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  1. #13
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Being that I read Kitru's rebuttal and it's not as "hostile and belittling" as previous ones (?), I'll repost it.

    Quote Originally Posted by MartaDemireux View Post
    I envisioned Stash to literally be the fuel of CHM in restocking their item supply.
    The problem with this is still that you're not allowing the player to choose what they're going to be using because you're mechanically enforcing "this many maintenance heals, this many medium heals, this many big heals, this many AoE heals, this many cleanses" (imagine any kind of fight with intense AoE healing requirements; 5 Mega-Potions every minute aren't going to be nearly enough, especially if the party is spread out). As I said before, you're also ignoring the primary resource mechanisms. For Chemists, your version of Stash completely replaces both TP and MP, which is just a bad idea. TP and MP exist as primary resource with the various class/job specific resources acting as secondary "bonus" resources for good reason. You also didn't address anything about having to micro-manage all of the individual stacks of items in your stash; unless Chemists are going to get a completely unique UI element just for them, this means that they're going to have to watch their buff bars like a hawk, hoping that the Stash buffs don't bounce around *too* much and the stack numbers don't obscure the background element too badly.

    You've already made the arbitrary decision that the items exist in infinite supply. Thematically, you don't *need* to place arbitrary limitations on the number of abilities used because you've already made that decision because that arbitrary limitation doesn't actually make sense. It would make more sense, thematically, for the Chemist "heals" to be quickly synthesized (the cast animation) rapidly degrading version of the consumables on the fly and that are then thrown (the finishing animation) instead of carrying an effectively infinite supply of items on their person that they can only replenish once every minute (unless you want to explain Stash as them synthesizing all of those abilities instantly, which can only be done at full TP, wherein it still makes more sense for each to be synthesized individually because otherwise the limitation to specific item types doesn't make sense since you're giving them infinite durations; using that logic, a Chemist should be able to sit in town for 15 minutes and replace all of their potions and hi-potions with x-potions because they take up the same space). Of course, TP as the sole resource for a healer gets kind of weird because TP and MP have very different consumption/regeneration paradigms, which complicates it.

    Stash as the sole and primary resource for Chemist healing is arbitrary, illogical, imbalanced, and not fun.

    When CNJ gets a DPS role available to it that role will have the CNJ's Proshell trait and Esuna. No different here except that they are self-only.
    You're making the assumption that if/when CNJ gets a DPS job that Protect/Esuna wouldn't get addressed. It should also be mentioned that a CNJ DPS job is still based off of a healer class. You're providing the buff capabilities of WHM to a DPS class (and it's constituent main job).

    There are no gear changes with Throw Items, it merely allows the equipping (read: display) of a bag.
    "Equipping" isn't a display thing. It's the mechanical act of placing an item in an equipment slot. If you want it to read as a display change, say that. What you're intending is identical to toggling helm/jewelry to visible/hidden, which isn't anything like "equipping" those items.

    Assuming dual-wielded guns would give either 2 auto-attacks per attack round or increased auto-attack speed
    This would require a class trait to provide 2 auto-attacks for every 1 and another trait applied to Throw Items that provides the inverse debuff. It's another one of those things that really needs to be mentioned rahter than arbitrarily assumed. Of course, having dual wielding classes suddenly gain a passive doubling or other dramatic increase to their auto-attack damage requires revisiting their damage/combos as a whole, since you're providing them with 83.33 additional potency per GCD (and having them scale differently than non-dual wielding classes since the secondary stats do not affect auto-attacks in the same way as special attacks).

    Pharmacology already does what is suggested.
    *edited portion that tells one to not only look at the tl;dr but entire original post*. The Pharmacology change is in support to the Stash change that you *really* need to look into.

    I suggest a re-reading of the abilities. There is only a maximum of 2 cards allowed already.
    "Limit 2 cards" can be interpreted multiple ways. Given that you had *every single attack* providing a card (such that you'd be overwriting cards pretty much all the time if it were 2 cards total rather than 2 per card type), the only implementation that made sense to me was that it was 2 cards per type, since, if you limit to 2 cards, you've got a completely schizophrenic self-buffing mechanism. And, before you bring up the form changing on MNK, form changing exists as a modification of the combo system, not as a buff metric. What you're doing here would be like having Greased Lightning have a completely different benefit depending upon what form you were in.

    Wild Card's 3rd card was meant to be used with Leaden Salute to decrease a variable by 10-15% instead of 5-10%.
    A more effective way to do this would be to have it directly improve your next Leaden Salute instead of adding the extra Card. The Cards exist as self-buffs with unlimited duration and, by using it, since cards have no duration, you'd be allowing the COR to have 3 cards up until they use Leaden Salute (which consumes all 3 and brings them back down to max 2 again).

    Instead of focusing on roles I want them to focus on situations.
    Those situations don't apply though. No party is going to need/want a temporary accuracy buff because accuracy is something that players stack until they can no longer miss (and, while you're leveling, you pretty much can't miss anyways); the only use it would have would be for the tiny number of people that run into content without actually having the necessary gear. It's because of this that the +acc on Hawk's Eye is effectively pointless. The +crit is *always* going to be dramatically inferior to +dam. The only Leaden Salute that anyone would ever use would be double Red, even if they have to double cast Hot Shot right before it, because 10% +dam on a target is going to one *helluva* lot more than the tiny portion of lost DPS that a COR would suffer from the inefficient attack pairing.

    Leaden Salute isn't situational. It's something that you want to be using constantly because the buffs are universally beneficial. There's never a situation where global buffs to everyone's effectiveness aren't something that you want (especially when double red card increases *your* damage as well). BRD and SCH have to pick and choose when to apply their buffs. Your COR would just be throwing out Leaden Salute at every possible opportunity because you *always* want those benefits.

    As it stands, there really should be no reason for me to do something like this. Kitru is the one who brings the insight and math to these types of threads and regardless of whatever feeling you have, you must look at it as a wealth of information.

    For example, if you're stuck on really tough math problem and the neighbourhood genius prick comes by, "hey moron, this is how you should these problems with this formula." He thus leaves, you're going to simply ignore he told you how to fix it? Especially if no one else seems to care or even have close to the right answer? It's fine if you don't want to take that kind of "abuse" but then you'll have pipe dream classes that are broken in implementation or overpowered (like most of your suggestions before heavy revision).

    EDIT: I don't really like the idea of how cards stack. If you can only have 2 cards, why would you do Split Shot (black) > Slug Shot (yellow) > Wildfire (red). You're going to be losing Black Card or forsaking red card.

    1: Split Shot: (S) Delivers a ranged attack with a potency of 100. Throw Items: The target of your target will recieve a 50 potency heal over time (9s). Upon wearing off the recipient cannot be applied with Split Shot for 10s. Loaded Deck: Black Card. TP Cost: 60

    22: Slug Shot: (S) Delivers a ranged attack with a potency of 110. Combo Action: Split Shot. Combo Potency: 160. Combo Bonus: 10% chance to grant Quadruple Shot buff (10s). Loaded Deck: Yellow Card. TP Cost: 80.

    50: Wildfire: (S) Delivers a fire elemental ranged attack with a potency of 130 to all enemies in a cone before you. Combo Action: Slug Shot Add.Effect: Spreads a target's Burn to all enemies hit (remaining duration). 15% chance to reset Burn duration. Loaded Deck: Red Card. TP Cost: 110.
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    Last edited by Exstal; 12-12-2013 at 10:33 AM.