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  1. #1
    Player
    Rolder50's Avatar
    Join Date
    Jan 2018
    Posts
    1,615
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    Quote Originally Posted by ForsakenRoe View Post
    Rather than 'channel' abilities, I think the more accurate comparison is how WOW's Evoker handles 'Empower' abilities. Press to start the cast, then press again to fire the spell at whatever 'empower' level you've charged up to.
    Something I want to point out here is that Empower abilities often have reasons to finish the cast at a lower empower level. Like Dream Breath there, if you fire it off immediately it has a stronger Heal Over Time effect, but if you channel, the HOT effect is weaker but the upfront healing is more.
    (0)

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,382
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Rolder50 View Post
    Something I want to point out here is that Empower abilities often have reasons to finish the cast at a lower empower level. Like Dream Breath there, if you fire it off immediately it has a stronger Heal Over Time effect, but if you channel, the HOT effect is weaker but the upfront healing is more.
    I considered mentioning 'DreamBreath/FireBreath always do 100% of their damage/healing, with more being shifted out of the DOT/HOT and added to the 'instant' part at higher empowerment levels', and suggesting the same for BLM's Flare. Always does, say, 240, but it's like, level 1 is 180 plus 3 ticks of 20, level 2 is 200 plus 2 ticks of 20, level 3 is 240 plus 1 tick of 20, and level 4 is 240 all instantly.

    But then I thought 'oh wait, SE can't solve the debuff cap issue (only work around it by removing debuffs)' and decided to delete the paragraph

    Though an idea does strike now. For Flare, it could deal 240p as it does now to the primary target (and 30% less to secondary targets) at LV1, but empowering it further reduces the penalty to 20% at LV2, 10% at LV3, and no penalty (regardless of targets hit) at LV4. Also, if FlareStar were given this system, the visual effect of the ball growing in size with each level of empowerment would make it look/feel very cool
    (3)
    Last edited by ForsakenRoe; 09-27-2024 at 08:43 PM.