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  1. #1
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Yea my complaint is that all abilities other than combo waste it...

    what is the point of them even proccing?

    It would be far more powerful and also allow more lenient play if it only procced on the abilities that gave a secondary effect, rather than just 20x5 pot.

    I second the motion that different ammo types would be cool, and also sweet, and also badass.

    Here are some ideas:

    1. Normal ammo - same dealio as now, combos guaranteed.
    2. Shredding ammo - next 5 attacks put out a stacking DoT.
    3. Explosive ammo - next 5 attacks deal 30% less damage but splash their damage (not effect) to nearby enemies.
    4. Armor piercing ammo - next 5 attacks cause a stacking 2% damage taken increase by target.
    5. Charged ammo - next 5 attacks cause your turret to immediately pulse their promoted ability (aka TP/MP regen), or their normal attack if they are in promoted form.
    (1)
    Last edited by pandabearcat; 08-21-2015 at 10:16 PM.

  2. #2
    Player
    Chilla's Avatar
    Join Date
    Sep 2012
    Posts
    68
    Character
    Plus One
    World
    Cactuar
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by pandabearcat View Post
    Yea my complaint is that all abilities other than combo waste it...

    what is the point of them even proccing?

    It would be far more powerful and also allow more lenient play if it only procced on the abilities that gave a secondary effect, rather than just 20x5 pot.

    I second the motion that different ammo types would be cool, and also sweet, and also badass.

    Here are some ideas:

    1. Normal ammo - same dealio as now, combos guaranteed.
    2. Shredding ammo - next 5 attacks put out a stacking DoT.
    3. Explosive ammo - next 5 attacks deal 30% less damage but splash their damage (not effect) to nearby enemies.
    4. Armor piercing ammo - next 5 attacks cause a stacking 2% damage taken increase by target.
    5. Charged ammo - next 5 attacks cause your turret to immediately pulse their promoted ability (aka TP/MP regen), or their normal attack if they are in promoted form.
    Yes exactly! I was expecting something like FFXI where different bullets/arrows had different secondary effects.

    Example: http://ffxiclopedia.wikia.com/wiki/Bloody_Bolt
    (0)
    Last edited by Chilla; 08-21-2015 at 10:46 PM.