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  1. #1
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    Quote Originally Posted by Raksha View Post
    Maybe SE is using its massive powers of misdirection here, there's no way a room full of people looked at this RDM thing and signed off on it.
    I read this post and imagine the world's most depressing confidence man beating his dog to death with a Saguaro cactus to distract the approaching law enforcement and lynch mob from the children's shower facilities he not-so-recently constructed in his basement.
    (3)

  2. #2
    Player Merton9999's Avatar
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    Mar 2011
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    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by Raksha View Post
    Maybe SE is using its massive powers of misdirection here, there's no way a room full of people looked at this RDM thing and signed off on it.

    Keep your eyes open for a nerf, or something.

    Maybe they wanted to take the heat off the embrava/pd nerf.
    This or there is a terrible mistranslation. Can anyone confirm from the Japanese? Why on earth would you make an SP ability that is worse than one that can be used more frequently from a subjob?!

    Honestly, the dev posts are just a comedy show anymore.
    (4)

  3. #3
    Player Byrth's Avatar
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    Mar 2011
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    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Merton9999 View Post
    This or there is a terrible mistranslation. Can anyone confirm from the Japanese? Why on earth would you make an SP ability that is worse than one that can be used more frequently from a subjob?!
    It was translated independently here. That's definitely what they meant.
    (8)

  4. #4
    Player bigdave's Avatar
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    Mar 2012
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    Character
    Bigdave
    World
    Cerberus
    Main Class
    MNK Lv 99
    as a thief main i want to know about the new ja war and monk seem useless so far to me
    (0)

  5. #5
    Player Hashmalum's Avatar
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    Apr 2011
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    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by bigdave View Post
    as a thief main i want to know about the new ja war and monk seem useless so far to me
    Don't worry, you'll get your share of poop in your hat in a week or two.
    (3)

  6. #6
    Player hiko's Avatar
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    Mar 2011
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    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    Quote Originally Posted by Camate View Post
    Greetings!

    With this week’s Test Server update we will be implementing the new special abilities for monk, red mage, ninja, and corsair, so I would like to share with you each of the new effects!
    • Corsair
      special ability cool down timers for all party members in range will be reduced. (Effect duration: instant)
      • Amount of time reduced depends on the number rolled. Maximum reduction is 50%.
      • Effect will not apply to this special ability, including other characters.

      <table width="400" border="0" cellpadding="4" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Number rolled</td><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Reduction</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">-5%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">-10%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">-20%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">-30%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">-40%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">-50%</td></tr></table>

      We changed this effect to focus on special abilities. With this effect it will be possible to use special abilities more frequently. Wild Card will completely reset cool down timers at a specific rate, but the new special ability has a guaranteed effect with varying degrees.
      *Currently the above effect will apply to Wild Card as well, but we will be looking into whether this should be changed.

    We are planning to add new special abilities for thief, paladin, and beastmaster during next week’s Test Server update.
    Quote Originally Posted by Motenten View Post
    Yeah, on the cor percentages, bare minimum should be 20% (1 minute off a 5 minute recast). 5% would be 15 seconds off of a 5 minute recast, which is absolutely laughable for an SP-level ability. Maybe progress as 20%, 25%, 30%, 35%, 40%, 50%.
    IMO it will be 0sec on a 5min recast because 5min abilities are not special abilities
    else i agree


    Quote Originally Posted by ManaKing View Post
    I'm back and forth about this. On one hand, you know you are going to get some kind of reduction. On the other hand, a 1 is terrible and you have to wait 30 minutes at bare minimum to try again.

    If you have a JA that is 2 hours and you roll a 6, you are getting an hour off of that JA. If this new SP was based around the static value of an un-reduced SP ability and applied that as a static value, then I could see it being much more useful, because you would be resetting a lot of people's normal abilities a fair % of the time.

    On a system where SPs are 1 hour normal and 30 minutes is merited, a 6 would = a full reset of every JA timer except for an unmerited SP.

    1 = 3 minutes
    2 = 6 minutes
    3 = 12 minutes
    4 = 18 minutes
    5 = 24 minutes
    6 = 30 minutes

    A 1 or 2 would help reset longer cool downs that are useful, such as Meditate/Soul Eater/Dancer Flourishes. A 3 would make almost everything else besides Call Wyvern or SP abilities accessible. Rolling more than a 3 accomplishes the same thing, but reduces SP abilities more and more, so that this particular SP is worth burning every time.

    I assume that Wild Card will still reset 2nd SP abilities, like it was stated originally with the roll of only a 6. Essentially leaving that SP up to chance, and this SP up to planning( or cheating as I like to think of it).

    Another miscellaneous question:
    Does this reduce the cool downs of secondary systems such as charges for Quick Draw/Stratagems/'BST Ready' abilities?
    same answer for other JAs will do nothing

    + we don't know yet if merit delay reduction is static or %, we know you can lower it to 30 min but it can be -10% per merit
    if its % and added in the same term than corsp2 it's also a full reset
    the only thing i pretty sure about is that you won't be able to cap SPDR on every SP


    Quote Originally Posted by Raksha View Post

    That puts it on an evolith level of retardedness.

    I think people haven't looked enough into evoliths since SP delay reduction info.
    1 min on 2hr was stupid, 1 min on 1h is not a lot better
    but you can get stronger evolith, etch on on each visible armor slot=> maximum delay - (full ebur, max sized evo in each) is 12min
    2hr-12min is still lol, 30-12 or (60-12)/2* isn't
    (1)

  7. #7
    Player Urteil's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Both DRK SP abilities are very lackluster and as it currently stands despite being on separate timers they can't even be used at the same time for dual benefit.

    Just as you cannot have multiple additional effects proc on a weapon HP drain + TP Drain is not possible (it also renders Endark useless).

    I really hope the new DRK ability will be revised. When every single one of these new SP abilities was pretty bad (save a couple) it seemed good by comparison, now it is very lackluster and not even compatible to be used at the same time.

    Blood weapon hardly qualifies as an SP as it is, Soul Enslavement is looking pretty grim.
    (1)
    Last edited by Urteil; 11-16-2012 at 09:09 PM.

  8. #8
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    The fact that RDM's SP2 is still subject to Half Resists adds insult to injury. Let's look at the benefit of RDM's enfeebles in endgame(Legion), assuming 100% chance of landing.

    Paralyze II -Paralyze doesn't block TP moves which is what cripples an alliance, not auto-attacks from the mob(which wouldn't be blocked anyway since auto-attacks are counted as frontal cone-aoe TP moves for most Legion mobs.

    Slow II - Damage incurred by players during Legion comes from big AoE Spells or TP moves, very rarely do players get hit directly for very much damage due to stuns/Perfect Defense. Even with those two abilities gone, TP attacks are what kills players for the most part.

    Poison II - Negligible if it lands, 10 damage/3 seconds is not worth wasting a 2hour on.

    Dia III/Bio III- Lands always anyway.

    Blind II- Accuracy isn't an issue since these NMs are such high level that decreasing their accuracy by 30-40 would barely make an impact in their hit rate. Also most NM's TP attacks are magical based, so Blind II does nothing against them.

    Addle- Addle has extremely high accuracy already and I've almost never seen it resisted. Additionally its usefulness is small as even with mobs that cast, they're often stunned anyway.

    Bind/Sleep/Sleep II/Gravity/Gravity II/Break/Silence - Worthless since 99% of NMs are immune.

    Am I missing any enfeebles? Basically we have a 2hr that gives us a 100% chance to land Paralyze/Slow/Blind/Addle/Poison(still subject to half-resists).

    Camate Wrote:
    you will be able to greatly impair and neutralize monsters.
    Neutralize: To put out of action or make incapable of action
    Please tell me how Slow/Paralyze/Poison/Blind 'greatly impairs and neutralizes monsters', unless we're talking about Even Matches or Decent Challenges, none of RDM's spells are capable of impairing anything. In fact the only spells that would actually neutralize or impair a monster would be spells that NMs are oft immune to i.e Break/Sleep/Bind/Silence/Gravity.
    (4)

  9. #9
    Player Calatilla's Avatar
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    Aug 2011
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    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    You know how sometimes you get hit with a tp move that paralyzes you or a mob casts paralyze on you and all you see in the chat log is "player is paralyzed" until it either wears off or someone casts paralyna? That's what RDM`s new SP should add to enfeebles, increased potency so they actually do something.

    When a mob casts paralyze 1 on me I often can't do anything because it procs so much, when I cast paralyze II on a mob it does nothing. You seem to like the word Balance SE, try using some here.
    (1)

  10. #10
    Player Byrth's Avatar
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    Mar 2011
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    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Honestly, maxing enfeebling potency while still being able to land them on almost anything isn't that hard. You just make a MAcc magian staff and stack MND everywhere else. Even without that (using Chatoyant), I'm able to Blind non-immune Legion monsters on Scholar without even specifically gearing for it when I pull them.
    Soaring Dvergr - Resist
    Soaring Naraka - Immunobreak
    Veiled Ixion - Blinded x4
    Veiled Alicorn - Blinded
    Veiled Ironclad - Immunobreak x4
    Mired Mantis - Blinded x3
    Lofty Harpeia - Blinded
    Lofty Zilant - Immunobreak
    Veiled Sanguiptere - Immunobreak
    Veiled Gigaworm - Blinded
    Paramount Harpeia - Blinded, Resist
    Paramount Mantis - Blinded x2, Resist
    Paramount Naraka - Resist, Immunobreak

    If I had a real set / was on Red Mage, I'd doubtlessly see even fewer resists. So I don't know what monster SE is imagining that we need this SP ability for. Is it just for landing Paralyze on Ganaub? RDM's SP ability shouldn't be a substitute for a MAcc staff, let alone Elemental Seal.

    Slow is kind of useful against Legion monsters because it does delay their attack rounds, but I'm pretty sure Paralyze literally doesn't work on them. Like, you can Paralyze their magic but never their attacks.
    (2)

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