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  1. #1
    Player
    Mychael's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    917
    Character
    Justin Beiber
    World
    Ridill
    Main Class
    Archer Lv 1
    Quote Originally Posted by Dawiichan View Post
    Also, I don't see how that would be a possible solution to the 15 minute cooldown. Why would you make an overpowered skill only because the cooldown is long? If you ask me the skill should be very situational and not broken.
    Did you play XI? I liked 2hrs. They were very nice "OSSHIIIIII" skills (in most cases). They were overpowered because they could save you (or your party) from the brink of death. I.e. fullcure+esuna, immune to damage, infinite mp, instant cast spells, etc. I think overpowered abilities with high timers are fair. It also means that, if you're going with a certain strategy, you have to wait to retry.

    Now, this is a 15 minute timer, not two hours. So of course this isn't going to do 9999 damage to ifrit or anything, no one's suggesting that. MP-Damage ratio is an excellent argument for a normal attack (i.e. why we use Thunder > Blizzard, aside from combos), but this is clearly non-normal if it is indeed a 15 minute recast. This is not meant to be spammed or to dramatically change the battle; a 15 minute recast in XIV should be an "OSHIIIII!" ability--not to the extent of XI's 2hrs, but there should be a reason to use them besides saving 100 MP to do 300 extra damage.

    Quote Originally Posted by Dawiichan View Post
    Think you misunderstood, or maybe I did, on how the spell works. From the way I read it, the skill gets a damage increase depending on the target's hp not the user's(IMO the name makes it sound like it does this as well).

    [...]

    Using hypothetical numbers, lets say 1% hp loss = 1% dmg increase. Then lets use ifrit after hellfire as an example. Since ifrit is by then at around 30% HP, a 70% dmg increase would take place. Scaling down the dmg based from that video down to the avg dmg a thundara does on ifrit(500-540), Burst would do roughly around 800~900 dmg on ifrit if no other factors are in place. With a 70% increase that would then change the numbers to 1300-1400. Then there is always the possibility of using excruciate to increase the damage, possibly to reaching 1600(not too sure how crit works yet).
    I still believe the
    Quote Originally Posted by Gildrein View Post
    Deals lightning damage to target.
    Combo: THM Magic 9, Bonus: Lower health yields greater damage.
    refers to the caster's health.

    A spell that is proportional to the target's HP doesn't make much sense to me, but I've seen plenty of attacks that are proportionate to the user's HP.

    It's also worthy of note (in your favor) that the PLD WS does indeed specify "your remaining HP." So it's hard to tell.
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  2. #2
    Player
    Dawiichan's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    397
    Character
    Mijin Gakure
    World
    Balmung
    Main Class
    Pugilist Lv 50
    I guess I'll start with the 2nd part first.

    I have personally seen multiple occasions where skills do extra damage based on the target's hp(Garen's ult in LoL or one of thief's dagger skill in GW2 as some examples). They're usually called finishing moves if they get a damage increase depending on how low the target's hp is. The lower the HP the more the damage you deal, letting one take down the target's hp faster, if not already done instantly after the cast. Now unlike melee classes, I have never seen a spell that increases damage based on a mage's remaining HP. Just sounds completely useless since mages usually avoid damage the most, and for a spell that is supposed to be an ancient magic it sounds counterproductive. So if it is how you say, I will agree with you on the fact that the spell will be a useless move.

    For the second part, I did play XI, think my character name pretty much gives that away. Two hours were very powerful, but that's the thing, they were two hours. The cooldown on them are 8 times as much as these spells. I do agree that these spells should be really good considering the 15:00 cooldown, but in a conceptional standard, I already think they are. Just thinking, "300 damage increase, why so little?" isn't the right way to look at it considering ifrit takes a considerable amount of reduced damage. That's also without the bonus based on the way I believe it will work based on my reasons above. You need to take the overall landscape of the skill and not just a certain location.

    I see it being beneficial because of these certain aspects that could be an outcome of the skill:
    -Parsimony will decrease the MP cost equal to using parsimony on a spell like blizzard, yet instead it will most likely reach the mp recovery cap giving you a decent MP recovery.
    -Bursts down the end phase of a boss at a faster rate, which is the time where wiping has the greatest chance of occurring.
    -Low MP cost lets your damage output not take a big hit compared to a spell like Thundaga letting one dps for longer amounts.
    -Most likely one of the highest(if not the highest) damaging skill in the game.

    That's the downside of speculating though, the chance of all of this being the same once 1.21 comes out isn't 100% since none of us have tried it out. I remember when some people thought auto-refresh on THM/CNJ was going to be better than it actually is before the patch came out.I actually really want to see the DPS parse in moogle and ifrit as a BLM to see how much of a damage increase I would get with the ancient magic spells and the better mana sustainability BLM will be getting.

    Also(from my post above):
    *Edit: Just noticed the monster was at around 70% HP when it was cast, so the damage was most likely stronger than it's beginning base. So the above base is probably lower.
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    Last edited by Dawiichan; 03-03-2012 at 05:03 PM.