If personal limit breaks can't be done, I'd at least like that the limit break be shared between the party and not the entire alliance in places like Crystal Tower.
If personal limit breaks can't be done, I'd at least like that the limit break be shared between the party and not the entire alliance in places like Crystal Tower.
yes please

I'm a bard, so yeah, I'd love this. Using the duty finder and getting 2 bards in a party just gets embarrassing like your failures for being DPS with a healing limit break -.- It's not our fault guys, please have mercy D:

I'm actually *not* in support of this idea. Having a group build limit break is unique. I'd really prefer not homogenizing a unique feature to play like any other title in the series.
Give us an epic ability with a 1 hour cooldown.
IIRC my Monk had Hundred Fists in 1.0


I'd just be happy with Limit breaks being different according to the individual Job.
I'm a fan, if only because I have used my LB a grand total of 3 times. Twice in AV, and once during a Titan HM relic run.
An aoe heal isn't very useful when I can already aoe heal. And the only time I'm allowed to use a lvl 3 LB is when half the raid is dead.


Not necessarily.
The damage limit breaks work off potency. There are two assumptions on how the formula works.
A. There is an "average" strength / attack determined based on the overall party stats which is used for the damage formula.
B. The damage depends on the stats of the character who employed the limit break.
If the game currently works using A, personal limit breaks would use B.
This means DPS classes would have their limit breaks enhanced by any skills they are using. If you had about 7 folks all slotted for damage limit breaks, they might actually do abit more damage than they normally would, especially if some of the folks are more geared than other characters in their party, as the current system (if it uses A) drags down the attack power of the Limit Break to the party average.
I doubt it. Limit Breaks actually play very little role in the encounter design. Players like them, because they look cool and do one massive attack but the time it requires to build up the gauge is much longer than the DPS of the attack.
There are only a few encounters where a Limit Break might make or break the fight, like Titan HM's heart phase or the Demon Wall. But I've done both encounters without needing to use a Limit Break.
1. Flare is not a room-wide AoE attack; flare is limited to enemies directly around the target; it has a 5 yalm radius.This is true.
Flare is 260 Potency vs the OP's proposed 225 on LB1. This makes LB1 quite useless save for maybe an mp saver which BLMs have no issues with anyway.
Also, on fights like Twintania when you want a massive AoE spell to kill the snakes, you will have to have multiple mages to get it rather than just one.
Meteor hits everything in the entire room, no matter where the Black Mage is standing.
I'll let the developers decide the final numbers. I'm just trying to use some logic to decide how to depower them into personal abilities.
2. In a couple weeks they are adding the Echo buff to the Twintania encounter, so at least for this encounter I doubt there will be a need to use a Limit Break to win.
3. If you absolutely had to have the Black Mage limit break for an encounter, just equip everyone with it and have everyone use it. Players can coordinate all attacking at once; we do it in the Livia Sas Junius boss encounter during the cannon phase.
Last edited by therpgfanatic; 03-08-2014 at 04:40 AM.
Malee LB3 do about 20k ish damage. chain 4 or 5 or 6 of those in and you take about half or more HP from boss...(some fight you can go with 1 Tank 1 healer 1 DPS)
one way of doin it is to divide the damage by 8, so around 2.5K for personal LB3. with the current cast time of LV3 being close to 10second ish.
a lot of fight and LB will need to be rework, if they change it to personal LB. I perfer they keeping it as it is and use their time to develop new content. Plus the current LB system promote more team work and Strategy.
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