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  1. #1551
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Kristal View Post
    Don't forget staff skill. I don't think there's any other job so reliant on a weapon type, yet have no skill in it..
    So like BRD, give RDM C+ staff skill with relevant weaponskills. (And unlock all elemental weaponskills on sword.)
    They wont give RDM Staff skill ever, Like it or not SE don't want them using Staves regardless the fact a few are good for RDM such as the nuking ones, just be grateful they still put RDM on the good Staff Trials.

    If anything they'd only up Club skill weapon wise.

    Truth be told, the only use of Staff Skill would be for Triggers in Abyssea and that's it (not that I'd mind this), no RDM in their right mind would use a staff if they planned on melee.
    (1)
    Last edited by Daniel_Hatcher; 03-23-2012 at 12:09 AM.

  2. #1552
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    They wont give RDM Staff skill ever, Like it or not SE don't want them using Staves regardless the fact a few are good for RDM such as the nuking ones, just be grateful they still put RDM on the good Staff Trials.

    If anything they'd only up Club skill weapon wise.

    Truth be told, the only use of Staff Skill would be for Triggers in Abyssea and that's it (not that I'd mind this), no RDM in their right mind would use a staff if they planned on melee.
    RDM staff melee would be worse then RDM sword melee.. that alone should be enough to convince any dev...
    (1)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  3. #1553
    Player Duelle's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Kristal View Post
    Don't forget staff skill. I don't think there's any other job so reliant on a weapon type, yet have no skill in it..
    So like BRD, give RDM C+ staff skill with relevant weaponskills. (And unlock all elemental weaponskills on sword.)
    I can agree with unlocking Sword WS for RDM, but not on giving the job a staff skill. Thematically it doesnt fit and I'm sure there's room for abuse in some way if we weren't given said skill in the first revamp.

    Quote Originally Posted by saevel View Post
    But... but ... but .... we have Shield Mastery!!
    LMAO
    SE trolled us so badly with that.
    Why do you think I was so mad when that change was made? >.>

    What is marksmanship going to do when you need to sub or main Rng/Cor for the weaponskills? The current ones we have they should consider adjusting, assuming they even do so, are Elemental, Enhancing, (maybe healing post cure adjustment, Divine is useless with no divine spells, Dark skill isn't a huge importance but could be bumped up as well) and Sword/Dagger.
    The marksmanship thing is personal preference, as I have it leveled for DRK. Knowing "balance" and all, I don't see them raising our skills without taking something away, which is why I so easily volunteered Archery and Throwing. I mean, if the revisions come with no if ands or buts, then I agree with you on what they should raise.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  4. #1554
    Player Motenten's Avatar
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    Mar 2011
    Posts
    321
    Saevel -- Think you're using the wrong term for what you mean. All TP scaling (when TP affects damage) is linear, however many weaponskills have discontinuous functions (ie: different between 100-200 TP and between 200-300 TP). There is no "stepped" scaling.

    What I've got in the current spreadsheet assumes a reduction in the attack penalty by 7.5% per 100 TP, giving it -20% @100 TP, -12.5% @200 TP, -5% @300 TP (calculations are done on the weaponskill page). I don't remember where I got the -5% from, and yes, it all needs more testing to more properly pin down the numbers.

    However even moving it from -12.5% @200 TP to -15% (ie: scale up at 5% per 100 TP instead of 7.5%), that's a difference of getting effectively +7 att instead of +10 for the TP bonus. Overall, the 4 att/25 TP bonus earring is likely worth somewhere between +11 and +14 attack, total.
    (2)

  5. #1555
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Motenten View Post
    Saevel -- Think you're using the wrong term for what you mean. All TP scaling (when TP affects damage) is linear, however many weaponskills have discontinuous functions (ie: different between 100-200 TP and between 200-300 TP). There is no "stepped" scaling.

    What I've got in the current spreadsheet assumes a reduction in the attack penalty by 7.5% per 100 TP, giving it -20% @100 TP, -12.5% @200 TP, -5% @300 TP (calculations are done on the weaponskill page). I don't remember where I got the -5% from, and yes, it all needs more testing to more properly pin down the numbers.

    However even moving it from -12.5% @200 TP to -15% (ie: scale up at 5% per 100 TP instead of 7.5%), that's a difference of getting effectively +7 att instead of +10 for the TP bonus. Overall, the 4 att/25 TP bonus earring is likely worth somewhere between +11 and +14 attack, total.
    Linearly between anchor points, when you graph then 100 to 300 (or 0 to 300 for BLU) it's not a flat line for every WS. Which is what I was saying, that without knowing how much attack reduction 200 and 300 have, then we can't figure out what 125 would be. I've been checking on BG and nothings in the wiki nor could I find any testing in the forums for the 200 / 300 penalty's. Biggest MND per ear is 4 with 3 being the most common. So we're comparing 3 MND @100% WSC vs some unknown attack value, between 7~12.
    (2)

  6. #1556
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    EDIT: Keeps changing when I change swords! Aquapearl is like 0.2% better for fodder using the current formula than Aesir. If moonshade is worth +11 attack it loses by the same amount.
    (0)
    Last edited by Neisan_Quetz; 03-23-2012 at 11:14 AM.

  7. #1557
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99
    you would think 1500 posts would tell SE something is being desired here....
    (4)

  8. #1558
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Their not sure what they want to do with RDM. They know they want RDM's to buff themselves and enfeebles monsters, but not sure how to go about it with "breaking" the game (in their minds).

    Honestly RDM melee is the one area that RDM really can't break anything game wise. We soloed all that stuff at 75 not because of melee capability but because of our enfeeble set and players abusing AI pathing.
    (3)

  9. #1559
    Player Kaych's Avatar
    Join Date
    Mar 2011
    Posts
    210
    Character
    Kaych
    World
    Asura
    Main Class
    SMN Lv 99
    Duelle, I just have to compliment you for keeping this thread still alive. 1559 posts!!!
    (4)
    Its sometimes best to agree to disagree ^_-
    -----
    "/sigh factor" is when:
    - You are asked to set your HP when you already have your HP set the place you exit. O.o?
    - You need to repeat a quest a 100 times in order to cap your fame >_>

  10. #1560
    Player Duelle's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Kaych View Post
    Duelle, I just have to compliment you for keeping this thread still alive. 1559 posts!!!
    Thank you. I just hope someone at SE is actually reading these posts and getting a read of what we're asking for.

    Anyway, Saev mentioned the 500+ Enhancing skill set. I'm guessing he means:

    Enhancing Torque = 7
    Duelist's Tabard +2 = 15
    Duelist's Gloves +2 = 18
    Warlock's Tights = 15
    Estoqueur's Houseaux +2 = 15
    Estoqueur's Cape = 6
    Olympus Sash = 5

    Merits = 16

    Base Skill @ 99 = 404

    Total = 501

    Which means 30 damage Enspells, 45.2 damage reduction on Phalanx, and approximately 20% double attack from Temper, if the math is correct. (note: Corrected base value. For some reason I assumed RDM had A+ in Enhancing instead of B+.)

    Honestly RDM melee is the one area that RDM really can't break anything game wise. We soloed all that stuff at 75 not because of melee capability but because of our enfeeble set and players abusing AI pathing.
    The funny thing is that it wasn't even enfeebling as a whole, but rather Bio DOT, Bind and Gravity. If they had nerfed Bio's DoT (and made it stack with Dia while they were at it), nerfed Bind to be more like a 2 second stagger on a running mob, and changed Gravity to a pure Evasion Down spell (and a much longer duration to compensate) without the running speed shenanigans, boss soloing would have died right where it started.
    (3)
    Last edited by Duelle; 03-24-2012 at 10:23 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

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