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  1. #1
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    Tourbillion and Barbed Crescent do not work. All blu spells need checked. Many are bad and inefficient. Also, most tests with the Tamaxchi were done with heavy strike which is a lvl 92 spell. I do not think that spell has hit dmg cap yet. I may be mistaken...
    (4)

  2. #2
    Player Doombringer's Avatar
    Join Date
    Mar 2011
    Posts
    365
    "The plan is not limited to only these jobs and we will be boosting magical accuracy based on the "combat skill +" added to weapons in general."

    that's all well and good, but it kinda misses the point. since all the staves and clubs in question all give "combat skill +" in ADDITION to magic acc. so the non-stave job still ends up exactly as far behind as it was before. the problem isn't really solved, it's just pushed up the "content tier" ladder.

    the non stave/club jobs are still down a boatload of magic accuracy relative to the stave/club jobs.
    (7)

  3. #3
    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 Doombringer View Post
    that's all well and good, but it kinda misses the point. since all the staves and clubs in question all give "combat skill +" in ADDITION to magic acc. so the non-stave job still ends up exactly as far behind as it was before. the problem isn't really solved, it's just pushed up the "content tier" ladder.

    the non stave/club jobs are still down a boatload of magic accuracy relative to the stave/club jobs.
    This. ^

    It also just seems overkill. That's a lot of magic accuracy. Like with Atinian Staff on the test server:

    Atinian Staff
    DMG:157 Delay:366
    INT+12 MND+12
    Magic Accuracy+180 Magic Attack Bonus+25
    Magic Damage+195
    Staff Skill+215 Parrying Skill+215

    If they are making "combat skill+" equal magic accuracy. That's +395 Magic Accuracy just in the weapon slot. I'm more concerned of how this makes anyone able to stick anything with that amount. Yeah it's a piece of gear that won't be common for awhile but geez... Also considering we still have more Naakauls and a potential either "endgame area" or boss of the missions that might drop higher item level gear.
    (2)

  4. #4
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Doombringer View Post
    "The plan is not limited to only these jobs and we will be boosting magical accuracy based on the "combat skill +" added to weapons in general."

    that's all well and good, but it kinda misses the point. since all the staves and clubs in question all give "combat skill +" in ADDITION to magic acc. so the non-stave job still ends up exactly as far behind as it was before. the problem isn't really solved, it's just pushed up the "content tier" ladder.

    the non stave/club jobs are still down a boatload of magic accuracy relative to the stave/club jobs.
    The only alternative would be making the gain of Magic Acc. inherent to the jobs themselves rather than putting it in as a blanket rule, then remove magic acc. from gear and replace it with something else. That way the jobs intended to cast still get their magic acc. without it spilling over to jobs not intended to cast.

    Well, unless the magic acc in the test server items is just leftovers and haven't been replaced by final versions that go along with what Matsui stated.

    Quote Originally Posted by Matsui Akihiko
    For FFXI, the animation packs are read via your main weapon, so we aren't able to do this completely with weapons. Think of it as we would have to limit it to being the same type of weapon.

    In terms of armor, of the MMORPGs I have played that had this system, it resulted in a ton of people looking like they were fighting without any gear on at all.
    Where costume/vanity slots and transmogrification are available you'll get people that wear their choice of armor. The beauty of those systems is that they can wear prior-tier gear or other sets that meet the criteria set by the developers. I've yet to see a game where people actually choose to look like they're naked when doing serious content, so I'm going to call BS on that last sentence.
    Also, as we need to decide our position on whether or not it's okay that front-line jobs wear back-line equipment (and vice versa), as well as the fact that classic FF artifact equipment could be worn by other jobs, so please let us look into this a bit more.
    If you limit the system to whatever the main job can equip, right there you have a solid ruleset to go with.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  5. #5
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Duelle View Post
    Where costume/vanity slots and transmogrification are available you'll get people that wear their choice of armor. The beauty of those systems is that they can wear prior-tier gear or other sets that meet the criteria set by the developers. I've yet to see a game where people actually choose to look like they're naked when doing serious content, so I'm going to call BS on that last sentence.
    It's like for some reason hiding your job and level info is fine, but if people can't see that you're wearing pearl boots, then the game is broken :P

    And unless it affects their ability to perform, does anyone really care if other people are naked? I mean unless you are using 3rd party tools, most people will be blinking too much for you to know what they are really wearing most of the time anyways beyond their idle gear.


    Quote Originally Posted by Duelle View Post
    If you limit the system to whatever the main job can equip, right there you have a solid ruleset to go with.
    That seemed obvious right? These guys scare me.
    (2)

  6. #6
    Player
    Join Date
    Nov 2012
    Location
    United states
    Posts
    588
    IDK being able to land slow, heabut, paralyze, and other magic attacks more frequently as a drg is kinda nice... I know i wont be landing it on anything too high of a level but i should be able to do it for mid to higher tier content in the older parts of the game which makes surviving and using my hp more fun!
    (0)

  7. #7
    Player Hawklaser's Avatar
    Join Date
    Mar 2013
    Posts
    243
    Character
    Loftythoughts
    World
    Siren
    Main Class
    DRG Lv 99
    On the note of separating stats from appearances of armor, would be perfectly fine if the system for it was still tied to what is normally equip-able by ones main job.

    I am curious as to what SE is planning to do with the old JSE armors though. Would be nice if they thought they could combine Artifact, Relic, and Empyrean Armors into one piece, while keeping the looks thematic with the job.
    (0)

  8. #8
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    Imagine the PVP implications, for those who care about PVP, if any job could look like any job. Imagine if the blm could equip a shield made to LOOK like Ochain through this system.
    (0)

  9. #9
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by OmnysValefor View Post
    Imagine the PVP implications
    Something that has never come up since Adoulin came out amazingly, you would think with the weapons Adoulin brought, PvP would have had someone crying out about the imbalance created. At least, I would have thought, in either case, I have no idea how this would change anything still. The only rule need to be made is that you can make your character look like they are wearing any gear the job your currently on can wear. If the job can wear it, you can look like your wearing it, tada, all problems solved.
    (2)

  10. #10
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    I had a thought about the interrupt rate of spells being affected by weapon level.

    Paladin.

    The main sword we use has no ilevel. Shikargar 99 PDT -11%. Unless you have a burtgang, there is no better sword.

    I have an ochain and that usually covers me on spell interrupts, but not every pld does.
    (1)

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