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  1. #1
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Those affect Direct Hit and Critical Hit Rate. There's no such thing as Magic-specific Critical Hit or Magic-specific Direct Hit. There is, however, Magic Damage+X% (old Foe's Requiem) and Physical Damage+X%(old Rook Hypercharge), as well as Damage Taken+X% (Trick Attack). perhaps SE thought RDM having a All Damage+10% would be too strong or something, idk. But my justification makes sense as to the intended use of the current Embolden, that is: to buff the RDM's spellblade combo and finisher spell while buffing nearby party members who would be closest to the RDM during their combo (melee DPS and tanks, who all do phys dmg). It's the same reason why Brotherhood only affects phys dmg.


    There's only 1 job that gets a buff that raises everyone's damage directly and it's SMN's Devotion. It's either Phys dmgX+%, Magic dmg X+%, Crit rate+X%, Direct hit +x%. Trick Attack/Hypercharge isn't a buff, it's a debuff that targets the mob not your party and gives them a vuln debuff that responds to any damage source. Devotion is 2% for 15s, which is pretty weak. I doubt they'd give RDM a 20s 10% decaying bonus to both damage sources unless they reduce the bonus by 50% or something.
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    Last edited by Jonnycbad; 06-16-2018 at 02:24 AM.

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Jonnycbad View Post
    It's the same reason why Brotherhood only affects phys dmg.

    There's only 1 job that gets a buff that raises everyone's damage directly and it's SMN's Devotion..
    Astro.

    You can make anything 'make sense' if you paint a scenario for it.

    It's a damage buff. It's bottom line. Any other sort of justification not only doesn't hold water (A party is going to be well within range of each other for standard 15-20y radius) as well as failing on its own merit (Because it also buffs the Red Mage's spell damage, which can be done at range, and at least one spell likely will; The combo finisher following a displacement)

    Why shouldn't Red Mage have a decaying 10% to Damage? It averages out to 6% all damage with 16% uptime (1% RDPS on average) compared to -just Bard's passive crit bonus- which is 2% crit, which at base crit levels is 1% more average damage.
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