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  1. #1
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    Mar 2011
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    Cool ideas Karbuncle, sa/ta one would be awesome!

    Something interesting i thought of some time ago was a "dagger mastery". This trait would enhance our equipped daggers base damage based on our dex. 1 extra base damage with every idk, 30 dex, woudn't be so bad! Ok, maybe it's broken lol, but i don't care~

    sa2/ta2 is another thing i thought of too. There would have no position requirements, but with a lower dex/agi mod and shared timers with sa/ta. I think a lower damage is a good trade for being able to use sa/ta solo hehe.
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  2. #2
    Player Karbuncle's Avatar
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    Quote Originally Posted by Laphine View Post
    Cool ideas Karbuncle, sa/ta one would be awesome!

    Something interesting i thought of some time ago was a "dagger mastery". This trait would enhance our equipped daggers base damage based on our dex. 1 extra base damage with every idk, 30 dex, woudn't be so bad! Ok, maybe it's broken lol, but i don't care~

    sa2/ta2 is another thing i thought of too. There would have no position requirements, but with a lower dex/agi mod and shared timers with sa/ta. I think a lower damage is a good trade for being able to use sa/ta solo hehe.
    That second thing could just be a Job Trait, I think that would be a good idea.

    but only for sneak Attack, If SA is used outside of its Designated area, it gets a 50% Penalty to damage, But still gets a damage boost. I wouldn't mind that.

    Being able to SA>WS from the front, or if you're in a party that can't keep a mob still, and still get benefits of SA would be wonderful.

    ----

    As for the Dagger mastery, 30DEX = 1 Base Damage wouldn't be too broken. Even in Abyssea my DEX is only about 200 (only i say, lol), which is only +6 Base damage, not very significant but enough. I would prefer a Delay Reduction though :P
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  3. #3
    Player Atomic_Skull's Avatar
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    Character
    Bjorne
    World
    Fenrir
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    MNK Lv 5
    Quote Originally Posted by Laphine

    sa2/ta2 is another thing i thought of too. There would have no position requirements, but with a lower dex/agi mod and shared timers with sa/ta. I think a lower damage is a good trade for being able to use sa/ta solo hehe.
    Ugh, please no. First of people don't see DPS only damage spikes and that would invite even more "lol THF" from the FFXI community.

    Secondly, changing SA and TA to work from any position is just dumbing down the game.
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    Last edited by Atomic_Skull; 03-29-2011 at 02:24 PM.

  4. #4
    Player Karbuncle's Avatar
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    Quote Originally Posted by Atomic_Skull View Post
    Ugh, please no. First of people don't see DPS only damage spikes and that would invite even more "lol THF" from the FFXI community.

    Secondly, changing SA and TA to work from any position is just dumbing down the game.
    Perhaps, At least he's not suggesting being able to SATA form anywhere with no penalty, Which would be worse. I think Allowing SA (maybe not TA) from any direction with a Penalty to Damage wouldn't be a horrible adjustment. It'd make at least 1 of our Worthless-while-solo-or-lowman Abilities slightly less so.

    Maybe make it to where, From the back it deals normal 100%, from the Sides it deals 75%, From the front 50%. It wouldn't be that bad if combined with my idea earlier with the "Restraint" for SA/TA. It wouldn't be like this from level 1, Maybe make it a level 80+ Job Trait. not base from level 1.

    I just don't like to see that nearly all of THF's job abilities being pointless If you're Lowmanning as the tank (Usually THF + WHM, or THF/etc) or Soloing. I mean, in terms of NMs.

    Sneak Attack - impossible to use in Battle when solo/lowman (outside of a few NMs you can land sleep bolts on or those that you can hide from)
    Trick Attack - Impossible to use in above situation, (perhaps you could coerce the mage to come into range for a while, Depends on the mob you're fighting)
    Mug - Worthless Inside Abyssea
    Steal/Despoil - Worthless on NMs, as it doesn't work. Baring Aura Steal (So this one gets half pass)
    Col/Acomp - Rarely useful, But This is Useful
    Flee - Well... If you need to run
    Hide - Doesn't work on NMs
    Feint - Less than useful these days (Unless fighting Indrik or a select few other super-high evasive mobs)
    Assassin's Charge - This ones useful Solo
    Conspirator - Useless Lowman (described above THF + WHM situation)

    So out of all of THF's job abilities (2hour not counted for), we only have at best 2-3 That are useful in low-man (THF + WHM) or Solo Situations. I don't think theres a single other job in the game that has more than 80% of its Job abilities completely pointless when Soloing or low manning.

    I just think this 1 change to SA would not be as catastrophically nerfing/dumbing down the game enough to make it not worth a thought-out implementation, as long as it was perhaps a Job Trait at higher levels (like Assassin came at level 60, Giving us the SA JT at 80 wouldn't break the game in my opinion).

    Also as a final thought, I haven't heard LolTHF in a very long time unless its from some ignorant moron who just came back from the game from 2005. Even then it was useful for TH. Today THF is one of the better DD/Tanks, especially in Abyssea. While it wont do the damage of WAR or MNK, it can tank as good and keep TH on the mob. THF has come a long way :\. You shouldn't value the opinions of people who see spike damage over DPS as the end-all means of Damage output :P, those of us good players realize the value of Thieves!


    Edit: I mean, Adding a job Trait that allows SA to work from more angles with a small nerf in Damage wouldn't be any more "Easy mode" than Impetus, Empyrean+2 Sets, Ukon's Furry, Victory smite, Capped Counter-rates, 3k+ HP, obtainable 100% Critical hit Rate, obtainable capped Critical hit Damage+%, etc etc that is the game inside Abyssea.

    Edit2: I'm never good with words, So i hope you can at least understand the basics of what I'm trying to say here ...
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    Last edited by Karbuncle; 03-29-2011 at 03:23 PM.