Both skills are fine, Impact and Acceleration are just there as proc insurance since our maximum DPS is determined by RNG. Nothing needs to be changed.

Both skills are fine, Impact and Acceleration are just there as proc insurance since our maximum DPS is determined by RNG. Nothing needs to be changed.

I agree on acceleration, but impact is s different story. As it stands, impact is completely independent of how lucky you are with procs. It doesn't interact at all with the other procs 99% of the time, and the 1% is just when you get tons of other procs back to back on both spells so it falls off. If it only triggered when you don't get a proc, that would be a different story, but as it stands, it just makes our filler use two buttons instead of one.

Its point is to be independent from proc luck. It's just there as a balancing mechanism so that if you're in the lower half where you're only getting procs an average of 40% or less than the time, your damage isn't getting smacked in the shins with a shovel. Personally I like it, there's a few different ways I use it to optimize my output or salvage a dry run of Verstone/Fire procs.
As for giving it an AoE effect as some people have suggested, it wouldn't really fit in to the AoE rotation at 3+ targets since you're losing a lot of potency by not scatter spamming and attaching Impactful to Scatter would be moot since then the damage has to be nerfed and Enhanced Scatter then probably goes in the trash and now you have wet noodle AoE spell as your proc insurance when you're running dry. It's boring I know, I wish they gave us Verblizzard/Water as follow up AoE spells that gave mana scaling up with how many targets you hit with them, to break up the tedium of Scatter.
I really don't feel as if Impact fits that description. It doesnt give any insurance for any sort of procs we rely on- and it activates 100% off of an ability that has no interaction with our RNG to begin with. it is quite frankly, a consolation prize for trying.
I would actually prefer if Impact had the same treatment as enhanced Scatter, but for Jolt. Reduce the proc rate down from 100% to 30%/50% or something, increase cast time, and change the mana gain to 8/8 or something silly. Instead of being a tacked-on "combo" we only use of out necessity, let it fill the role of our single target mana gain. It would still be less powerful than the Verslows, but give better mana gain.

Okay think of it like this, before you can cast Impact, you have a chance to go 100% (an outlier yes, but for the sake of argument) without procs meaning you would only be able to do 540 potency per 2 gcds instead of 570, over the course of a standard fight it's a substantial potency loss. Over the course of a minute it's about 360 or so potency. Impact means that for a minimum of 50% of the fight you get the extra 30 potency and 1 additional mana for each element (to a total of 8 mana generated vs the 9 from stone/fire). Meaning it's your damage insurance in the case that you're unlucky, reducing RDMs dependence on RNG up to that point. It's fine, doesn't need to be changed.
Last edited by PrismaticDaybreak; 07-28-2017 at 04:12 AM.


It does need to be changed. Because it is by far one of the most visually appealing spells in the Red Mage arsenal.
I agree with the math, but that Rose Flare beats out everything but VerHoly in visual quality. Hell, just swap the animation with VerFlare, problem solved.

It's only pretty because you don't use it often, if we use it all the time it's gonna get as annoying as SAMs midare
In terms of Impact's effect on dps numbers it doesn't need to be changed, but as it is right now it really should be a "your next Jolt II does 30 more potency" proc. In it's current iteration there are some niche reasons to cast Impact over a VerReady spell, but there is absolutely no reason to cast Jolt II over impact. If it were a random proc chance you'd have to react to it, if it were instant cast (but still proced dualcast) it could be worth holding on to for movement, if it gave some sort of buff it might be worth timing it for buff up time... As it is Impact adds no gameplay or meaningful decisions over it being a +30 potency proc or simply adding 15 base potency to Jolt II. It is the epitome of pointless button bloat.Okay think of it like this, before you can cast Impact, you have a chance to go 100% (an outlier yes, but for the sake of argument) without procs meaning you would only be able to do 540 potency per 2 gcds instead of 570, over the course of a standard fight it's a substantial potency loss. Over the course of a minute it's about 360 or so potency. Impact means that for a minimum of 50% of the fight you get the extra 30 potency and 1 additional mana for each element (to a total of 8 mana generated vs the 9 from stone/fire). Meaning it's your damage insurance in the case that you're unlucky, reducing RDMs dependence on RNG up to that point. It's fine, doesn't need to be changed.
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