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  1. #31
    Player Yinnyth's Avatar
    Join Date
    Mar 2011
    Posts
    839
    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    Quote Originally Posted by detlef View Post
    That's not true. So it's okay to want one again.
    Really? Well, that's good news for me since I kept all my alex. Though bad news because I still have so far to go... either way, glad that was misinformation instead of truth.
    (1)

  2. #32
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    Good suggestions Byrth, however...
    Quote Originally Posted by Byrth View Post
    Nirvana - People like this weapon, but they mostly like it because there are no alternatives for Summoner. I want to avoid putting anything on this that is a buff the entire summoner job should receive, so I will go with:
    * Change Magic Attack Bonus +40 to "Pet: Affinity +6". Now it serves the same purpose but is more effective.
    Beyond that, Summoner would have to change as a job before I feel I could enhance a role it plays with this weapon in a way that makes sense.
    I'd increase this to 'Avatar: "Blood Pact" damage +20~30%' for the level 99 version, or if that's too powerful, simply add 'Avatar: Enhances attack'. Where the aftermath on Nirvana is extremely nice, there are very little endgame situations where it is viable to gain the TP to maintain it (especially after the Embrava nerf).
    Another idea would be to add '"Blood Pact" ability delay -15' to it, which bypasses the Blood Pact delay cap (allowing for a 30 second recast on Blood Pacts).
    (4)
    Last edited by Sargent; 01-18-2013 at 09:38 AM.
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  3. #33
    Player Areayea's Avatar
    Join Date
    Jul 2012
    Location
    Windurst (Denver, CO)
    Posts
    112
    Character
    Areayea
    World
    Phoenix
    Main Class
    NIN Lv 99
    Quote Originally Posted by Sargent View Post
    Good suggestions Byrth, however...

    I'd increase this to 'Avatar: "Blood Pact" damage +20~30%' for the level 99 version, or if that's too powerful, simply add 'Avatar: Enhances attack'. Where the aftermath on Nirvana is extremely nice, there are very little endgame situations where it is viable to gain the TP to maintain it (especially after the Embrava nerf).
    Another idea would be to add '"Blood Pact" ability delay -15' to it, which bypasses the Blood Pact delay cap (allowing for a 30 second recast on Blood Pacts).
    that sounds effin awesome >.>
    (0)

  4. #34
    Player Gaspee's Avatar
    Join Date
    Mar 2011
    Location
    Seraph
    Posts
    122
    Character
    Gaspee
    World
    Bismarck
    Main Class
    RNG Lv 99
    Really great ideas here. Well done, Byrth.
    (1)

    A big thanks to Kingfury for my signature!

  5. #35
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Sargent View Post
    I'd increase this to 'Avatar: "Blood Pact" damage +20~30%' for the level 99 version, or if that's too powerful, simply add 'Avatar: Enhances attack'. Where the aftermath on Nirvana is extremely nice, there are very little endgame situations where it is viable to gain the TP to maintain it (especially after the Embrava nerf).
    I think this would be really cool and is nice because it would make the staff good for both Magic and Physical BPs. However, "Increases Avatar BP damage" is becoming more and more common these days, and SE is going to have to make it even more common if they want to give SMN a use without totally redesigning it. In that case the value of Nirvana would drop relatively. This could definitely be an option, though. I'll add it to the OP.

    Also, Nirvana's aftermath isn't actually very good for Avatars as far as I can tell. AM3 isn't, anyway. Predator Claws has an fTP of about 8 and extra hits are +1 fTP, so AM3 averages out to an 8% increase in Predator Claws damage on average. A high AM2 might be better depending what you're fighting, but being better than an 8% increase still doesn't make it worth the crap SMN has to go through to activate aftermath.

    Quote Originally Posted by Sargent View Post
    Another idea would be to add '"Blood Pact" ability delay -15' to it, which bypasses the Blood Pact delay cap (allowing for a 30 second recast on Blood Pacts).
    I'd like to see this change made to the entire job, which is why I didn't want to tie it to the Mythic.
    (1)

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