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  1. #31
    Player
    Greywolfamakir's Avatar
    Join Date
    Aug 2013
    Posts
    311
    Character
    Greywolf Amakir
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Demi_God View Post
    Actually its 6-7% with BV up, not 14%.
    You should test Foe again I think, I tested it recently and Foe brings 6%-7% magic damage, and 13%-14% with BV.

    Quote Originally Posted by Clarkamite View Post
    Explain to me how that's not massive. If I'm understanding you correctly, 6-7% per magic skill used. Over the course of an entire 10 minute fight? That's small? What about in the case of even longer fights? What about fights heavy with AOE like A2S? So adding 100-200 DPS at current endgame fights is small?
    Entire 10 minute fight??? Foe drains mana...
    If You spend ALL your mana using Foe, You are gonna be able to keep it 31% of time up...If You have to bring Mana or TP regen that 31% is reduced easily to 15%...
    10 minutes fight, Foe 31% time up, 3 minutes and 6 seconds bringing +6-7 % magic damage is NOT massive...
    Foe is pretty good since DPS checks can be aborded with Foe and BV, but It's situational, not massive...
    (6)
    Last edited by Greywolfamakir; 08-17-2015 at 12:29 AM.

  2. #32
    Player
    White_Wolf_X's Avatar
    Join Date
    Aug 2013
    Posts
    619
    Character
    Fang Wolfheart
    World
    Zodiark
    Main Class
    Machinist Lv 100
    Summoner: Place command for pet should teleport the pet to the location ( so it don't have to walk ) kinda like how Machinist's can chang they turrets location easy cause it just despawn and spawn at new location.
    (0)

  3. #33
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    If they did that, Summoners could tank with their pets by teleporting them around the battlefield and avoiding all damage. They could basically keep the enemy in a constant chase where the Egi never gets hit because they're teleported away when the mob gets close. They would have to put a CD on Place if they made it an instant teleport. I think turrets can be teleported because they aren't on the enmity table i think?
    (2)

  4. #34
    Player
    White_Wolf_X's Avatar
    Join Date
    Aug 2013
    Posts
    619
    Character
    Fang Wolfheart
    World
    Zodiark
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jonnycbad View Post
    If they did that, Summoners could tank with their pets by teleporting them around the battlefield and avoiding all damage. They could basically keep the enemy in a constant chase where the Egi never gets hit because they're teleported away when the mob gets close. They would have to put a CD on Place if they made it an instant teleport. I think turrets can be teleported because they aren't on the enmity table i think?
    hardly think it would be worth it to keep teleport your titan egi around just so it can avoid damage cause outside of dungeon/raids/world boss and some fates titan egi hardly takes any damage at all anyway.
    It would lose agro fast to anyway as it would not be getting any hit onto the target to keep agro, oh and any class that need to be "flank/behind target" would be so mad at you.
    (0)
    Last edited by White_Wolf_X; 08-17-2015 at 01:08 AM.

  5. #35
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    MCH
    - Ricochet gets a similar damage formula has Flare/Holy. Secondary hit deals full damage to primary target, and diminishing returns on damage for every other target afterwards. For a 60s cooldown skill, it's kind of lack luster in everything outside of single target bosses (which even alexander lacks at times). The amount of enemies that can dilute the secondary hit in dungeons and some raid environments really downplays the skill as something you get at level 60.
    -More bonus effects on MCH weaponskills/abilities through ammo consumption. They passed it off as one of MCH's main functions, but it seems incredibly under utilized when you look at abilties like hot shot, lead shot and gauss round. It does nothing for the former 2 other than to add 20 potency on the initial hit, and no skills actually require ammo to be executed.

    BRD
    -Rework Straighter Shot's proc detection. It occurs too late into a typical weaponskill cooldown that you'll never catch the proc unless you purposely delay your weapon skill.
    -Rework River of blood to give a stacking buff that boosts the damage of your next Bloodletter or Rain of Death. It'd function better with the cast times introduced by WM.
    -Redo/rework Wanderer's Minuet. It's functionally the exact same skill as machinist's GB. It ends up pigeon holing both classes to have the same foundation of gameplay and feels like a really wasted oppertunitiy. They could've done something like have WM to have cast times, reduce GCDs to 1.5 seconds with reduced TP cost, and no damage bonus while enabling the use of Empyreal and Ironjaws.

    BLM
    -Thunder series is not on GCD but still has cast times. This would allow them to quick cast thundercloud procs without disrupting their enochian timers to a greater degree.
    (6)

  6. #36
    Player
    MidnightS's Avatar
    Join Date
    Aug 2013
    Posts
    143
    Character
    R'tanyhi Dhato
    World
    Diabolos
    Main Class
    Gunbreaker Lv 90
    Ninja - Increase Shukuchi range to 25 yards and change it to not break Hide.
    (1)

  7. #37
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Greywolfamakir View Post
    You should test Foe again I think, I tested it recently and Foe brings 6%-7% magic damage, and 13%-14% with BV.
    Perhaps you should test Foe's again and post your results, because I'm not sure what led you to that conclusion.

    No Foe's, B2 in party (no food/buffs of any kind): 372 - 411 damage range, not counting crits

    Regular Foe's, B2 in party (same conditions as above): 410 - 452 damage range, not counting crits

    10% increase, as the tooltip says.
    (3)
    Last edited by Sleigh; 08-17-2015 at 03:16 AM.

  8. #38
    Player
    Humorless's Avatar
    Join Date
    Sep 2013
    Posts
    171
    Character
    Naesala L'arachel
    World
    Odin
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Geardagas View Post
    BARD

    Increase potency on some attacks.

    I understand we're a support class and that our DPS should be naturally lower, but our support simply isn't strong enough to warrant a DPS gap this significant.
    You mean under 200 dps behind the #1? Get out or get gud.
    (2)

  9. #39
    Player
    EzekielLuminous's Avatar
    Join Date
    Aug 2015
    Posts
    6
    Character
    Ezekiel Luminous
    World
    Goblin
    Main Class
    White Mage Lv 60

    BLACKMAGE

    - Lower cast time of Fire IV and Blizzard IV
    - Lower potency of Fire IV and Blizzard IV to sync up with Lowered Cast Times.
    - Give a buff to cast while on the go. (reasonable cool down)
    - No GCD on Thunder proc's.
    (4)

  10. #40
    Player
    Leonus's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    677
    Character
    Kenrir Amnis
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Xenon_S View Post
    - A shukuchi change would be really nice. MNK's shoulder tackle is 30s CD, DRG has Spineshatter Dive and Dragonfire Dive, both are on 60s CD. NINs only have Shukuchi which is 60s CD.
    Spineshatter dive is 40 second cooldown.
    Dragonfire dive is 120 seconds.

    Other than that, your suggestions for nin were pretty tame, and that's good.
    (0)
    Last edited by Leonus; 08-17-2015 at 06:01 AM.

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