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  1. #1
    Player
    Aylis's Avatar
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    Mar 2011
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    Limsa Lominsa
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    801
    Character
    Aylis Tessier
    World
    Balmung
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    Scholar Lv 80
    Quote Originally Posted by Ilyrian View Post
    By that token a Phoenix Down would have to 1 shot an undead mob/raid boss.
    IT CAN HAPPEN!!!! https://www.youtube.com/watch?v=B4oLIfsj9hg
    (0)

  2. #2
    Player
    Kit-Kat's Avatar
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    May 2015
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    Character
    Ayleen Estheim
    World
    Siren
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    Red Mage Lv 70
    Quote Originally Posted by Aylis View Post
    Works on Abadon too :]
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  3. #3
    Player
    Enkidoh's Avatar
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    Ala Mhigo
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    8,322
    Character
    Enkidoh Roux
    World
    Balmung
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    Paladin Lv 90
    Also the game's lore prevents such a trick - Cure spells are actually water aspected here (hence the fluid-like effect when you cast them, and water sprites materialize around the caster when it's cast, it's what those glowing blue orbs are) - they're not white magic at all but conjury, magic that comes from nature (the elementals of the Black Shroud specifically), not a deity.

    Hence, no 'holy' effect (also most zombies in Eorzea are actually created by an alchemical potion and are not 'darkness' aligned, so that wouldn't even work anyway).
    (3)

  4. #4
    Player
    Roll's Avatar
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    Mar 2011
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    361
    Character
    Roland Starwind
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Enkidoh View Post
    Also the game's lore prevents such a trick - Cure spells are actually water aspected here (hence the fluid-like effect when you cast them, and water sprites materialize around the caster when it's cast, it's what those glowing blue orbs are) - they're not white magic at all but conjury, magic that comes from nature (the elementals of the Black Shroud specifically), not a deity.

    Hence, no 'holy' effect (also most zombies in Eorzea are actually created by an alchemical potion and are not 'darkness' aligned, so that wouldn't even work anyway).
    Check again, the Cure spells are actually wind aspected; not water. There's a green/wind aura that appears when you cast Cure spells which was similar when casting the old Aero II spell back when it had a cast time. One of the few water aspected spells that we have now is Raise which has a blue/water aura that appears when casting.

    Esuna used to have the same blue/water aura but ever since it got changed into a cross role ability it's aura changed to some flashy/generic aura that all the 3 healers can use.

    Also, not all undead/zombies are from an alchemical potion. Some are voidsent or brought to life by Necromancy.

    In the lvl 60 White Mage job quest, you have to cast Cure spells on a Zombie Dragon to damage it after you've taken it's hp down to zero a few times.

    Also, here's some quotes from FF Tactics for the Cure line of spells to further add to it's wind-aspected nature:
    Cure: "Life's refreshing breeze, blow in energy! Cure!"
    Cure 2: "Life's refreshing breeze, heal from the sky! Cure2!"
    Cure 3: "Blessing breeze, blow in energy! Cure3!"
    Cure 4: "Mighty breeze, heal from the sky! Cure4!"

    As for the Holy/Astral element and undead, I found some interesting things about it:

    *There is a Pomander of Resolution that does extra damage to undead enemies in Palace of the Dead: "Pomander of Resolution: Transforms the user into Kuribu, with the Heavenly Judge ability. This is a ground-targetted AoE that deals 750 damage (12500 to undead) and stuns all enemies - living or dead - who are not stun immune for (4/2/1 diminishing) seconds. Undead enemies include: Dark Dragon, Palace Knight, Insistent Inquisitor, Palace Mummy, Palace Corse, Palace Wraith, Nybeth Obdilord and his summoned zombies."

    *Back in early 1.0 there were other actual Astral(Holy) and Umbral(Dark) spells as shown here:
    http://www.final-fantasy-14.org/abil...&submit=Filter

    *The Astral(Holy) spells were Banish and Dia while Umbral (Dark) spells were Scourge and Bio.

    *Light Sprites and a few other mobs still use Banish and Banish III.

    *Astral is composed of Fire, Thunder, and Wind while Umbral is composed of Ice, Earth, and Water (Hence why Black Mage's buffs are called Astral Fire and Umbral Ice as well)

    *Holy's description says that it does unaspected damage but since ability descriptions that say "Does ____ aspected damage" is pretty much flavor text, it's safe to assume that it is indeed Astral-aspected.

    I'm pretty much half asleep and rambling at this point but hey! The more you know!
    (1)

  5. #5
    Player Snow_Princess's Avatar
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    Sep 2016
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    701
    Character
    Princess Sakura
    World
    Balmung
    Main Class
    Summoner Lv 52
    Quote Originally Posted by Roll View Post
    Check again, the Cure spells are actually wind aspected; not water. There's a green/wind aura that appears when you cast Cure spells which was similar when casting the old Aero II spell back when it had a cast time. One of the few water aspected spells that we have now is Raise which has a blue/water aura that appears when casting.

    Esuna used to have the same blue/water aura but ever since it got changed into a cross role ability it's aura changed to some flashy/generic aura that all the 3 healers can use.

    Also, not all undead/zombies are from an alchemical potion. Some are voidsent or brought to life by Necromancy.

    In the lvl 60 White Mage job quest, you have to cast Cure spells on a Zombie Dragon to damage it after you've taken it's hp down to zero a few times.

    Also, here's some quotes from FF Tactics for the Cure line of spells to further add to it's wind-aspected nature:
    Cure: "Life's refreshing breeze, blow in energy! Cure!"
    Cure 2: "Life's refreshing breeze, heal from the sky! Cure2!"
    Cure 3: "Blessing breeze, blow in energy! Cure3!"
    Cure 4: "Mighty breeze, heal from the sky! Cure4!"

    As for the Holy/Astral element and undead, I found some interesting things about it:

    *There is a Pomander of Resolution that does extra damage to undead enemies in Palace of the Dead: "Pomander of Resolution: Transforms the user into Kuribu, with the Heavenly Judge ability. This is a ground-targetted AoE that deals 750 damage (12500 to undead) and stuns all enemies - living or dead - who are not stun immune for (4/2/1 diminishing) seconds. Undead enemies include: Dark Dragon, Palace Knight, Insistent Inquisitor, Palace Mummy, Palace Corse, Palace Wraith, Nybeth Obdilord and his summoned zombies."

    *Back in early 1.0 there were other actual Astral(Holy) and Umbral(Dark) spells as shown here:
    http://www.final-fantasy-14.org/abil...&submit=Filter

    *The Astral(Holy) spells were Banish and Dia while Umbral (Dark) spells were Scourge and Bio.

    *Light Sprites and a few other mobs still use Banish and Banish III.

    *Astral is composed of Fire, Thunder, and Wind while Umbral is composed of Ice, Earth, and Water (Hence why Black Mage's buffs are called Astral Fire and Umbral Ice as well)

    *Holy's description says that it does unaspected damage but since ability descriptions that say "Does ____ aspected damage" is pretty much flavor text, it's safe to assume that it is indeed Astral-aspected.

    I'm pretty much half asleep and rambling at this point but hey! The more you know!
    Healing spells element varies by game, I seen them earth, water, "light" (holy/ w/e, FFXI it was def light/holy element)

    given FF's general history and FFXIV, I would guess healing is one of the Astral elements (fire, wind, thunder, holy/light) It would make most sense in this game to have healing backed by wind or light/holy.

    Also cast visuals isn't proof for anything:
    https://youtu.be/6pwD8hxaeL4?t=76
    This is a light based spell, but it uses the black magic casting animation for it. It is from FFXI but still enough for me to question such logic.
    (0)
    Last edited by Snow_Princess; 08-08-2017 at 03:28 PM.

  6. #6
    Player
    Semirhage's Avatar
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    May 2015
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    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Roll View Post
    *Astral is composed of Fire, Thunder, and Wind while Umbral is composed of Ice, Earth, and Water (Hence why Black Mage's buffs are called Astral Fire and Umbral Ice as well)
    Some pedantry here, but that's not exactly true. Lore-wise, Astral and Umbral aspect more correspond to the concept of "active" and "passive/resting". The first three are most often found in Astral form, and the last three are often Umbral. Astral Fire, for example, produces the fireballs that Black Mages throw. Umbral Fire would likely produce a dehydrating heat, but no flame. Hence the era names- the Astral part of an era is the active growth and prosperity period, then a calamity happens which ushers in an Umbral era, a period of rest and recovery.
    (0)

  7. #7
    Player
    Hycinthus's Avatar
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    May 2012
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    Limsa Lominsa
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    758
    Character
    Alonzo Vivas
    World
    Exodus
    Main Class
    Paladin Lv 100
    The lack of elemental wheel makes it less interesting than in FFXI. Back then we really had to plan what spell to cast to elemental mob, even water creatures like Crabs are weak against lightning.
    (0)

  8. #8
    Player Snow_Princess's Avatar
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    Sep 2016
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    701
    Character
    Princess Sakura
    World
    Balmung
    Main Class
    Summoner Lv 52
    Quote Originally Posted by Hycinthus View Post
    The lack of elemental wheel makes it less interesting than in FFXI. Back then we really had to plan what spell to cast to elemental mob, even water creatures like Crabs areweak against lightning.
    If this is a FFXI reference, the it really wasn't at least for me, because for the most part you just used your highest level spell regardless of "weakness" since each spell was a bit stronger then the last, like thunder III doing more damage then blizzard III and stone IV doing more then both. Thunder III would not do more damage then stone IV on a crab, it just lessened the chance of doing partial damage (1/2, 1/4,1/8) There is an extremely short list of monsters that take static partial damage to elements, like elemental spirits, they do not take much to whatever element it is, and whatever element it is strong to. So if we use the little example of Stone IV, Thunder III and blizzard III, your strongest spell on an earth spirit would be blizzard III because of the static partial damage to the other 2 elements. It really wasn't that interesting because there was no increased damage for targeting a weakness, it was more of memorizing all the static partial damage stuff and knowing what to stay away from casting.

    FFXIV however does have logic of FFXI's elemental wheel in the game, just hardly used. It is clear if you ever did a HW relic. For one turn in, you can do "astral-aspected materia, that is fire, wind, lightning, the 3 elements that made up the light skill chain in ffxi (the missing 4th be the holy element and we have no materia for that) and for Umbral-aspected it is ice, earth, water, same 3 elements for the darkness skill chain in ffxi, leaving out dark element.

    But a real elemental wheel can't exist in this game since each job only has 1 or 2 elements, so it wouldn't be fair to lock out a job due to it. So that is likely why they left out the healing undead thing for 2.0+

    Quote Originally Posted by Ilyrian View Post
    By that token a Phoenix Down would have to 1 shot an undead mob/raid boss.
    Can't use Phoenix Down in battle though..
    Quote Originally Posted by Fynlar View Post
    This would likely require more recoding of the way the spell works than they are likely to bother with. (Cure as an undead nuke in FFXI was never exactly efficient, for the record -- it was something that was always more of a novelty than anything else.)
    This as well, you simply did more damage with banish III or whatever, healing for damage never did much.
    (1)
    Last edited by Snow_Princess; 08-05-2017 at 11:55 PM.

  9. #9
    Player
    Hycinthus's Avatar
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    May 2012
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    Limsa Lominsa
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    758
    Character
    Alonzo Vivas
    World
    Exodus
    Main Class
    Paladin Lv 100
    Zombie debuff would be a fun raid mechanic. Any player not afflicted with zombie debuff will die in megadeath attack. However if they receive cure they will also take damage.

    And to cure the debuff you have to /emote pray.
    (0)

  10. #10
    Player
    KageTokage's Avatar
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    Feb 2017
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    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Hycinthus View Post
    Zombie debuff would be a fun raid mechanic. Any player not afflicted with zombie debuff will die in megadeath attack. However if they receive cure they will also take damage.

    And to cure the debuff you have to /emote pray.
    They already used that for Forgall, actually. His Mega Death instakills anyone without gradual zombification on them, but you need to have only one stack of the debuff, as two stacks will make you lose control of yourself and start attacking allies.
    (3)

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