Hey Camate,
Whats with the new Ranger SP. It says it enhances both Double Shot AND Triple Shot. But Ranger does not have access to Triple Shot.
And yeah, DoT effects can still break Break.
It just doesn't seem to break with a very small amount of damage, like how Sleep does. Like, you can probably still Break something that has Diaga on it. But something more substantial like a helix will ruin it, yep. I haven't really played around with the spell enough to note the exact amount of damage required.
Most likely it just means that it's going to give RNG the temporary ability to shoot 2-3x times (like how a piece of equipment with say, "enhances 'Double Attack' effect" actually gives you the ability to hit twice without already having the trait). It likely won't be any sort of modifier to the actual job abilities with those names.Whats with the new Ranger SP. It says it enhances both Double Shot AND Triple Shot. But Ranger does not have access to Triple Shot.
What the actual heck?! Do they even have half a clue what they are talking about? If I can use the ability to land 1 sleep that lasts 1 Minute and the duration of of the Abitlity is 30-45 seconds how are we locking out mobs more than the ability will already allow us?Originally Posted by Matsui
That is the worst, least-thought-out excuse I have ever heard. They are trying to justify a 1 time use by using spells that have a duration greater than the ability duration we are looking for as "locking out" mobs. Does Matsui read the excuses he posts before posting them. if he does he is so far out of touch that he really needs to start looking for a new job. I hear that the McDonald's down the street is looking for a new Fry Guy.
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The base unresisted duration of Sleep is one minute; Sleep II is ninety seconds. Silence has a duration of two minutes. Unless the effect duration for Stymie were to be extended for longer than 60 seconds, this excuse is invalid.Make it possible to use for multiple spells while under the effect duration instead of just one
As the magic effects that this ability apply to include those that completely incapacitate enemies’ such as Sleep and Silence, if we were to increase the effect duration, strategies that involve completely neutralizing enemies would become possible. Since we designed content giving consideration towards these type of strategies, we would have to implement complete resistances, and the range of strategies would become limited. Due to this, we will be making the ability apply to only a single spell.
I use every enfeeble at my disposal on Delve (except for Poison because it sucks) and rarely have trouble landing anything on Rdm/blm. If for some reason I experience a resist, I can use Elemental Seal to force the enfeeble to stick. We're using the full range of enfeebling magic at our disposal now. To nip this in the bud before it blooms, not having to sub blm for an additional burst of magic accuracy is not a valid reason for Stymie's existence/current form.I can’t visualize a way to use this
Currently, the hardest content in the game is Delve, and in a lot of cases the use of enfeebling spells is somewhat limited to Paralyze and Silence, but with the new seal battlefields and higher tier mission battlefields that will be added in the November and December version updates, there will be a greater selection for enfeebling magic that can be used.
I actually agree with this one in the sense that potency/duration doesn't need to be increased with this JA due to Saboteur. However, there needs to be some bonus to Stymie. Currently, it's a watered-down Elemental Seal on a much higher recast timer. You're giving us an inferior version of something that we already have and telling us to give it a chance because we haven't used it yet. The problem with that is is that every time we use Elemental Seal, we're using Stymie +1.Boost both the enfeebling magic effect and the effect duration
By enhancing your MND with the equipment that is currently available, we feel you are able to achieve a sufficient effect for enfeebling magic. Also, we designed this ability so you can choose to stack it with Saboteur, so we do not have any plans of making these additions at the moment.
This is the most important part: you're telling us to wait until we encounter a situation where we would use Stymie before we dismiss it as useless. If I encounter a situation wherein I need more magic accuracy, I'll use Elemental Seal because it'll be ready 10 minutes from its time of activation as opposed to an hour. How do you guys (SE) not see how poor of a JA Stymie is?
Last edited by Ascadia; 11-02-2013 at 12:19 PM.
A little off topic, is there any chance that twilight scythe will be reverted back to the way it was originally. Based on the lower dmg compared to level 100+ weapons, giving the twilight scythe the full time ability to deal non-elemental magic damage would not over power the weapon.
But based on the current 10 seconds that is available with the enchantment, the weapon is all but useless.
I think the twilight scythe would be very beneficial in current content very similar to the usefulness of the ws effect of Murasamemaru against certain damage resistant nms.
I believe there may be a translation error in the Corsair addendum. Wild Card is glitches in such a way that it does not reset SP2s, not that it exclusively resets them.
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