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  1. #1
    Player
    PrismaticDaybreak's Avatar
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    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Fluffernuff View Post
    snip
    Okay think of it like this, before you can cast Impact, you have a chance to go 100% (an outlier yes, but for the sake of argument) without procs meaning you would only be able to do 540 potency per 2 gcds instead of 570, over the course of a standard fight it's a substantial potency loss. Over the course of a minute it's about 360 or so potency. Impact means that for a minimum of 50% of the fight you get the extra 30 potency and 1 additional mana for each element (to a total of 8 mana generated vs the 9 from stone/fire). Meaning it's your damage insurance in the case that you're unlucky, reducing RDMs dependence on RNG up to that point. It's fine, doesn't need to be changed.
    (0)
    Last edited by PrismaticDaybreak; 07-28-2017 at 04:12 AM.

  2. #2
    Player
    Kabooa's Avatar
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    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by PrismaticDaybreak View Post
    blah blah math.
    It does need to be changed. Because it is by far one of the most visually appealing spells in the Red Mage arsenal.

    I agree with the math, but that Rose Flare beats out everything but VerHoly in visual quality. Hell, just swap the animation with VerFlare, problem solved.
    (1)

  3. #3
    Player
    PrismaticDaybreak's Avatar
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    Jul 2017
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    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    It's only pretty because you don't use it often, if we use it all the time it's gonna get as annoying as SAMs midare
    (0)

  4. #4
    Player
    Kabooa's Avatar
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    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by PrismaticDaybreak View Post
    It's only pretty because you don't use it often, if we use it all the time it's gonna get as annoying as SAMs midare
    I don't use Verflare all that often either and it's ugly as sin.
    (0)

  5. #5
    Player
    PrismaticDaybreak's Avatar
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    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kabooa View Post
    I don't use Verflare all that often either and it's ugly as sin.
    That's not what I meant. It's like if you ate ice cream every day, you'd eventually hate it because you wouldn't have something different to compare it to
    (0)

  6. #6
    Player
    Kabooa's Avatar
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    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by PrismaticDaybreak View Post
    That's not what I meant. It's like if you ate ice cream every day, you'd eventually hate it because you wouldn't have something different to compare it to
    See, I kind of agree with you. I mostly agree with your practical assessment of Impact too. But there's a large discrepancy between the place Impact holds, and the animation of the spell. Straight up, the spell animation being on what is effectively a filler spell is just a giant waste.

    In every scenario when something else is available, Impact is avoided. There are only a few scant scenarios where Impact might be Impactful (heh) and most of them require the player screwing up several times in succession, while the rest are "I need to melee combo right the 1@#% now and there's no way the standard set up will give me what i need".


    Literally no spell got me more hyped when watching the Red Mage trailer than this mysterious "Rose Flare". The visual, the typical 'Final Fantasy' boom delay before it explodes, the sound leading up to it.

    In every shape and form, 'Flare Rose' is the definition of a penultimate spell animation. (there weren't enough angel wings to define "ultimate")

    "Lol just kidding it's filler."

    It's a small, insignificant detail to be harped upon, I know that.

    But damn, does it ever feel bad watching Impact fall off because of RNG, because in most practical scenarios, it's a loss when Stone/Fire are readied.
    (0)

  7. #7
    Player
    PrismaticDaybreak's Avatar
    Join Date
    Jul 2017
    Posts
    306
    Character
    Prism Daybreak
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kabooa View Post
    snip
    Oh yeah no, I totally get that. Watching the trailer I thought, "oh my god, that's the most beautiful exploding energy rose I've ever seen." It is kind of disappointing it's just alternate filler, but as far as practical changes the skill concept is fine. The animation could definitely be tacked onto something more impressive though.
    (0)

  8. #8
    Player
    Isrea's Avatar
    Join Date
    Nov 2013
    Posts
    14
    Character
    Isrea Dorne
    World
    Faerie
    Main Class
    Archer Lv 50
    Quote Originally Posted by PrismaticDaybreak View Post
    Okay think of it like this, before you can cast Impact, you have a chance to go 100% (an outlier yes, but for the sake of argument) without procs meaning you would only be able to do 540 potency per 2 gcds instead of 570, over the course of a standard fight it's a substantial potency loss. Over the course of a minute it's about 360 or so potency. Impact means that for a minimum of 50% of the fight you get the extra 30 potency and 1 additional mana for each element (to a total of 8 mana generated vs the 9 from stone/fire). Meaning it's your damage insurance in the case that you're unlucky, reducing RDMs dependence on RNG up to that point. It's fine, doesn't need to be changed.
    In terms of Impact's effect on dps numbers it doesn't need to be changed, but as it is right now it really should be a "your next Jolt II does 30 more potency" proc. In it's current iteration there are some niche reasons to cast Impact over a VerReady spell, but there is absolutely no reason to cast Jolt II over impact. If it were a random proc chance you'd have to react to it, if it were instant cast (but still proced dualcast) it could be worth holding on to for movement, if it gave some sort of buff it might be worth timing it for buff up time... As it is Impact adds no gameplay or meaningful decisions over it being a +30 potency proc or simply adding 15 base potency to Jolt II. It is the epitome of pointless button bloat.
    (0)