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  1. #1
    Player Draylo's Avatar
    Join Date
    Mar 2011
    Posts
    778
    Rune Fencer - -% Magic DMG.
    Geomancer - + % Magic DMG (not MATK.)
    (1)

  2. #2
    Player Damane's Avatar
    Join Date
    Mar 2011
    Posts
    715
    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Draylo View Post
    Rune Fencer - -% Magic DMG.
    Geomancer - + % Magic DMG (not MATK.)
    you mean like elemental staves for the geo one? I'd rather see a scherzo like roll for the Run one, but we prolly get some enhancing parry rate effect ¬.¬
    (0)

  3. #3
    Player
    Join Date
    Aug 2011
    Posts
    317
    I know this is in the future, but I really feel that COR needs some more Mage Focused rolls. While 45 MAB (+5 from Job bonus, +10 from ring) is nice, there really aren't that many Mage damage buffs.

    + Affinity would be nice, perhaps either (perhaps 1-7 affinity, 1 job bonus, +0.2 per "+ Phantom Roll")
    Meaning +35% - +45% with Job and Ring Bonus.

    Perhaps that's a little potent, it could be toned down, but I would really like a better mage buff.


    On the top of mage rolls, Warlocks roll is kind of terrible, +24 Magic accuracy? (Assuming Job Bonus and +5 from ring.) is a bit low.. Not often worth using.

    Could we get some more concrete figures on the amount of Snapshot is given with Coursers roll? It's hard to test.
    (0)

  4. #4
    Player Sandmaste's Avatar
    Join Date
    Jul 2014
    Posts
    56
    Character
    Sandmaster
    World
    Sylph
    Main Class
    SAM Lv 99
    I think looking at Magus roll it looks like one of our rolls that gets some severe overlooking.

    If you can keep Lucky (2) or 11 up and considering the roll is always rolled with THE ONE ring that every cor can give an additional +30MDB - +35MDB , considering the amount of -ga magic dmg we get hit with, stacked with Shell V which is another -25MDB and the little trinkets of MDB we get on our ilevel gear with a COR Magus Roll +Shell V we can knock ~60% of magic damage done off (close to 70% with job bonus).

    I really think this roll has been overlooked unless there is a cap on MDB like there is on PDT in which case its more of a case of there not being a case.
    (0)

  5. #5
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Shell V is actually "Magic Damage Taken" - 25%. Its separate from Magic Def. Bonus. (Reduces magic damage taken by 62/256.)


    All though, BLU roll would be nice if it didnt take up a roll slot :I
    (0)

  6. #6
    Player Sandmaste's Avatar
    Join Date
    Jul 2014
    Posts
    56
    Character
    Sandmaster
    World
    Sylph
    Main Class
    SAM Lv 99
    Also, wonder how much Magic Damage would be good.... It'd be nice for Quick Draw
    It would go nicely with Wizards roll for buffing magic dmg and ofc QD.

    On that note, I've been using Aput's Mantle for my back piece in my QD setup, what other option's are there? At first I thought it was good, Base Damage + MACC (boring but needed) but the base dmg is pretty low when added to current gun/bullet choices.
    (0)

  7. #7
    Player Malithar's Avatar
    Join Date
    Apr 2014
    Posts
    447
    Character
    Malothar
    World
    Bahamut
    Main Class
    GEO Lv 99
    I don't know what the base damage of QD shots are, but I'd imagine Gunslinger's Cape would come out on top, or at least be a similar alternative with 2 more MAcc and doubling as a RAcc and Recycle piece.
    (0)
    7/10/14

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