I just want to see an elemental wheel done right for once.this gave me MMO PTSD just thinking about it, because it's so likely to turn out like this.
Im hoping its something like, Tank is spec'd Fire to grab Fire adds while DPS are both spec'd water to take them down faster. Then if you need to go to a particular area for w/e incentive, you either have to change it up or /shout for an appropriate party.
It really depends on the "cost" of switching up the element wheel and how strict/lax it is.
Hint: It's not by making rock-paper-scissors out of it...
Rock-paper-scissors-dynamite-water. /s
I dont really know how can do it right. historyically, "balanced" wheels werent worth the trouble and being spec'd in one direction always won. I hope its different.
Generally, by creating not categories, but rather physics systems that each have their relevant interactions.
Essentially, you use such factors as mass, heat, charge, and saturation.
The main idea though is that then even something aquatic can be beaten with water, if it comes in overwhelming force and is used in the right ways. And as your likely to fight an aquatic monster in a water-filled area... it's also the most available. Obviously numerous undermechanics would be necessary, but the balance lies in tactical contributors, not damage types. Your goal wouldn't just be to pound it with water til it stops moving. You'd be trying to deny it things, move it, etc., by use of that water, just as you might by vaporizing the water around it, or creating islands via earth. Electrifying it will be fastest, but, if the fight is at all interesting designed, that'll also be the hardest thing to do, at least after you've already done it once.


The wheel is made in a way that you can set defense and attack favorable against the enemy you are fighting against, so there's no need for the specific situation you are describing, not to mention that if your dps are doing +300%+ dmg against a target, keeping enmity will be nigh-impossible if you don't have the right element.this gave me MMO PTSD just thinking about it, because it's so likely to turn out like this.
Im hoping its something like, Tank is spec'd Fire to grab Fire adds while DPS are both spec'd water to take them down faster. Then if you need to go to a particular area for w/e incentive, you either have to change it up or /shout for an appropriate party.
It really depends on the "cost" of switching up the element wheel and how strict/lax it is.
As for how often we can change the element wheel, that is a good question, because in the prewiew the wolves and the monkeys had different elements and were close by, since we cannot use mounts and enemies have a longer leash I do wonder how exactly often we can rotate the wheel


isn't the elements set up so you want to at least but 1-2 stats in every element and not just going max one?
like the first point was 50% or something and second goes to 75 or something?
i just assumed the best path would be 3 of all stats and 2 stats 4 that way you are 80% every stat with like 90% on two/


The level cap is 20, if you get 1 point to spend each level you have 20 meaning you can cap 4 elements, after that you need to rotate the wheel which depending on mob placements and reset timers can be as good or not
Take notice that since mob damage goes up to 50k 50% dmg reduction won't be enough
also having 5 in a current defense element it's a possible 5 in offense too
Last edited by Remedi; 03-01-2018 at 06:12 AM.



Mhm... 50k on a black mage. That number is likely going to look a lot more tame on a tank.
Scaling in the preview was like this: 28, 52, 72, 88, 100 (%). 20/5=4 each -> 88% on everything. Not sure how that's supposed to work with defense, as 100% defense... I dunno. That doesn't sound likely.
I'm going to wait and see there.


those were trash mobs, It's made so you can also solo them as such the class you are in shouldn't matter
But in the end we can only wait and see


they were also lvl 10 when yoshi was lvl 5 we don't know if there is a damage difference if lvl is to far apart
or if they can have secondary elements which plays in why they hit so hard so having it so you take 72% less damage in all elements may be better then 0 in 2 and 100 in 4


Only 1 defense and 1 offense is active at any time however, else why having the spinning board around at all?
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


