Quote Originally Posted by Metaking View Post
well some blu spells have attack bonuses but lets look at the 2 more popular amorphic which is thought to be about 12% and quadradic which is thought to be 25% (think it was found to have a pritty decent acc bonus), lets assume i dont know 475 skill and 150str so a base blu attack of like 550, 12% attack bonus 616 attack or 25% bonus 687attack which isnt horrible but im sure most 2 handed jobs are easily beating that with just gear

there are 3 wild cards for really higher level stuff tho heavy seance it forces a crit making your attack not matter as much

a relatively unpopular spell, vanity dive which supposedly gets more than a 60 acc bonus as well as a 45% attack bonus dosnt sc well tho, and lower mods and multipliers than quad and amorphic

as well as quarter strike which requires chain or enfflux to be even remotely worth using and is a bit of a gamble if more hits than not crit

these 3 make up to lower end vts ok for physical spells tho that might be because blu is general also dropping the targets def some if they can , now how to fix the issue is a stick situation i mean if se let food berserk and attack spells/songs directly effect blu spells physical attack, blu would quickly jump from a dw dmg class to mid 2hander class which would have drgs crying twin rivers on the + side tho, who doesn't like stomping on failgoons ^.^/
Your first mistake was comparing BLU to WAR / DRK / SAM / DRG / MNK, don't do that ever. Those jobs only function is to hit things really REALLY hard, and keep hitting those things until they fall down. DRG is about the most versatile in that group as it can use it's pet to heal itself or others thought typically at the expense of losing the awesomeness that is /WAR or /SAM. If a BLU could hit as hard or even remotely close to what a WAR / DRK / SAM / DRG / MNK could then it would be stupidly broken, pre-nerf RNG broken. We would all abuse the sh!t out of it until enough people complained that SE would nerf BLU into the category that RNG and RDM have been put into. The damage output of a BLU should be compared to the other utility jobs, NIN / THF / RNG/ DNC (to an extent) and so forth. In that regard BLU is kicking major a$$.

BLU physical spells are just weapon skills that utilize the H2H formula for base damage. Individually they are not stronger then a buffed DD's weapon skills but they don't require TP to use and can be spammed back to back until the target is dead or the BLU's MP supply is exhausted. On anything EM or below your going to have a decent cRatio, it wont' be capped but it won't be under 1.0 either. Once the targets level starts going up LCF kicks in and suddenly your cRatio is under 1.0, a very bad place to be. That is why BLU spells do amazing damage and then suddenly drop like a brick, your cRatio just went under 0.8 ~ 1.0. It's also why HS still does nice damage (when it lands) even on high stuff, the +1.0 ratio bonus from it's auto-crit keeps it out of the low pDiff land.

That is why my idea would be to just reduce the LCF penalty. The spells would retain their same damage but wouldn't suddenly plummet on harder stuff. A small attack bonus wouldn't be bad either, possibly using the 2HR 4:3 formula or just giving a flat 10% across the board buff.