2% is actually insane and would be more than nin or brd. The idea sounds fun but you would definitely need to make it a cd instead of a permanent trait. Else its just broken.


Summoner devotion is 2% with 1/8 uptime average 0.25% damage buff
Radiant shield is 2% with 1/3 uptime average 0.67% physical damage taken buff
Contagion is 10% with 1/4 uptime average 2.5% magical damage taken buff
Monk brotherhood is 5% with 1/6 uptime average 0.83% physical damage buff
RDM embolden is average 6% with 1/6 uptime average 1% physical damage taken buff
MCH hypercharge is 6% with 1/4 uptime average 1.5% damage taken buff
Ninja trick attack is 10% with 1/6 uptime average 1.67% damage taken buff
2.17% is huge damage buff for whole party.
Last edited by Sunako; 10-16-2017 at 12:24 PM.


I'd rather have them buff the BLM dmg to be on par with SAM (if not more when fight is advantageous for the BLM such as os2)
Oh and, a fusion of Ley Line / Between the Lines and FireIV/IceIV.


It'd probably be healthier for the game as a whole if we see Summoner, Machinist, Ninja and Bard's damage come down than see one job at a time come up as SE tries to balance things honestly. That improves Monk, Samurai and Black Mage's viability rather than just Black Mage's and it avoids the constant counter buffing that created the double ranged physical comp.

Considering how burst phases are centered around Trick Attack, it ends up being more than 1.67%. While this could be optimized around, it wouldn't be beyond maybe the openerSummoner devotion is 2% with 1/8 uptime average 0.25% damage buff
Radiant shield is 2% with 1/3 uptime average 0.67% physical damage taken buff
Contagion is 10% with 1/4 uptime average 2.5% magical damage taken buff
Monk brotherhood is 5% with 1/6 uptime average 0.83% physical damage buff
RDM embolden is average 6% with 1/6 uptime average 1% physical damage taken buff
MCH hypercharge is 6% with 1/4 uptime average 1.5% damage taken buff
Ninja trick attack is 10% with 1/6 uptime average 1.67% damage taken buff
2.17% is huge damage buff for whole party.
Like I said, could easily cap it at 3 stacks, which drops it to ~1%.
Straight Potency buffs are boring, and won\\'t work well with the game in terms of group attractiveness. Offensive utility is king in this game.

Finally someone who agrees with me about straight potency buffs being boring/band-aids!!
To balance it, they could just make it a proc chance or yeah cap it at 3. This, coupled with some of my suggestions regarding movement and the astral/umbral timer and thunder dot timers could really fix the class in a great way.


I mean, if the problem is what percentage of a boost it ends up being to the party you can change the numbers until the math works out the way you want it to. I would be in favor of some sort of buff like this.


Reward the party simply for having them in your party and doing what they already do - melt faces.
AfterMath - Level 50 Trait
Fire & Ice Spells inflicts a dot of embers or frost. Aftermath last 9 seconds or until the next fire or ice spell lands then is refreshed.
This gives BLM damage in between long cast and movement.
It doesn't change the core of the job.
BLM shouldn't have a raise, they should have a personal buff based off the party situation.
Wrath Of The Sorceror - Level 62 Trait
Anytime a party member falls below 20% health. Cast speed and critical damage is increased by 5% for 9 seconds.
Anytime a party member dies. Cast Speed and critical damage is increased by 10% for 9 seconds.
These don't stack. If two black mages are present, each blm can only have one scenario in effect at one time.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB

I would still argue for a BLM raise off-gcd for the sake of class balance, but someone suggested in one of the threads instead of having a raise on a target giving the job the ability to raise itself if it dies. This could fit possibly.
I don't like the idea of other party members dying/hurting giving any job buffs. This alludes strongly to grief play or deliberate damage taking which has ominous implications for the duty finder, and my guess is that SE would agree with me on that. Additional dots for strength might not be "bad" per se, but it might fly in the face of their "button bloat reduction" that they gave the rest of the jobs by removing lots of dots, so I doubt that would be a solution they would gravitate toward, either.
Last edited by Llugen; 10-20-2017 at 04:07 AM.
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