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  1. #1
    Player
    Buckles's Avatar
    Join Date
    Aug 2011
    Posts
    107
    Character
    Buckles Trespen
    World
    Behemoth
    Main Class
    Goldsmith Lv 60
    MONK:

    Form Shift OUT OF COMBAT puts you in the specified stance with no time duration (to avoid having to spam over and over trying to stay in Coeurl form while waiting for tanks on raid bosses for example)

    Meditation OUT OF COMBAT stacks immediately to 5 (I know they answered this already, but keep asking to get attention again)

    Tornado Kick - Apply damage at the start of the animation (as said before, just re-posting for more attention)

    Other than that I personally think the direction Monks were taken and the skills that were added compliment us perfectly. the numbers and balance are fine, we just have very slight QoL needs. Currently there's a lot of OUT OF COMBAT crap we have to rotate / maintain every pull . I don't feel the need to balance anything (except Tornado Kick damage at the start of the animation as it is a long animation)

    On a side note, I'd like to suggest an Elixir Field animation changed to reflect blunt damage. Maybe a nice spinning kick? Blasting blue light from our hands doesn't strike me as Monkish or blunt damage.

    Other suggested change isn't needed. You Tornado kick before LB, or let someone else do it if applicable.
    (4)

  2. #2
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    NINJA

    PLEASE LET US USE WEAPONSKILLS BETWEEN MUDRA/NINUTSU CASTS INSTEAD OF MAKING IT AUTO FAIL

    Mudra lag is literally the only reason I don't want to play NIN.
    (9)

    Peach Parfait/Khulan Angura on Gilgamesh

  3. #3
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    The following abilities' effects need to proc at the start of their animation, not end.
    -Disembowel
    -Bio

    I hate that I can't weave in Jumps or Legsweep until Disembowel animation is done, and as a SCH/SMN, if I do bio2>miasma>bio, i can't use Bane to spread all 3 effects until about 1.5-2 seconds after Bio is cast.
    (1)

  4. #4
    Player
    White_Wolf_X's Avatar
    Join Date
    Aug 2013
    Posts
    619
    Character
    Fang Wolfheart
    World
    Zodiark
    Main Class
    Machinist Lv 100
    Summoner: Place command for pet should teleport the pet to the location ( so it don't have to walk ) kinda like how Machinist's can chang they turrets location easy cause it just despawn and spawn at new location.
    (0)

  5. #5
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    If they did that, Summoners could tank with their pets by teleporting them around the battlefield and avoiding all damage. They could basically keep the enemy in a constant chase where the Egi never gets hit because they're teleported away when the mob gets close. They would have to put a CD on Place if they made it an instant teleport. I think turrets can be teleported because they aren't on the enmity table i think?
    (2)

  6. #6
    Player
    White_Wolf_X's Avatar
    Join Date
    Aug 2013
    Posts
    619
    Character
    Fang Wolfheart
    World
    Zodiark
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jonnycbad View Post
    If they did that, Summoners could tank with their pets by teleporting them around the battlefield and avoiding all damage. They could basically keep the enemy in a constant chase where the Egi never gets hit because they're teleported away when the mob gets close. They would have to put a CD on Place if they made it an instant teleport. I think turrets can be teleported because they aren't on the enmity table i think?
    hardly think it would be worth it to keep teleport your titan egi around just so it can avoid damage cause outside of dungeon/raids/world boss and some fates titan egi hardly takes any damage at all anyway.
    It would lose agro fast to anyway as it would not be getting any hit onto the target to keep agro, oh and any class that need to be "flank/behind target" would be so mad at you.
    (0)
    Last edited by White_Wolf_X; 08-17-2015 at 01:08 AM.

  7. #7
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    MCH
    - Ricochet gets a similar damage formula has Flare/Holy. Secondary hit deals full damage to primary target, and diminishing returns on damage for every other target afterwards. For a 60s cooldown skill, it's kind of lack luster in everything outside of single target bosses (which even alexander lacks at times). The amount of enemies that can dilute the secondary hit in dungeons and some raid environments really downplays the skill as something you get at level 60.
    -More bonus effects on MCH weaponskills/abilities through ammo consumption. They passed it off as one of MCH's main functions, but it seems incredibly under utilized when you look at abilties like hot shot, lead shot and gauss round. It does nothing for the former 2 other than to add 20 potency on the initial hit, and no skills actually require ammo to be executed.

    BRD
    -Rework Straighter Shot's proc detection. It occurs too late into a typical weaponskill cooldown that you'll never catch the proc unless you purposely delay your weapon skill.
    -Rework River of blood to give a stacking buff that boosts the damage of your next Bloodletter or Rain of Death. It'd function better with the cast times introduced by WM.
    -Redo/rework Wanderer's Minuet. It's functionally the exact same skill as machinist's GB. It ends up pigeon holing both classes to have the same foundation of gameplay and feels like a really wasted oppertunitiy. They could've done something like have WM to have cast times, reduce GCDs to 1.5 seconds with reduced TP cost, and no damage bonus while enabling the use of Empyreal and Ironjaws.

    BLM
    -Thunder series is not on GCD but still has cast times. This would allow them to quick cast thundercloud procs without disrupting their enochian timers to a greater degree.
    (6)

  8. #8
    Player
    MidnightS's Avatar
    Join Date
    Aug 2013
    Posts
    143
    Character
    R'tanyhi Dhato
    World
    Diabolos
    Main Class
    Gunbreaker Lv 90
    Ninja - Increase Shukuchi range to 25 yards and change it to not break Hide.
    (1)

  9. #9
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Sleigh View Post
    I'm gonna try to refrain from getting rude but I've already shown you my testing that says it is indeed 10%. Please show me your results that differ.
    Slash/Blunt/Pierce 10% > Magic 10%?!?!?

    Dis guy right?
    (0)

  10. #10
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Your sample size is ridiculously low, and I'm not just saying that because you're making a strange claim. There is a +/- 5% variance in min to max damage, roughly. You cannot take a very small sample size, then take the average damage of that sample size, then look at the +%. That's almost as skewed as if I'd take one attack from each type and compare them.

    Here's how you test. You look at damage ranges, which can be ascertained when you eventually get a min/max after 100s of attacks (it will be that +/- 5% variance, an easy way to know you've found it is when you have a min damage that's almost exactly 10% lower than your highest hit). You will then get the median damage of your sample type. Disregard crits, they are equal for all tests since it's a static value that has no impact on a test except to round strangely with varying CHR values. Compare that median damage to other median damages, based on facts unrelated to the variance you'll get in a short sample size.

    You'll get the very 10% I'm talking about. Also, yes Storm's Eye/Dragon Kick/Disembowel are also roughly 10%. They do not translate to a pure 10% DPS increase because of DoTs, as you said, but the skills they do impact, it is indeed a roughly 10% straight increase. I can get you damage medians if you don't believe me. Fortunately for DoM, all their damage type sans auto attacks are magical so for them it will be a 10% increase while it's active.
    (4)
    Last edited by Sleigh; 08-17-2015 at 12:45 PM.

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