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  1. #31
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    Join Date
    May 2011
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    Gridania
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    Quote Originally Posted by Mug View Post
    Based on other games (like FFXI) traits are usually active at all times. If it's an ability you have to activate, I'm sure they would call it just that - an ability! And give them more inspired names than "Enhanced Enfeebling Magic".
    I agree about what trait generally means, but that may simply be a localization issue.
    (0)

  2. #32
    Player
    Neptune's Avatar
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    Mar 2011
    Location
    Gridania
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    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Spellbinder View Post
    Uh.. Surely I'm overlooking something but, wasn't all the enfeebling magic removed? Why does Thaumaturge have a trait to boost enfeebling magic, when it doesn't have any? Or is this supposed to increase the chances of spell side effects going off?
    Quote Originally Posted by Andrien View Post
    yes i believe you answered your own question.
    We have no idea what they mean by Enfeebling Magic. It would be great to get some clarification.
    (1)

  3. #33
    Player
    Medura's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    826
    Character
    Medura Bloodspiller
    World
    Moogle
    Main Class
    Goldsmith Lv 90
    chance for thundara to paralyze, how long paralyze will last.
    chance for blizzara to bind, how long and how strong bind will be, etc etc.

    those are enfeebling effects, aka, debuffs on enemies.
    (0)

  4. #34
    Player
    Spellbinder's Avatar
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    Mar 2011
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    588
    Character
    Chenn Maboroshi
    World
    Tiamat
    Main Class
    Arcanist Lv 90
    Its a nice logical assumption to make, but I've seen a few Japanese forum posters just as confused on the issue. A bit of clarity would be appreciated considering all the fixing they've had to do t the patch notes.

    Edit: For example, it would have been a lot more clear if it said enhances enfeebling effects (弱体効果) instead of enfeebling magic (弱体魔法).
    (0)
    Last edited by Spellbinder; 12-13-2011 at 05:21 PM.

  5. #35
    Player
    Medura's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    826
    Character
    Medura Bloodspiller
    World
    Moogle
    Main Class
    Goldsmith Lv 90
    ... enfeebling = debuff, and this has been the way since the start of mmo's, how much clearer can it be?
    if the enemy gets a downstatus from your attack, the attack has an enfeebling effect, called a debuff.
    (0)

  6. #36
    Player
    Spellbinder's Avatar
    Join Date
    Mar 2011
    Posts
    588
    Character
    Chenn Maboroshi
    World
    Tiamat
    Main Class
    Arcanist Lv 90
    I still see a distinction between an attack or action that "may" or "may not" have an after effect versus an action that's specifically designated to have that effect (ie. enfeebling magic).
    (0)

  7. #37
    Player
    Narim's Avatar
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    Apr 2011
    Location
    Ul'dah
    Posts
    15
    Character
    Narim Zah'ir
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Sleep will most likely be considered enfeebling magic; it was in XI, at least.
    (0)
    ( '-')
    Believe those who are seeking the truth. Doubt those who find it.

  8. #38
    Player

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    Mar 2011
    Location
    Uldah
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    994
    im wondering if the enfeebling magic potency trait is to increase the chance of the added effect proccing.
    to me a good proc rate for enfeeble side effects would be at least 50% at level 50.
    anything less than 50% to me is a bad proc rate as i feel a game without individual enfeeble spells is a bad game.
    (0)
    15 abilities each? what is this... Kindergarten?
    A jack of all trades WHM... what is this 1989?

  9. #39
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    I'm pretty certain that enfeebling skill will help these added effects, but I'm wondering if any devs could tell us if "Enfeebling Potency" increases the chance of the added effect landing, or if that's based on Magic Accuracy. Maybe Enfeebling Potency just increases the duration/potency? It would be useful to know for the melee with Added effects, too.
    (1)

  10. #40
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    Apr 2011
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    509
    The "Enhanced Enfeebling Magic" trait will indeed affect the enfeebling effects associated with debuffs caused by the newly adjusted spells such as the "Heavy" effect from Blizzard, "Bleed" effect from Aero, and so on.

    The enfeebling effects will be affected in the following ways:
    • Enfeebling effect resistance
    • "Bleed" effect potency
    In regards to the actions (like weapon skills) that have enfeebling-related effects, there is a "resist" check against your enhanced enfeebling magic, but since you receive a bonus from this, we made adjustments that allow you to land enfeebling effects even if your base enhanced enfeebling magic is low.

    We'll continue to look into adjustments for the fact that there is a resist check with enhanced enfeebling magic and not magical accuracy, and its influences on effect potency and effect duration on things other than Bleed.
    (21)
    Bethany "Rukkirii" Stout - Community Team

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