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  1. #211
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Raksha View Post
    2 points:

    1) The only thing anyone ever actually killed with this method was a yovra. No one ever actually killed AV with it.
    2) iirc you could only reliably get ~5 SCHs to stick MV, and that was with bots.

    Not saying MV shouldnt have been fixed, just saying that it shouldn't have been made useless.
    I could have sworn I have seen a vid of people using Modus to kill over 50% of a Hydra before, however I could be mistaken I suppose. Also in either case I know no one got to kill AV or anything with it, however it was the fact that SE nerfed it before people could that was my point, they likely rushed to patch it because they noticed what they had done, they were just to absent minded about it to ever come back to it to really fix it. They did what they had to so it would not be overpowered, but they never actually balanced it, simply destroyed it and left it to waste away.
    (1)

  2. #212
    Player Trumpy's Avatar
    Join Date
    Mar 2011
    Posts
    451
    Character
    Trumpy
    World
    Shiva
    Main Class
    DNC Lv 99
    I see this Quote:

    "Also, with the adjustments to the attack/defense ratio and the level difference correction, weapons that have a modifier of 1.0 will become much stronger than what they are currently."

    means they are changing player > monster. why mention weapons with a modifier of 1.0? I took this as part of them trying to make 1 handers closer to their 2 hander brothers even if just a little bit.
    (1)
    Last edited by Trumpy; 01-20-2013 at 02:11 PM.

  3. #213
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Yeah clearly imply player vs monster too. Anyway be prepared for a big revolution if this happens. I can understand now how they consider this will affect darkknight without nerfing their damage now. All DDs will be doing much more damage, but berserk users, and especially DRKs, will basically be sheets of paper defensive wise. I doubt anyone is going to let their DDs take 900 dmg per hit, especially as DRK seing as the job is pretty much based on killing yourself to do damage. This can be fixed by using perfect defense though, but it's becoming very situational. So overall the advantage the use of /war is probably going to be very limited, so we might indeed go back to /nin. Remember that when we still were 75 only idiots were subbing war wether it was merits or endgame. This was due to WHM curing being quite limited, hp being lower, and -25% def being already problematic. Even colibris had a move that could put a monk into orange without even using CC. Now with berserk and the ratio change using berserk is likely going to be impossible even on decent challenge mobs.

    We might go back to seigan / ninja sub in endgame unless you can afford PD (I doubt you can do anything else on ADL for instance) but even for stuff like meeble, neo salvage, neo nyzul, /nin or at least seigan.

    In this sense it lowers the difference between THF-NIN // WAR-DRK-SAM // MNK, it doesn't nerf the max damage of 2handed DD though it makes it very unlikely (eg : riding hasso / berserk on war = suicide). Since MNKs and THF-NIN don't rely on hasso, they can still sub nin for a minor loss to attack (basically losing 10% DA only) and a giant gain in defense, while WARs are losing roughly 25% attack.



    It's going to be interesting at least.
    (3)

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  4. #214
    Player Metaking's Avatar
    Join Date
    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    welp harden shell even tho only 3 mins/10mins(diffusion timer) might give the heavys some breathing room for zerk (having a blu using demoralizing roar might finally be worth it), also this change could make adl more manageable depending on how high is actual attack is, i mean bio3 attack down pro5 and maybe get a brd with emp harp throw out hastex2 attack and a def song im sure the dds will be fine.
    (1)

  5. #215
    Player scaevola's Avatar
    Join Date
    Mar 2011
    Posts
    728
    Character
    Scaevola
    World
    Cerberus
    Main Class
    THF Lv 99
    Quote Originally Posted by MarkovChain View Post
    Yeah clearly imply player vs monster too. Anyway be prepared for a big revolution if this happens. I can understand now how they consider this will affect darkknight without nerfing their damage now. All DDs will be doing much more damage, but berserk users, and especially DRKs, will basically be sheets of paper defensive wise. I doubt anyone is going to let their DDs take 900 dmg per hit, especially as DRK seing as the job is pretty much based on killing yourself to do damage. This can be fixed by using perfect defense though, but it's becoming very situational. So overall the advantage the use of /war is probably going to be very limited, so we might indeed go back to /nin. Remember that when we still were 75 only idiots were subbing war wether it was merits or endgame. This was due to WHM curing being quite limited, hp being lower, and -25% def being already problematic. Even colibris had a move that could put a monk into orange without even using CC. Now with berserk and the ratio change using berserk is likely going to be impossible even on decent challenge mobs.

    We might go back to seigan / ninja sub in endgame unless you can afford PD (I doubt you can do anything else on ADL for instance) but even for stuff like meeble, neo salvage, neo nyzul, /nin or at least seigan.

    In this sense it lowers the difference between THF-NIN // WAR-DRK-SAM // MNK, it doesn't nerf the max damage of 2handed DD though it makes it very unlikely (eg : riding hasso / berserk on war = suicide). Since MNKs and THF-NIN don't rely on hasso, they can still sub nin for a minor loss to attack (basically losing 10% DA only) and a giant gain in defense, while WARs are losing roughly 25% attack.



    It's going to be interesting at least.
    Basically, Dancer will be the best job in the game!
    (1)
    tandava crackows + chocobo jig + animated flourish = prouesse ring

  6. #216
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by scaevola View Post
    Basically, Dancer will be the best job in the game!
    You speak as if this isn't already the case.
    (6)

  7. #217
    Player Yinnyth's Avatar
    Join Date
    Mar 2011
    Posts
    839
    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    Quote Originally Posted by Metaking View Post
    welp harden shell even tho only 3 mins/10mins(diffusion timer) might give the heavys some breathing room for zerk (having a blu using demoralizing roar might finally be worth it), also this change could make adl more manageable depending on how high is actual attack is, i mean bio3 attack down pro5 and maybe get a brd with emp harp throw out hastex2 attack and a def song im sure the dds will be fine.
    ADL will probably still be hard due to how gimmicky he is. I'm pretty sure he loses every debuff you put on him every time he splits. His AoEs are also devastating in ways other than the pure damage they deal. Knockback + grav, silence/para + bind, conal death, 30 seconds of terror, etc. Straight-up tanking for ADL (not zerging) will probably still be crazy tough after the changes unless they adjust his abilities.
    (2)

  8. #218
    Player Miloki's Avatar
    Join Date
    Jul 2012
    Posts
    8
    Character
    Miloki
    World
    Asura
    Main Class
    NIN Lv 99
    Quote Originally Posted by Camate View Post
    Happy Friday everyone!

    Next, on to dark knight

    There are two large principles that the development team is keeping in mind:
    • To make job adjustments by comparing aspects collectively to close the gap between dark knight
    • To not make adjustments by comparing only fire-power to leave dark knight behind

    As mentioned previously, with the adjustments to the attack/defense ratio, a greater emphasis will be placed on defense. In the event that you jump into battles and pay no attention to your defense, you will take damage for nearly two-times the amount that it is now, so the way the job is played will change. With that said, based on these changes to the attack/defense ratio we will be fleshing out specifics for what kind of adjustments are necessary for other jobs and let you know once we have some information.
    I would just like to point a few things out about Dark Knight before someone with a nerfbat goes all...batty.

    DRKs are one of the LOL jobs of yesteryear, and reducing anything we currently enjoy will be seen as a slap in the face to people who struggled making their DRK competitive back in pre-Aht Urgan to pre-Abyssea days. We stuck with the job, the devs should as well.

    Our Scythe WS pretty much suck. Is is too much to ask for a 2 or 5 hit WS that can crit (!), str mod and maybe even an additional effect worth a crap (ie: not silence).

    Availability of decent GS. There aren't alot. The AH-able Great Swords were meh at 95 cap...kinda lawl now. Magian Trials gives a few good options, the rest are drops in the above-mentioned content that I don't much partake in because I would rather not spend my limited playtime in randomland.

    DRK MP still isn't very useful. Many of our spells don't work on anything EP and above, or they just plain aren't worth the time to cast. We hit hard with our weapon normally, casting a spell slows that down, and therefore must have some use. I still think DRK should be able to induce plague effect on enemies.

    Job Abilities. We need one that increases damage above lvl 30. Pretty sure DRKs are the only DD that doesn't get a damage job ability post level 30. I have higher level JA's that increase dmg FROM MY SUB than I do natively. It doesn't need to be epic, just something simple. We don't need haste, accuracy or attack. Store TP could be good. I would like a 5 or 10 min cooldown 90 sec duration of 10% DA. I don't think its gamebreaking, but it is a JA we can use without risk of dying because of it. By the way...

    Enmity...A PLD can't seem to hold hate sometimes, but I sure can. How about a JA that causes plague and reduces enmity? Call it Weapon Bash II. Kind of a two-birds one JA idea, much like some of DRGs higher lvl jumps that do weird things. Plague and -50 cumulative enmity or something.

    Resolution. If its such a problem, then take away a hit I guess...or reduce the fTP a touch. Don't make us go back to spinning slash please...I mean really, Great Swords were our second fiddle for years and years and years...and don't change this without addressing some of the above please.

    Just my thoughts...
    (3)
    Last edited by Miloki; 01-21-2013 at 11:47 AM.

  9. #219
    Player Umisame's Avatar
    Join Date
    Oct 2012
    Posts
    26
    Character
    Umisith
    World
    Ragnarok
    Main Class
    SMN Lv 99
    What about summoners?
    Are we going to continue with 45 seconds cap for Blood Pacts?
    We still use level 70 BP to do dmg, are we going to get new BP rages?
    Magic will be changed, is this going to affect avatars too?
    (7)

  10. #220
    Player Zeroe's Avatar
    Join Date
    Mar 2011
    Posts
    159
    Character
    Zeroe
    World
    Bahamut
    Main Class
    DRK Lv 99
    New Nyzul
    Since the purpose of using Embrava was to increase the pace of defeating all enemies, instead of adjusting the floor warp range, we will be re-examining changes to monster strength.
    Adjustments to defense
    Currently looking into making adjustments so that attacks that focus on enemies' weakness are even more deadly.
    Adjustments to the enemy's level per floor (*values are being adjusted)
    Floors 01-20: Lowered by 10 levels
    Floors 21-40: Lowered by 7 levels
    Floors 41-60: Lowered by 4 levels
    Floors 61-80: Lowered by 2 levels
    Floors 81-100: No change
    Where is issues lie is all about random floor jumps and Lamp Rooms. The mobs aren't really the issue. The fact one order lamp floor with kill your run is absurd. It leaves it completely to chance. Luck reliant endgame is not fun, nor does it show skill of the party. Want people to enjoy this event? Then REMOVE lamp floors, or at least take out the order lamp rooms.
    (13)

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