Page 9 of 16 FirstFirst ... 7 8 9 10 11 ... LastLast
Results 81 to 90 of 163

Hybrid View

  1. #1
    Player
    Bdyer's Avatar
    Join Date
    May 2016
    Posts
    113
    Character
    Alduin Mik'tala
    World
    Hyperion
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Rawrz View Post
    AST now shields significantly better than an SCH, and close compared to crit Adlo. ._. (468 non crit for shield alone compared to 300 and 701 compared to 900.)

    The card buffs were nice, but I'm sure we'll hear some more about it.

    All the QoL fixes are amazing.
    Your close

    Aspected benifec total potency = 250*1.1*2.7(shield + normal) = 742
    Aspected Helios = 150*1.1*2.7= 445 potency

    Scholar =
    Adlo: 600 potency and 900 on crit
    Succor is 300 potency

    If we average potency of crits and normal and assuming a 30% crit rate gives an average of 694 potency.

    So baseline Ast shields are better now with the exception of a crit adlo deployment
    (1)

  2. #2
    Player
    The_Shang's Avatar
    Join Date
    Feb 2016
    Posts
    185
    Character
    Shan Aurelius
    World
    Behemoth
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Bdyer View Post
    Your close

    Aspected benifec total potency = 250*1.1*2.7(shield + normal) = 742
    Aspected Helios = 150*1.1*2.7= 445 potency

    Scholar =
    Adlo: 600 potency and 900 on crit
    Succor is 300 potency

    If we average potency of crits and normal and assuming a 30% crit rate gives an average of 694 potency.

    So baseline Ast shields are better now with the exception of a crit adlo deployment
    Damn, and my healer main is Scholar >.<

    I guess I know what to level after my WHM hits 60.
    (0)

  3. #3
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Bdyer View Post
    Your close

    Aspected benifec total potency = 250*1.1*2.7(shield + normal) = 742
    Aspected Helios = 150*1.1*2.7= 445 potency

    Scholar =
    Adlo: 600 potency and 900 on crit
    Succor is 300 potency

    If we average potency of crits and normal and assuming a 30% crit rate gives an average of 694 potency.

    So baseline Ast shields are better now with the exception of a crit adlo deployment
    I said shield alone. 742-(250*1.1)=467~=468
    Scholar shields are 300 flat.
    (0)

  4. #4
    Player
    AlexanderThorolund's Avatar
    Join Date
    Apr 2015
    Location
    Garlean Empire
    Posts
    513
    Character
    Eros Crux
    World
    Louisoix
    Main Class
    Machinist Lv 70
    The patch looks fantastic, really excited. Thank you Yoshi!!!
    (0)

  5. #5
    Player
    aesteval's Avatar
    Join Date
    Jun 2015
    Posts
    956
    Character
    Tae Sylphanas
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Amariel34 View Post
    So so so SO excited for this patch!! Especially being able to easily report RMT. But I'm curious. How come the changes to soil don't include Grade 3? I was looking forward to this so much since it sucks being able to get only ONE grade 3 soil in a 24-hour game time period.
    Maybe it will change more in the future? Retainers can help buff gr 3 for now still. As it was the acquisition of gr 1 and 2 made it so that gr 3 was pretty much the only choice to go with anyway. This at least may give gr 1 and 2 a place for the time being. While gr 3 was on a timed node, gr 1 and 2 were strictly RNG and I know I would take the timed node over RNG.
    (1)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Mostly play AST among my healers and these still look like overbuffs to me. I can give a 50% longer Raging Strikes and Rampart at will now, really? In the meanwhile, Spear remains unusable, and the only mitigation of the RNGness is another cooldown reduction, this time to Redraw at least. Still zero Nocturnal synergy for Time Dilation and Celestial Opposition.

    ...Why are power buffs the only way SE seems to know how to correct their oversights?



    More appropriate changes, imo:

    General:
    • Allow for shield stacking, but only one shield may be consumed at a time.
    • Players can now carry up to three card buffs, and up to two from each AST.
    • Cleric Stance is now a cooldown of two GCDs, rather than a hard 5 seconds.
    • The 2.5s Stoneskin is now baseline.

    WHM:
    WHM has thus far been lacking in flair and bankable utility, especially in terms of control for its procs, leaving it a powerhouse, but not especially tactical or well equipped in feel. Its procs have therefore been mostly exchanged with bankable stacks from normalized RNG, while additional offensive reliability, utility, and synergy has been added.
    • Wisp of Winds trait at level 16. Your wind abilities (Aero, Aero II, Aero III) have a 50% reduced chance to miss and generate Wisp of Winds, which reduces the cast and recast times of your following curative or earth abilities by 20%. Stacks up to three times (meaning 20% reduction on next three casts). (Enhanced Medica is now baseline.)
    • Water's Wake trait at level 32. Your water abilities (Esuna, Fluid Aura, Asylum) generate Water's Wake, which reduces the mana cost, decrease the recast time, and increase the critical strike chance of following water abilities by 20%, stacking up to three times. Esuna may now strike critically, leaving Water's Wake on the target to absorb the next debuff within 7 seconds. (Freecure has been absorbed into Healer's Flow at level 44.)
    • Earthen Ward trait at level 36. Your earth abilities (Stone I, Stone II, Stone III) duplicate 5% of their damage into Earthen Ward for 14 seconds, which is siphoned to increase the effectiveness of your Stoneskin casts, increasing the amount absorbed by up to 20% of target max HP.
    • Healer's Flow trait at level 44. Your Cure spells now have a {normalized} 50% chance to generate a stack of Healer's Flow, which reduces the mana cost of your next Cure II by 33% for 15 seconds, and your Cure II spells have a chance {normalized} 50% to generate Healer's Wake II, which reduces the mana cost of your next Cure III by 16.7% for 15 seconds. Stacks to 100% chance. This normalization allows for more efficient and rotatable use and neglect of the mechanic.


    AST:
    AST currently suffers from poor RNG control and certain missing synergies due to certain oversights. These oversights have been fixed, and RNG control has been mitigated by making each card choice more viable without empowering it directly. A tiny bit of gameplay flair has also been added to diversify Sects, which can now be swapped in combat, and to improve pre-Gravity AoE.
    • Diurnal Sect now increases attack speed and decreases mana costs by 7%.
    • Nocturnal Sect now increases all potencies by 5%.
    • You can now chance Sect in combat. Instant-cast Spell, 15-second cooldown.
    • Time Dilation now duplicates all effects you placed on the target, to be applied when the original falls off. Now has synergy with Nocturnal Sect by duplicating shields.
    • Celestial Opposition now duplicates all effects you placed on the target, at 50% duration, to be applied when their originals fall off. Shields are instead duplicated at 50% potency. Now has synergy with Nocturnal Sect, but no longer favors Expand. Aspected Benefic is extended by 9 seconds, while shields are duplicated at 50% of original strength. Cards are duplicated at 50% (RR-affected) duration.
    • The damage reduction from Collective Unconscious now lingers for 10 seconds after leaving the spell area, and may be refreshed by re-entering.
    • Royal Road - Expand will now always equal at least 200% effect between its affected targets, and its diminished potency is now split between duration and potency. This should give it more spot-buff effectiveness. For instance, a Balance will generate +10% damage for 30 seconds on 2 players, 8% for 24 seconds on 3 players, and 6.7% for 20 seconds for 4+ players.
    • Royal Road - Enhance will now double the effectiveness of the embonused card.
    • Royal Road - Extend still doubles the duration of the card. Aided by changes to maximum card buffs per player and to Time Dilation as not to be an inferior choice.
    • Royal Road cooldown reduced to 3 seconds.
    • Redraw cooldown reduced to 30 seconds.
    • Draw buff time increased to 30 seconds, allowing the player to wait out for a Redraw or Shuffle. A "Discard" ability has been added to the Actions & Traits list at the same level, serving as an easily set aura cancel.
    • Ewer and Spire now both affect MP and TP. Ewer restores both directly, over time, while Spire reduces their costs, to a greater cap.
    • Spear now additionally doubles the cooling rate of abilities over its duration. (Cooling an additional 20 seconds' worth off all CDs over its 20 seconds.) This now makes extended Spear superior to empowered Spear if the cooldowns affected are shorter than 90 seconds.
    • Bole now additionally increases the effectiveness of healing done to the target 10%.
    • Arrow's attack speed buff increased to 12% and now also reduces TP and MP costs by 15%. Stacks with Spire. No longer as inferior to Balance.
    • Enhanced Benefic changed to Turning Heavens, which changes effect based on Sect. In Nocturnal Sect, your single-target overhealing creates Nightveil, which increases the effectiveness of your next Benefic II by up to 50%, siphoning from Nightveil. In Diurnal Sect, your Benefic II casts and your Aspected Benefic ticks have a chance to create Daystar, which causes your next Benefic to trigger no mana cost or global cooldown.
      Scale expanded royal road to always total at least 200% among the affected members. 100% at 2 people, 66.7% at 3, 50% at 4+.
    • Enhanced Disable made baseline. Replaced with Celestial Bodies, which causes Combust and Combust II to radiate 20% of their periodic damage as an AoE, and Gravity to deal increased damage to targets affected by either.


    SCH:
    Three QoL improvements added. That is all.
    • Using Sic no longer prevents manual use of your abilities. All pet abilities can now be used even while casting Embrace.
    • Shadowflare can now be easily queued. Once queued, at the end of the current cast Shadowflare will be cast at the queued position.
    • Pet movement speed increased by 45% by default, but decreases back to current over 3 seconds of movement, and regenerates over up to 6 seconds while stationary. Allows for quicker repositioning for those who actually have their pet dodge certain AoE, etc.
    (1)
    Last edited by Shurrikhan; 09-24-2016 at 01:07 AM.

  7. #7
    Player
    bounddreamer's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    1,598
    Character
    Talya Stormbreaker
    World
    Lamia
    Main Class
    Warrior Lv 70
    I can't get my Seph bird. I'm going to go lay down in traffic.
    (0)

  8. #8
    Player
    Lone-wolfe-02's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    713
    Character
    C'eleanor Greywolfe
    World
    Odin
    Main Class
    Dark Knight Lv 60
    Can we please stop with pvp changes. Dark knight needs pve tweaks more than it needs pvp, still nothing about plds tp issues in long fights.

    It's great you wanna push pvp abit more but remember pve is the main focus here and many jobs still need tweaks that you are ignoring in favour of pvp.
    (1)
    Last edited by Lone-wolfe-02; 09-24-2016 at 12:01 AM.

  9. #9
    Player
    UnstablePersonality's Avatar
    Join Date
    Aug 2015
    Location
    Ishgard
    Posts
    1,190
    Character
    Athena Nightreaper
    World
    Siren
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Lone-wolfe-02 View Post
    Can we please stop with pvp changes. Dark knight needs pve tweaks more than it needs pvp, still nothing about plds tp issues in long fights.

    It's great you wanna push pvp abit more but remember pve is the main focus here and many jobs still need tweaks that you are ignoring in favour of pvp.
    Only pvp changes they should be making atm is que fixes...there is no variation in pvp like every other game, there is just that new mode they release that kills everything else lol

    Quote Originally Posted by Arkenne View Post
    The thing I am more into the hype about this patch is the /facepalm emote for some reason...
    Gonna be using this a lot in duty finder.
    (2)
    Last edited by UnstablePersonality; 09-24-2016 at 03:29 AM.

    Friend/recruitment code for special items and things (use before paying first sub) RACN78W5 (updated) info on items here http://sqex.to/Cz9 code is entered via the mogstation.

  10. #10
    Player Lexia's Avatar
    Join Date
    Aug 2013
    Posts
    3,509
    Character
    Lexia Lightress
    World
    Balmung
    Main Class
    Ninja Lv 86
    I'm sure there will be people out there that will have plenty of salt over this.

    The penalty count for abandoning duties will now be shared for PvP and PvE.

    Withdrawing from any duty or PvP match a certain number of times will result in a penalty preventing all use of the Duty Finder and Raid Finder. This includes use of the Duty Finder to access the Triple Triad Battlehall and Lord of Verminion.
    (2)

Page 9 of 16 FirstFirst ... 7 8 9 10 11 ... LastLast