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  1. #11
    Player
    spf1200's Avatar
    Join Date
    Mar 2015
    Posts
    500
    Character
    Xant'cha Argoth
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    Got to love the people who think they know better than the people that have been making the game for 6(?) years. Trust me if you thought of it so did they and it ether didn't work or wasn't what they wanted for the job
    (1)

  2. #12
    Player
    JohnSpawnVFX's Avatar
    Join Date
    May 2018
    Location
    Gridania
    Posts
    915
    Character
    Kaynneth Menad
    World
    Zodiark
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by spf1200 View Post
    Got to love the people who think they know better than the people that have been making the game for 6(?) years. Trust me if you thought of it so did they and it ether didn't work or wasn't what they wanted for the job
    While I don't agree with the thread at all, there are plenty of things already that the devs have done wrong and then had to fix later (i.e. Removing MP cost from Foul), some after players requested it.
    (4)

  3. #13
    Player
    LeoLupinos's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by spf1200 View Post
    Got to love the people who think they know better than the people that have been making the game for 6(?) years. Trust me if you thought of it so did they and it ether didn't work or wasn't what they wanted for the job
    They are noT perfect, a reasoN for that is the CONSTANT job balance every patch. And I play video games my whole life, I'm more than capable to know whats fun or not. Or what, now we need to study Harvard to be able to suggest something? Get real.
    (4)

  4. #14
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Shougun View Post
    I imagine it is this way, in part, for visual clarity. Big flower looking better blooming out from your destructive thunder and wind, vs it blooming and being visually clogged with an element instantly afterwards.

    Aside from that it also allows them to give the larger mana gain (7) in the first step, which could lead to some changes in how things fold out.

    Is the main reason on why you want to change it so it has that parallel feeling to the rest of the kit? (Jolt -> Elements, Impact -> Elements, rather than what it is now which is a bit flipped compared to single target).
    I will answer yes Shougun, make it have that parallel feeling just like the single target rotation.
    (0)

  5. #15
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by WhiteArchmage View Post
    I'll have to actually play it to be sure of how it feels, my main issue right now is in the spells themselves:
    Right now we have Verfire and Verstone for our short-cast elemental spells and Verthunder and Veraero for long-cast single target. Now Verthunder (II) and Veraero (II, I guess) are our short-cast AoEs...so where the heck and Verblizzard and Verwater?? RDM still has a large hole where those elements are concerned.

    As an aside, I wanted RDM AoE to be more interesting than Scatter spam, specifically using a similar Scatter -> VerAoE mechanic... shows the devs DO listen lol
    I love the SCATTER-SCATTER spam...lol...Scatter->VerThunder/Aero would have worked too.
    I also agree with you about the lack of the other elements
    VerBlizzard & VerWater could have been the AOEs.
    (4)

  6. #16
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by SieyaM View Post
    It is going to be very strange at first for me but only because I have spent the last two years casting impact as part of a single target rotation before an elemental spell. After some time adjusting it will probably work out fine.
    I know, same here. I'm on ps4, so i kind of practicing in my head the aoe rotation with controller
    (0)

  7. #17
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by spf1200 View Post
    Got to love the people who think they know better than the people that have been making the game for 6(?) years. Trust me if you thought of it so did they and it ether didn't work or wasn't what they wanted for the job
    No one was applying that we know better then the DEV Team. I was just given my opinion & my feeling. Agree or disagree this what the forums are for, to create topics for people to discuss & express themselves on certain aspects of the game.
    (0)
    Last edited by Nighthawky2010; 06-03-2019 at 06:53 PM.

  8. #18
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    Quote Originally Posted by LeoLupinos View Post
    They are noT perfect, a reasoN for that is the CONSTANT job balance every patch. And I play video games my whole life, I'm more than capable to know whats fun or not. Or what, now we need to study Harvard to be able to suggest something? Get real.
    Totally agree with you Leo!!
    (1)

  9. #19
    Player
    SpiritMuse's Avatar
    Join Date
    Feb 2015
    Location
    Ul'dah
    Posts
    1,012
    Character
    Lelane Lavellan
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Nighthawky2010 View Post
    VerBlizzard & VerWater could have been the AOEs.
    Oh yes I like this! Let us have all the elements! That'd be cool.
    (1)

  10. #20
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,194
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shougun View Post
    Aside from that it also allows them to give the larger mana gain (7) in the first step, which could lead to some changes in how things fold out.
    This comment intrigued me so I did some maths. Each of the following scenarios assume you will use a Verfastspell if you have one Ready.



    Verslowspells are 310 potency and 11 mana, with a 50% chance to proc Verfastspell Ready. The difference between a Verfastspell and Jolt is 90 potency and 3 mana, so let's attribute half of this to the Verslowspell. This means that when alternating with Jolt, a Verslowspell has an expected potency of 355 and an expected mana generation of 12.5.

    Jolt(180, 6) >> Verslowspell(355, 12.5) => 535, 18.5
    or 267.5 potency and 9.25 mana per GCD


    The difference between a Verfastspell and a Verareaspell vs two targets is 30 potency and 2 mana. Again, let's attribute half of this to a Verslowspelll. This means that when alternating with a Verareaspell vs two targets, a Verslowspell has an expected potency of 325 and an expected mana generation of 12.

    Verareaspell(240, 7) >> Verslowspell(325, 12) => 565, 19
    or 282.5 potency and 9.5 mana per GCD


    Pretend for a moment that Scatter/Impact are the fast AoE spells instead. The difference between a Verfastspell and Scatter vs two targets is 30 potency and 3 mana. This means that when alternating with Scatter vs two targets, a Verslowspell has an expected potency of 325 and expected mana generation of 12.5.

    Scatter(240, 6) >> Verslowspell(325, 12.5) => 565, 18.5
    or 282.5 potency and 9.25 mana per GCD


    So for what it's worth
    • up through Lv61 (as long as Jolt is Jolt 1)
    • and against exactly two targets
    • and ignoring Acceleration and Embolden
    • and ignoring other jobs' actions that might make one mob take more damage than another

    the optimal spell rotation is alternating Verareaspell>Verslowspell, replacing Verareaspell with Verfastspells that proc. If Scatter/Impact were the fast spell and the Verareaspells were slow spells, the spell potency per GCD would be the same but the expected mana generation would be 1 less every 4 GCDs.


    NOTE: I'm not making any judgments here as to quality of development decisions. I'm just saying what the maths say given the data we've been given.
    (1)
    Last edited by Rongway; 06-01-2019 at 05:00 PM.
    Error 3102 Club, Order of the 52nd Hour

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