I guess we as Drks paid the price for this one hahahahah!...ahaha....*sob*
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I guess we as Drks paid the price for this one hahahahah!...ahaha....*sob*
Does anyone even know what the specific bug was?
Watch, we get in and we gain 5 mp per hit now...
At least that's a form of acknowledgement.
I imagine all attacks have a value in coding that returns ther static amount of MP from SB. Here the few attacks probably returned the HW value. So our current 98 MP returns was probably giving 400ish MP returns on some attacks.
Which is what it should be honestly.
How about they just make it according to how many mobs are on your enmity list. Blood price doesn't do much when only 1 target is hitting you... Its practically worthless.
400 could be the cap and it gets divided by 2 for every other mob on the list.
400mp/2 for 2 mobs.
400mp/4 for 4 mobs.
400mp/6 for 6 mobs.
They have coding for attacks doing less damage for each mob, surely they can figure out a way to code bloodprice more mp for less mobs and less mp for more mobs.
even if it was bumped down to 300 it would still be much better than what it currently is.
Good idea--now if only SE can make Blood Price NOT Grit locked. My co-tank is almost always a warrior, so I never even get to use Grit at all. Even if i was MT, Grit would only be up for the first power combo anyways. Not sure why they even Grit locked Blood Price to begin with, seeing as how it gives back like 3% of a Dark Arts PER hit.
Honestly, I'd have thought that it's the blood returned by BP that might have needed adjusting, not the MP. Maybe this it was multi-hit skills like Gobrush Rushgob?
Look at his mp then look at how much blood price is giving. This is probably what they were talking about.
http://forum.square-enix.com/ffxiv/t...-than-intended