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  1. #11
    Player Ryolen's Avatar
    Join Date
    Jul 2011
    Location
    Windurst :D
    Posts
    17
    Character
    Ryolen
    World
    Asura
    Main Class
    PUP Lv 99
    I'm pretty sure that the spell in itself is getting updated so spirits and automatons shouldn't be left out. They use the exact same spell that blms, schs and geos use.
    (0)

  2. #12
    Player HimuraKenshyn's Avatar
    Join Date
    Sep 2011
    Posts
    181
    Character
    Starskyy
    World
    Shiva
    Main Class
    BLU Lv 99
    IMPACT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    (1)
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  3. #13
    Player Leatherman's Avatar
    Join Date
    Mar 2011
    Location
    Batok10, Windurst6
    Posts
    63
    Character
    Golliath
    World
    Valefor
    Main Class
    PUP Lv 99
    Any info on Impact Spell? Will it change the mana cost and increase the damage? Is it worth it keeping this cloak piece that takes 2 slots?
    (1)
    http://www.ffxiah.com/player/Valefor/Golliath


    Save a Chocobo ride a Galka!

  4. #14
    Player darkhorror's Avatar
    Join Date
    May 2011
    Posts
    116
    Character
    Darkone
    World
    Bahamut
    Main Class
    RNG Lv 99
    Any changes going to be made for ninjutsu? Maybe change it so that it is a single merit category for access and boost all spells.
    (3)

  5. #15
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    The main point of Impact isn't its damage anyway, so I wouldn't really fret if they don't end up touching it. It'd be nice, I suppose, but a boost to its accuracy or even its potency would actually be preferable.

    And as much as I want to say that they should also update Ninjutsu -ton spells and BLU magical spells, I feel that they'll just end up being crap anyway so why even bother. I'd rather they fix other things on those jobs if I could bargain.
    (6)

  6. #16
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I hope they add Impact to adjustments, just for the sake of MP cost primarily. I could care less if it dealt more damage because like Kincard stated, it's damage isn't the primary function anyway. However I'd like to personally see it a more common and viable option for use. Versus now where it's barely used because of MP cost (especially now being outside of abyssea and voidwatch temps) and more important things having priority for stratagem charges if you're even SCH or /SCH.
    (0)

  7. #17
    Player Kuvo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    132
    Character
    Kuvo
    World
    Bismarck
    Main Class
    SAM Lv 99
    I would also like to see an adjustment for a damage boost on mobs that are weak to a particular element over another. I remember reading a long time ago they were looking into that as well but haven't seen updates about that. I just find it silly to have a mob that is weak to wind take less damage from your top wind spell then from lightning spells or even ice spells.
    (0)

  8. #18
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Rwolf View Post
    I hope they add Impact to adjustments, just for the sake of MP cost primarily. I could care less if it dealt more damage because like Kincard stated, it's damage isn't the primary function anyway. However I'd like to personally see it a more common and viable option for use. Versus now where it's barely used because of MP cost (especially now being outside of abyssea and voidwatch temps) and more important things having priority for stratagem charges if you're even SCH or /SCH.
    Manawell for this^^.
    (0)

  9. #19
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    I only use Impact on RDM, when I have tons of Fresh and Vert to cover me after I throw it out at the start of a fight, which is the only time I can be bothered to use it because any other time I either can not spare the MP, or do not have it anyways. It would be a great spell if not for that whole MP thing though, its just SE's version of balance we all love.
    (3)

  10. #20
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    Quote Originally Posted by Babekeke View Post
    Manawell for this^^.
    Thanks. I forgot about Manawell in my prior post. However, the statement stays the same. The MP cost is so high that you need a MP reducing ability for it to be viable in any decently challenging event because of necessary MP conservation. With conserving MP, any MP reducing abilities are prioritized to more vital to your role responsibilities.

    If a spell's MP cost relies almost entirely on being reduced to be viable in battle, it is broken in my opinion. Instead of it being a tool for strategy, it is a strategy to use the tool. The stat reduction and damage dealt doesn't justify that high of an MP cost, especially after this update. However I think the MP should still be somewhat high given the damage + stat reduction.

    Comet is getting an adjustment and it's the closest spell to Impact right now in base damage.

    Comet (new adjustment)
    INT+0 Base Damage: 1000
    MP Cost: 350
    Casting Time: 10 seconds
    Recast Time: 45 seconds

    Impact
    INT+0 Base Damage: 969 (from testing done by others, sounds about right)
    MP Cost: 666
    Casting Time: 14 seconds
    Recast Time: 120 seconds

    316mp difference (666mp -350mp Comet) for a -20% attribute reduction. In my opinion, I'd rather have them just lower the damage so I can use the attribute down more frequently versus balancing it above 400 mp to justify damage dealt.
    (2)

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