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  1. #1
    Player Insaniac's Avatar
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    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    Quote Originally Posted by Kincard View Post
    I would definitely not disagree with this, lol.
    We're just butting heads over nothing then. It seemed like you were saying this adjustment is enough and anyone asking for more is being greedy. I see it as a half measure. There's no reason level 1 WSs should be as useless as they are so it's a good change but it doesn't really address the issue in a way that will make the vast majority of players happy.
    (4)
    ↓ Trolling sapling ↓

  2. #2
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    I agree with the question about enemy magic, I honestly think enemy magic is a bit overpowered as it is in a lot of cases, so to make it more powerful is only worse to me.
    (1)

  3. #3
    Player Byrth's Avatar
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    Mar 2011
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    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    There are several parts of the posts above that are confusing, but I figure I'll just pick a few:

    1) Insurgency is 1 hit of 0.5~1 fTP and 3 hits of 1 fTP (plus additional 1 fTP attacks that may occur)

    2) Insurgency is certainly worse than Entropy (slightly with a 150 INT/STR build, Gorget/Belt, AM3, and 20% DA), but King's Justice is also worse than Upheaval so the comparison doesn't make that much sense.

    3) Scythe has higher base damage than Great Sword and Resolution has lower a lower 100TP fTP. If I was a betting man, I'd bet that SE didn't realize elemental gorgets/belts/Mekira-oto +1 would propagate through on some of these weapon skills. If they didn't, the damage potential would be much more in line with preexisting WSs.

    4) This is not a nerf to DRK. This is a buff to other jobs. Perhaps very few other jobs depending whether or not it affects 1H weapons (mostly just Kogarasamune SAMs and zerging WARs).



    A few other random things:


    * I agree with Motenten about the cap raise (to 17) combined with the change outlined in the OP. There are several situational WSs that will never be my primary WS on the jobs I play, but would be useful to have available for stat debuff or skillchaining reasons. With 17 slots, I'd probably go: 5 Exenterator, 5 Resolution, 1 Upheaval, 1 Stardiver, 1 Shijin Spiral, 1 Shattersoul, 1 Ruinator, 1 Requiescat, 1 Last Stand


    * I am disappointed that the 1H notes do not appear to be about level correction, but note that Camate made the OP at 7AM and replied by 10AM JST on a Saturday in Japan. It was probably supposed to be taken as a translation note rather than interpretation of the meaning and likely did not have Dev input due to the time. His note about the STR/DEX thing is totally correct (the upper two paragraphs in that subsection of the OP), but the final paragraph is what my question was about. "Modifier" isn't a term that we have, so I'd say that the meaning here is still opaque rather than totally disappointing. This is also probably why he didn't reply to my Last Resort question.

    A change to the the STR/Attack and DEX/Acc relationship for 1H weapons (even if it's for the main hand only) would be welcomed but would fail to address the major problem 1H weapon users face at the moment, which is being locked out of high-end endgame due to the difference in Ratio caps between 1H and 2H weapons.


    * I would still like to know whether Last Resort will affect 1H weapons.


    * The Elemental Magic changes are huge and I don't think we'll fully appreciate their implications until after they're implemented, but this may revive magic as a damage source.


    Edit: Made an error comparing Entropy to Insurgency. They're not nearly as far apart as it seemed at first. It's arguably not inferior if you can trade its weaker mods for large amounts of Attack/Acc in a situation where you need attack.
    (9)
    Last edited by Byrth; 01-13-2013 at 03:02 PM.

  4. #4
    Player
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    Aug 2011
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    Quote Originally Posted by Byrth View Post
    * The Elemental Magic changes are huge and I don't think we'll fully appreciate their implications until after they're implemented, but this may revive magic as a damage source.
    What struck me most was seeing this tiny sentence at the bottom of the huge table:

    Please note that we will be making additional adjustments on elemental magic using this change as the foundation.
    Realistically, this is probably just SE's super-roundabout way of saying that specific numbers aren't set in stone yet even though the concept has been decided or that they can always change more stuff in the future if they feel like it. This is a big change alone, so I can't imagine what would come with it.

    Optimistically, though, the statement could mean that this huge change to elemental magic's fundaments will also set the framework for more specific changes that only affect certain jobs or only benefit bros in specific situations. Given the scale of this change alone, that's like saying, "I threw out that rubber dingy full of encephalitic badgers and built an ark filled with every breed of kitten just so they'll let me in when I sail to Kitten-Utopia next weekend".
    (5)
    Last edited by SpankWustler; 01-13-2013 at 07:27 PM.

  5. #5
    Player
    Join Date
    Jun 2011
    Posts
    60
    Please look into there being a minimum amount of floors you can jump in NNI. Luck plays too much of a role in even clearing 80 floors. Too frequently even if we only get a few lamp floors we get too many poor floor jumps.

    Also I would highly suggest that you somehow limit the amount of lamp floors that are in the pool based on the floor attempt being made (80 or 100). Its pretty disheartening to be spammed with lamp floors over and over again knowing that just by the time it takes to clear them you cannot make timer.

    I don't really want to have to pay the hackers/exploiters/rmt 10+ mil to get the gear I've already put a lot of effort into trying to get. But seeing as how they are continuously spamming jeuno yells not getting banned... And even if they were banned they just make a new char... I may have to just fork over the money.

    Also you may want to check out a lot of the "top" players on ffxiah for each server. Most of them have pics blatantly showing them having clipper activated. Honestly I'm just tired of NNI not getting tuned the way it should be because of how many cheaters there are that are not getting caught. All the proposed embrava nerf will do is force other players to use the same methods as the RMT/Exploiters/Hackers (Most already do).
    (1)
    Last edited by Mookies75; 01-13-2013 at 01:15 PM.

  6. #6
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Oh I'm sorry, I used to play DRK before the 2H adjustment. Sorry I've been playing since release and things have changed? You clearly don't understand why some people play this game because you don't seem to value job identity. 2H adjustment happened, no more 1H on real DDs unless you were exploiting SE. It wasn't a hard concept to understand.

    On the other hand, why you are so adamant about protecting a lazy handout of a WS and a ridiculous adjustment in a Relics DPS at max level, is beyond me. Sometimes things are too good to be true and people should realize that, instead of doing it anyways and asking for people to take it easy on them when their consequences come.

    I don't just want to nerf Resolution for the sake of Scythes, I also want it for the sake of Caladbolg. SE made a perfectly good GSWD WS and now no one will use it because Resolution is a Multi-Hit not just better damage, but also better consistency. Torcleaver should have better damage than Resolution and Resolution should have better consistency especially since you can use it with a Ragnarok.
    More vitriol. Why are you even still playing now? And I can guarantee that I've been playing longer then you, mostly due to the geographic region I happen to live in. Not like play time is any measure of skill, I personally know the first NA player and he's still sh!t at the game (not that he plays much anymore).

    Anywho, you kinda made my point for me regarding Axe's and how weak scyth / gswd were. That DRK's would resort to using /NIN and Rampage spam kinda shows that the other two were piss weak. The 2H buff did much but GSWD / Scyth were largely left alone with GAXE / PLM got a crit WS and GKT was buffed through the roof.

    No such thing as "Job Identity", if you want that then go COSPLAY at your local university. You can go run around with spiky armor pretending to be some big mean evil creature of hate and not effecting anyone else while your at it. Plus how is Great Sword not a DRK weapon again? Hell DRK's "job identity" was using a club / dagger / sword during SEBW zergs, or did your brain malfunction and skip that part.

    You just want to nerf Reso cause you see so many Rags running around and your no longer a special snow flake.
    (2)
    Last edited by saevel; 01-13-2013 at 03:26 PM.
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  7. #7
    Player Fermion's Avatar
    Join Date
    Dec 2012
    Posts
    47
    Character
    Shidoshii
    World
    Asura
    Main Class
    SAM Lv 99
    * The Elemental Magic changes are huge and I don't think we'll fully appreciate their implications until after they're implemented, but this may revive magic as a damage source.
    Almost. I think these changes plus the advent of Magic Attack Bonus foods (top tier being on par with Red Curry Buns) and buffs, will make great strides towards evening the playing field. I'm excited at the prospect of magic damage actually being acceptable again. Time to move those dex merits to int.
    (5)

  8. #8
    Player saevel's Avatar
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    Quote Originally Posted by Fermion View Post
    Almost. I think these changes plus the advent of Magic Attack Bonus foods (top tier being on par with Red Curry Buns) and buffs, will make great strides towards evening the playing field. I'm excited at the prospect of magic damage actually being acceptable again. Time to move those dex merits to int.
    Magic Damage still won't hold a candle to melee damage, but at least it'll be useful. This is more in line with other MMO's were magic DD stands back and acts as artillery.

    Now I'd like to see a spell that inflicts the target with Magic Defense Down (negative MDB) / Magic Evasion Down, has a fast casting time (1s) semi-short duration (30s) and low recast (5s). Give it to RDM, they can then act as a form of support for the magic line.
    (6)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  9. #9
    Player MarkovChain's Avatar
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    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Balance between two-handed and single-handed weapons
    This is a topic that has been discussed in several threads, particularly one about making adjustments to single-handed weapons, and we would like to perform adjustments.
    As has been mentioned, food and other choices are quite limited due to the fact that status modifiers are far greater for two-handed weapons and there is a higher need for accuracy when using single-handed weapons.
    For example, we are currently looking into the possibility of adding some form of merit that would enhance the modifiers for the single-handed weapon main weapon slot.

    JA haste on last resort
    I don't want to be the guy that destroys the good mood on the thread but /drk offers nothing. All it does is allow you to remove some haste on your gear and only when LR is up, which ends up to equal to a couple of DA or attack. Comparatively, /war will have agressor, as well Double attack 100% of the time, so in practice it's going to be preferred. It would be MUCH better to make subjob ajustement to ninja. For instance focus on acc buff when /nin.

    Secondly, almost nothing requires accuracy in the game, so your analyse about the 2 handed DD being 'supposedely" inferior due to accuracy is wrong. Jobs like nin or thf suck VS all DD (not only 2 handed, but mnks too) because their weapon has a too low base damage. You need to bring them to a level that makes them equal to monk. For instance a MNK with good gear has a damage split between 70% melee/ 30% weapon skill. Therefore to reduce the gap you need to increase their melee performance. Suggestions :

    more crit rate or crit damage
    increase the usefullness of STR (higher weapon rank on weapons)
    give /nin a new JA as powerful as hasso ( acc buff or crit buff or DA buff)


    I understand the good will to reduce the gap between various jobs but your current suggestions are necessarily going to fail due to what I explained. Buffing last resort to give some haste will likely fail because you can't FULL TIME it unlike hasso.


    The only good part I see is dex and str buff but it's fairly limited because attack is not a problem for any DD, and acc is only situationally useful. Like I suggested, try to consider a better conversion of STR to DMG for 1 handed DD instead.

    For instance with spharai I have 52 damage. With max str I end up with 52+14=66 DMG. 2h anded weapons get much more because the bonus is dependent on the base damage. Since dual wielding users have a weapon split between 2 hands, the bonus is counted per hand and it ends up to being much more limited. So I'll suggest to double the bonus of STR on melee damage for 1 handed melees.
    (1)
    Last edited by MarkovChain; 01-13-2013 at 08:41 PM.

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  10. #10
    Player Traxus's Avatar
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    Jan 2013
    Posts
    99
    Character
    Traxus
    World
    Sylph
    Main Class
    MNK Lv 99
    If you're going to make all elements of elemental magic useful, can you add a way to merge magian staves and sea obis while you're at it?
    (4)

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