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  1. #121
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Kincard View Post
    Trust me, it isn't. -ton spells are garbage.
    The -NI's kinda had purpose. Their magic evasion down effect is unresistable. The only negative is how short of a duration it lasts, if SE would buff the duration to be 60s then I could see some tactile use for it. For damage... their extremely ~meh~. Best someone could hope for is a few hundred points of damage from a single fully merited one.
    (3)
    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.....

  2. #122
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    With capped skill, Innin, and a little effort I think you can probably pop off ~800 damage San spells or ~400 damage Ni spells. They serve their purpose as an alternative damage form (magic damage/kiting damage source) and add versatility to the job.

    Adjustments to them that I'd make:
    1) I'd add an Occult Acumen-like trait to Ninja that gives 5~10 TP (Trait level 1 at 15, 2 at 40, 3 at 75) for every Ninjutsu landed.
    2) I'd reduce the casting time of San spells to 1 second and leave the recast time unchanged. Magic damage has to be fast to remain competitive with melee damage, which SE seems to have recognized in the OP. Still, reducing the recast could make San spamming too viable, and Ninja is still primarily seen as a melee jobs.
    (7)

  3. #123
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    I think I would only see those kinds of numbers outside Abyssea if I used Futae and I was nuking something worth nuking (both low level and weak to magic). Even if I run into a slime or a flan they're of questionable usability (because of how fast a Ninja attacks naturally anyway), and against a lot of enemies where it could've done better than meleeing I get resisted too often. I guess that's what the earlier poster meant by "it's a gear issue", since Ninja doesn't have a whole lot to choose from as far as magic damage gear goes.

    For luls I threw a Suiton: Ni at Cerberus Seether a few times and it did less than 100 damage every time. Granted, I was hardly trying to maximize the damage (No Innin, ninjutsu skill set as opposed to MAB/INT set since skill bonus is capped without gear etc).

    Ultimately by design it seems their purpose (Because of short cast time) was to basically be Ninja Meleeing -> Throw out big nuke if Futae is up/help set up a nuke for BLMs -> go back to meleeing. I think they should instead make San spells have less or equal cast time but a really, really long recast time with increased D, or make the Futae bonus a massive one (also make Futae make the next nuke increase elemental resistance/def down). That way it feels more like something supplementing my melee damage once in a while instead of just sort of being there or being overpowered enough that nuking is the only viable option. Essentially it'd become a Quick Draw for NINs, I guess.
    (2)
    Last edited by Kincard; 01-15-2013 at 12:56 AM.

  4. #124
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by Camate View Post
    Happy Friday everyone!

    Please take a moment to read the below comment from Producer Akihiko Matsui regarding overall battle adjustments.


    Elemental Magic

    We have received a variety of feedback on elemental magic.
    The first thing I’m thinking of doing is making adjustments to the damage calculations.

    Here’s my current image of how elemental magic is going to work:
    The damage output on earth element spells will initially be lower compared to the rest of the elements, but have the best cost performance overall. Also, INT will have an even larger impact on the damage output. As a result, players will basically try to raise their INT and magic attack to get closer to the damage output done by lightning element spells.
    Wait, it's player INT vs target INT and not player INT vs TARGET MND?
    (0)
    Developers take notice when a post has a lot of likes. Please support your fellow posters if they make good suggestions or comments by clicking the like.

  5. #125
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    Yep, it's always been then way (Though Banish/Holy is MND vs MND IIRC). Always found that kinda weird but is what it is.
    (4)

  6. #126
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Well those numbers are for, 150 INT, 30 MAB (AF3+2 hands and AF2+2 head are 20 already), Innin, vs. an 85 INT enemy (pretty reasonable) with capped skill.
    http://wiki.bluegartr.com/bg/Category:Ninjutsu
    (2)

  7. #127
    Player Dantedmc's Avatar
    Join Date
    Sep 2011
    Posts
    77
    Character
    Danntay
    World
    Lakshmi
    Main Class
    SCH Lv 99
    The Elemental magic changes are a step in the right direction, however i feel as though more needs to be done:

    -Make Elemental Magic Skill affect damage

    -Remove the decrease in damage from multiple mages casting at the same time on the same target.

    -blm has horrible MP efficiency in comparison to sch or rdm. Please give it more ways to reduce mp costs and regain mp. The only reason this isn't talked about much is due to the fact that blm is only involved with events that give copious amounts of ways to recover mp.

    -Events themselves really don't seem to invite magic damage with the heavy magic resistance compared to physical resistance and the lack of events that emphasize magic damage as a beneficial tactic.

    -Mages don't have good brd / cor buffs in comparison to physical DD.

    -Enmity, but you already said you would address that.
    (0)

  8. #128
    Player Metaking's Avatar
    Join Date
    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    Quote Originally Posted by Kincard View Post
    I guess that's what the earlier poster meant by "it's a gear issue", since Ninja doesn't have a whole lot to choose from as far as magic damage gear goes.

    .
    yup
    similar issue for most magical wepon skills is that the jobs dont get gear to support them, you give nin black mage... hell blue mage class nukeing gear and im pretty sure they will rock your socks off, also agree with the statment se should greatly lower nin nukeing cast timers so they could use it in run and gun type strats
    (0)
    Last edited by Metaking; 01-15-2013 at 10:15 AM. Reason: forgot the get between dont and gear

  9. #129
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Personally I believe all magic designed to be cast my melee / hybrids should have a 0.5s cast time. This includes all ninjitsu and most dark magic (Absorbs). Absorb spells might actually be useful if they had a 0.5s cast time.
    (4)
    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.....

  10. #130
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    I wonder if they will adjust Impact at all. In some ways the utility of the spell may become more useful but the price tag for it's use is always an issue.

    It would be nice if they adjusted the duration of the stat down to be un-resistible so that you always got something for blowing 666MP. The damage should still be normal, or at least normal after the adjustments. That way you can hit Dark resistant mobs with it and still get something out of a spell that requires an inventory space to cast.
    (3)
    I'm a RequieSCAT-MAN!

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