet, and the non-offensive Ducal Guard for survivability. Garuda should be hitting for shit (approx. 2000~3000).

    On weaker easy prey, outside of Abyssea, after Dia II, Ifrit's Flaming Crush should reliably hit for 3800~5500, nearly or succesfully one-shotting lower easy prey, while Predator Claws will hover around 2000~3000, and Chaotic Strike around 2000~4000. This was on spiders, so no damage type weakness. In Abyssea, after Dia II, Ifrit should hitting for ~7000+ on easy prey, nearly or successfully one-shotting, depending on target. If you want proof, go for Battering Rams in La Theine for example. This is once again with Razed Ruins/Voracious Violet. Flaming Crush's level correction is high though, so the damage drops substantially on higher targets. Ifrit also has the most damaging Assault due to Inferno Howl.

    Against the most physically resistant targets, like VWNMs for example, Predator Claws often performs best; it seems to have lower level correction than Chaotic Strike.

    My numbers are affected by my 498 summoning skill, 3 physical acc merits, empyrean +2 body/head/shoes, Karura Hachigane for Garuda, relic +2 gloves. The other gear I use isn't relevant because it doesn't increase damage except by summoning magic skill.

    However, I'll give your gibberish post a like because avatars are indeed underperforming in Voidwatch compared to other content, in my opinion.

    P.S.: DO NOT TOUCH AVATAR'S FAVOR WITH A NINE-AND-A-HALF FOOT POLE if you care about your avatar's damage. It substantially cuts your avatar's damage output as a trade-off for the reduced perpetuation cost and the piddly little favor.
    (2)
    Last edited by Edyth; 06-26-2012 at 05:17 AM.

  9. #9
    Player Doctrine's Avatar
    Join Date
    May 2012
    Posts
    22
    Character
    Raxe
    World
    Asura
    Main Class
    THF Lv 99
    the only real fix i see summoners needing is gettin rid of perp cost.
    (1)

  10. #10
    Player Rezeak's Avatar
    Join Date
    Mar 2011
    Posts
    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    ur joking right avatar are all basically free now if you get the gear ?

    and yes SMN needs a DMG boost my reason have been posted before but SMN main purpose was Safe DMG so it wasn't like the best DD in the game but if things go bad, SMNs could keep the dmg going.

    now we have a ton of LOL SURRPORT crap as our boosts as our dmg relatively goes down and down ruining the job.

    Small thing Edyth

    Avatar pacts don't have a level correction which is why they always perform well vs ToAU kings and top teir ZNMs back at 75.

    Ifrits physical blood pact has a magical component which screws it over.

    Chaotic strike weaker than Pclaw by about 7%-14% cause the first hit is weaker. (on bones and stuff ofc it's stronger)
    (0)
    Last edited by Rezeak; 06-26-2012 at 05:45 AM.
    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 .

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