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Thread: RDM Scortch

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  1. #1
    Player
    Singularity's Avatar
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    Ariane Aster
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    Red Mage Lv 100
    Quote Originally Posted by Archwizard View Post
    So, you want a reason to never cast Verholy/Verflare ever again.
    Yes, that is the point. Care should be taken with the potency values to ensure it doesn't become correct to waste a load of mana overcapping just to get access to Scorch mind.
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  2. #2
    Player
    Mansion's Avatar
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    Mansion Viscera
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    Louisoix
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    Quote Originally Posted by Singularity View Post
    Yes, that is the point. Care should be taken with the potency values to ensure it doesn't become correct to waste a load of mana overcapping just to get access to Scorch mind.
    Being even on mana is quite rare. We are actually building ressources not to be even to get the free proc after the finisher.
    The only even situation I can think of is 100/100 on mana, and usually means there was a mana loss (and thus a DPS loss).
    Introducing your finisher would require some kind of ability that cuts through one pool of mana so you can actually control the amounts you want to generate, and let's face it, adding small mental calculation (how much X spell do I need to reach X amount of mana?) would have people roar with rage (see Ridorana). While I like the idea of a rotation a bit more "complex" than reaching more than 80/80, I understand it could easily turn into a hassle.
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  3. #3
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    PatronasCharm's Avatar
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    Patronas Charm
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    Leviathan
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    Red Mage Lv 96
    Quote Originally Posted by Mansion View Post
    Being even on mana is quite rare. We are actually building ressources not to be even to get the free proc after the finisher.
    The only even situation I can think of is 100/100 on mana, and usually means there was a mana loss (and thus a DPS loss).
    Introducing your finisher would require some kind of ability that cuts through one pool of mana so you can actually control the amounts you want to generate, and let's face it, adding small mental calculation (how much X spell do I need to reach X amount of mana?) would have people roar with rage (see Ridorana). While I like the idea of a rotation a bit more "complex" than reaching more than 80/80, I understand it could easily turn into a hassle.
    Yeah true, it is super rare to get an even balance unless you save up to 100/100. Thus why we get a "Verfire / Verstone" ready if White is lower then you use Verholy, or vise-versa which I know is the initial design. I do agree too if we'd have to begin making mental calculations, "oh crap, okay, I should have casted Verthunder instead of Aero! Crap lol." The way it currently plays is pretty perfect.

    So as far a DoT goes, again I believe it should be a mechanic behind our rotation, thus why I felt, without jeopardizing our rotation, tacking it on to Scorch. Heck, Scorch to me is what being burned? Flare burns, Holy burns, thus why I felt Scorch adding that DoT could have worked, even if the Potency is reduced by 200, and a DoT of idk, 50? That way we're still doing our basic rotations to maintain that DoT on the enemy. Because to be frank, I don't use my Combo unless its a hard enemy or a Boss fight, so keeping a DoT on that boss, would encourage to fill meter as quickly as possible and combo as much as possible.

    The DoT, would have to be long, and mild, because I forget how long it takes me to get 80/80 without Manafestation, or by using Enchanted Reprise it increases DoT duration, that's -10/10 with a tacked on damage.

    Again, this entire thing just came from my speculation over Scorch, didn't know what it did until I found it online. I doubt they'll do any overhaul right now, with the expansion being just around the corner and all.

    I am eager to engage with 5.0 RDM and see how much smoother it is without all the button bloating.

    But looking into the future, which is 2 years out, maybe we'll see Verwater / Verblizzard / Verfreeze or Verflood, even an interesting DoT added to a new combo finisher.

    Thanks for the all the replies and discussions, yall

    =)
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    Last edited by PatronasCharm; 06-12-2019 at 10:47 PM.

  4. #4
    Player
    Archwizard's Avatar
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    Archwizard Drake
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    Sargatanas
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    Red Mage Lv 100
    Quote Originally Posted by Singularity View Post
    Yes, that is the point. Care should be taken with the potency values to ensure it doesn't become correct to waste a load of mana overcapping just to get access to Scorch mind.
    Bearing in mind for a moment that the skill you suggest also includes both Verquick procs and comes away with 33% higher effective Mana gain than either existing Verfinisher, mitigating any lost Mana from slight overcap:

    Making an ability that's far and away better than two other existing abilities competing for the same job means creating excess button bloat -- we'll be dragging two dead weights behind us, all for the sake of removing one of the few elements of spontaneity and reactivity we have from the job.

    Hard pass.
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  5. #5
    Player
    Singularity's Avatar
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    Ariane Aster
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    Cerberus
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    Red Mage Lv 100
    Quote Originally Posted by Archwizard View Post
    Bearing in mind for a moment that the skill you suggest also includes both Verquick procs and comes away with 33% higher effective Mana gain than either existing Verfinisher, mitigating any lost Mana from slight overcap:

    Making an ability that's far and away better than two other existing abilities competing for the same job means creating excess button bloat -- we'll be dragging two dead weights behind us, all for the sake of removing one of the few elements of spontaneity and reactivity we have from the job.
    11 of each colour totals 22 mana, as opposed to 21. The additional proc (since the existing finishers already give you a proc) is worth an extra 3 vs. a Jolt, so the overall gain in mana alone is 4. Also there's no button bloat, since all three finishers replace existing buttons when they are ready in 5.0.

    Anyway, the exact numbers are not even remotely important. The idea was to give the player something extra to play for within the RDM gameplay design of managing procs to maximise higher-potency casts. Right now, we aim to engineer our mana bars to "above 80/80, not equal and no existing proc on the lower of the two". My suggestion would make the "best" result be "above 80/80, exactly equal and no procs at all", so a more difficult situation to create, but a higher reward if you can pull it off.
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  6. #6
    Player
    Archwizard's Avatar
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    Quote Originally Posted by Singularity View Post
    11 of each colour totals 22 mana, as opposed to 21. The additional proc (since the existing finishers already give you a proc) is worth an extra 3 vs. a Jolt, so the overall gain in mana alone is 4.
    One Verfinisher gives you 21 mana and a proc worth another 9 mana, or 30 total.

    Your proposal gives you 22 mana with two procs worth another 9 mana each, or 40 total.

    Also, if we assume Scorch stays the same in this example, someone who hits 100/100 will be one GCD and a Manafication away from unleashing another combo immediately after, which makes the "cost" of hitting 100/100 moot.

    The idea was to give the player something extra to play for within the RDM gameplay design of managing procs to maximise higher-potency casts.
    You're "giving something extra" at the cost of other skills.

    If you make a new skill too appealing, gunning for it will be the top priority. The only "extra bonuses" in theorycraft are procs, and even those can be gamed.

    Right now, we aim to engineer our mana bars to "above 80/80, not equal and no existing proc on the lower of the two". My suggestion would make the "best" result be "above 80/80, exactly equal and no procs at all"
    You know what would accomplish the same task, without eliminating the two Verfinishers we have?

    Just changing the existing Verfinishers' phrasing to "higher than or equal to".
    (1)
    Last edited by Archwizard; 06-13-2019 at 10:47 AM.