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  1. #1
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by currentlemon View Post
    Would my second option be no good either? Having Addersting generate after using a Addergall spell sounds good on paper, but I know next to nothing when it comes to numbers. If generating Addersting from Addergall spells is too powerful, perhaps it shouldn't be 100% guarantee. Maybe only have a 30-45% chance of Addersting generating after an Addergall spell is used.
    The biggest issue with Addersgall generating Addersting occurs regardless of whether or not the chance is 100% or less. It would be a DPS gain, which would be great on the gameplay feel of Addersting usage, but you'd be heavily incentivized to burn all your Addersting and Rhizomata exclusively for your 2 minute raid buffs. This would result in an excessive amount of overhealing during that time and a depletion of healing resources as well as would erase Rhizomata's current function in favor of being used on cooldown for DPS gains. Even if it's only a chance, you'd still burn all your Addersgall in hopes of generating Addersting during that window.
    (1)

  2. #2
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by ty_taurus View Post
    snip
    I see. So, I guess it's back to the drawing board then. My opinion hasn't changed regarding the need for more Addersting generation, but my ideas are heavily flawed. I just wish there were more ways we can use Toxikon. It's a really cool ability in my opinion.
    (0)

  3. #3
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by currentlemon View Post
    I see. So, I guess it's back to the drawing board then. My opinion hasn't changed regarding the need for more Addersting generation, but my ideas are heavily flawed. I just wish there were more ways we can use Toxikon. It's a really cool ability in my opinion.
    It's difficult because any time you try to connect DPS and healing tools, it becomes easy to invalidate one side or the other. If it's a DPS loss, like the old Misery for example, then sure it's nice that you get a partial reimbursement, but people will actively try to avoid that resource because DPS is the metric of which we measure healer efficacy with. If it's a DPS gain, then the healing gets ignored in favor of getting as much of the DPS as possible. If it's DPS neutral, then you've just swapped button spam from one button to a new button and doesn't really resolve the issue.

    My best suggestion at the moment:

    Addersting and Addersgall:
    - Consuming Addersgall now grands Adderscoil for 20 seconds. The first cast of E. Diagnosis or E. Prognosis while under the effects of Adderscoil now grants Addersting. You must wait until Adderscoil wears off before another can be applied. This creates a more consistent way of generating Addersting while also putting restriction on your ability to generate Addersting endlessly.
    - Addersting is no longer gained when the E. Diagnosis barrier is consumed.

    - Toxikon: 330 Potency for the first enemy and 75% less for all remaining enemies. Costs 700 MP and does not consume Addersting. Upgrades into Toxikon II with Addersting (Potency is updated alongside Dosis upgrades.)
    - Toxikon II: 660 Potency for the first enemy and 50% less for all remaining enemies. Costs 0 MP and consumes 1 Addersting. (Potency is updated alongside Dosis upgrades.)

    - Sage Continuation Combo a 4-part combo between two buttons, one GCD, one OGCD.
    GCD 1: 330 Potency for the first enemy and 50% less for all remaining enemies. Costs 0 MP and consumes 1 Addersting. Enables OGCD 2. Has a 60 second cooldown.
    OGCD 2: 330 Potency for the first enemy and 50% less for all remaining enemies. Enables GCD 3
    GCD 3: 495 Potency for the first enemy and 50% less for all remaining enemies. Enables OGCD 4
    OGCD 4: 495 Potency for the first enemy and 50% less for all remaining enemies.
    - It's a shorter continuation that costs 1 Addersting on a cooldown and is a DPS gain - 1650 potency over 3 actions (when including Addersting generation) in contrast to 3 Dosis IIIs for 990 potency.

    New GCD: Triggers Kardia and grants Addersting. Has a 60 second cooldown

    Overall: The rest of Sage's kit would need to be reorganized slightly to make better room for this new system, but you'd have something much more rewarding and consistent while allowing Sage to retain the unupgraded Toxikon as a mobility tool at the cost of more MP. By filtering Addersting generation through Adderscoil, it's easier to try and prevent overuse of of GCD heals.
    (0)
    Last edited by ty_taurus; 04-16-2022 at 02:29 PM.

  4. #4
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    The biggest issue with Addersgall generating Addersting occurs regardless of whether or not the chance is 100% or less. It would be a DPS gain, which would be great on the gameplay feel of Addersting usage, but you'd be heavily incentivized to burn all your Addersting and Rhizomata exclusively for your 2 minute raid buffs. This would result in an excessive amount of overhealing during that time and a depletion of healing resources as well as would erase Rhizomata's current function in favor of being used on cooldown for DPS gains. Even if it's only a chance, you'd still burn all your Addersgall in hopes of generating Addersting during that window.
    The solution here would be to allow addersgall to generate addersting (or even a fractional amount), but then add in a second addersting skill specifically for raid buffing and leave Toxikon as the same potency as Dosis to keep it DPS Neutral, yet flexible for weaving and mobility purposes. This implementation would however give a lot more weave windows and free mobility to Sage, but the exact amount of extra Toxikon uses can be adjusted based on the speed at which addersting generates.

    At any rate, they might as well just remove the Ruin II restriction on Scholar and give AST more mobility with an instant-cast movement tool outside of lightspeed.

    Just ideas to bounce around, seeing as healer gameplay is heavily restricted as a result of a lack of alternatives.
    (0)