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  1. #91
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,836
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Duelle View Post
    Taking what you said in mind, the only idea that comes to mind would be a barrier based on the RDM's HP (single-target divine veil without the cure spell trigger), or something with reverse scaling so it's not very strong on targets with high defense (tanks) but strong on targets with lower defense values (though I have no idea how to make that work at all).
    The easiest would be just to take a page from Essential Dignity or any classic Minus Strike -- make it a very snappy instant (flat damage) barrier that increases effectiveness with target missing %HP. A tank may then be more safely able to maximize it, albeit it at uptime cost, whereas a non-tank would be quicker to maximize it, and it's effect would seem more significant. If you want it to be more preparative, there's a bit more coding required, but is otherwise simple -- have it apply a barrier that reduces damage by a percentage equal to the %HP the attack otherwise would have consumed, absorbing up to (half?) your maximum HP. (Your 1.0 Aegis Boon, when it would not only block, but absorb / heal for the damage that would have been taken... as support.) And if you want to be the kind of utility that costs the rest of the kit next to nothing, make it a health transfer instead, or even a health equalization like Spirit Bond Totem (which would still kind of make sense for a Phalanx).

    Also, I'd like to hear more about this Judge fight of yours. /twiddling imaginary goatee
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  2. #92
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    I'd like SCH to have all the dots skills but SMN cast Primal style spells or enter Primal Trance. SMN retains primals obtained from msq but would also have access to extra primals either through defeating one in a normal instance or special quests. Each Primal spell would have a 60 second cooldown so SMN should also retain normal dmg spells like the Ruin series. All Primal spells inflict same base damage but each would have an additional effect for 12 seconds

    Titan: immobilize target in earth gaol. Target is unable to activate skills

    Garuda: Winds grant two random party members haste

    Ifrit: Summons an infernal nail with its own very small hp and the player can detonate it. The longer it stays alive, the more damage the detonation inflicts and the wider the range of dmg

    Those are just examples.
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  3. #93
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Also, I'd like to hear more about this Judge fight of yours. /twiddling imaginary goatee
    Still ironing the details, but basically:

    Fight: Platoon

    Concept

    8 on 8 raid fight with a 9th NPC acting as a judge that implements "rules" during the fight, forcing the raid to follow said rules or receive a debuff. Mechanics are closer to PvP (stuns and CC have decreased durations, abilities with modified damage output in PvP come into play) but not going full ham (no PvP-specific abilities so that we don't force people to level PvP rank in order to be able to clear this fight).

    The 8 enemies are randomly picked from a pool of all available classes upon release, but always being structured like a full party; 2 tank jobs, 2 healer jobs and 4 DPS. They also have all the abilities player characters have access to.

    The judge

    On top of the 8 enemies you'll fight, you have a 9th NPC that stands outside of reach that implements rules during the fight. Some of them alter gameplay a bit, others react to things that have been happening, while others are "imminent sentences" that turn into a penalty debuff unless you perform a certain action. Here's some examples:

    Gameplay-altering
    Elemental Restriction: Fire - Use of fire-based skils/spells (Enfire, Fire I-III, Fists of Fire AKA Vajra Stance, Wildfire) incurs a penalty on the character using it.
    Offensive Restriction: DoTs - Use of DoT spells/skills (Goring Blade, Bio, Aero) incurs a penalty.
    Offensive Restriction: Ranged - Attacking a ranged class (BRD, MCH, BLM, SMN, BLU) incurs a penalty.

    Reactive Judgments
    Judgment: Defensive Cooldowns - Classes with defensive cooldowns active when the Judgment is used get a penalty.
    Judgment: Low HP - Characters with low HP when the Judgment is implemented get a penalty.

    Imminent Sentences
    Rumination: Focus Target - You must switch targets and attack them within the allotted time to avoid receiving a penalty. The attack must be delivered from within 10 yalms (this means casters and ranged DPS need to get closer to their target for the attack to count).
    Rumination: AoE 2 - You must use an area of effect skill/spell that affects at least 2 targets within the allotted time to avoid a penalty. This applies to all skills, both offensive and curative (meaning Flash and Cure III/Medica count).

    The Penalty

    The penalty debuff can apply to both your group and the 8 NPCs you're fighting. Depending on what aspect of the fight should be emphasized, you could make the encounter hinge on tricking the NPCs into receiving penalties to make it easier to kill them. Likewise, you could set the AI of the NPCs to try to focus target a person with penalties (which could then be followed by the Judge using the Focus Target judgment to force them to lay off for a while)

    The Penalty debuff stacks, but I'm not sure what it should actually do to players. One idea I had was to make the penalty stun the affected player for 6 seconds and making it more likely that the NPCs will focus that player during the stun. Another was that the penalty would increase damage taken for the duration. Another would be that the penalty deals DoT damage to the affected player for the duration of the fight.

    Triggering Savage Mode

    If you accumulate 5 stacks of Penalty on any one raid member, the Judge heals and raises all 8 NPCs back to full and joins the fight turning the fight from Normal Mode into Savage Mode. The judge would bring out their Judge Sword and still apply penalties while also whacking away at the main tank.

    Additional ideas and notes
    - The "normal" version of this fight should include a mechanic to remove penalties. Still haven't thought of how to do this...
    - The fight concept is based on my hope to see us get 3 difficulty tiers for raids in the future. Story Mode being what we've seen with Alexander on Duty Finder, a Normal Mode that is harder and tuned towards mid-core raiders, and a Savage Mode that is triggered if you perform certain actions during the Normal Mode version of the fight.
    - Yes, this would be the FFXIV version of the Faction Champions fight.
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    Last edited by Duelle; 10-14-2016 at 02:10 PM.

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