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Thread: RDM Scortch

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  1. #23
    Player
    Singularity's Avatar
    Join Date
    Jan 2014
    Posts
    351
    Character
    Ariane Aster
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    (apologies if this thread has somewhat derailed, I didn't intend to elaborate on this idea so much)

    Firstly, the last part needs to be slightly reworded:
    Additional Effect: Become both Verstone Ready and Verfire Ready.
    * Jolt II is changed to Scorch upon landing Enchanted Redoublement as a combo action while Black Mana and White Mana are equal.

    So, it's not that you only get the procs if your mana is equal, it's that you can only use the spell at all if your mana is equal.

    As for how to balance it to be better than the current finishers (but not always), I would consider that the disadvantages this spell has are that it is likely to take longer to set up since you need to tune your mana more precisely, and that the easiest way to equal your mana is to hit 100/100 so you might lose some mana overcapping. Theorycrafters tell us that a point of mana is worth 4.5 potency (this number will need to be adjusted for new skill changes, but this is just an example - there will always be some potency value for a point of mana).

    If we keep the +11/+11, then the extra 4 mana generated alone makes this spell worth 18 more potency than a Verholy/Verflare, but we can do more still. In the media tour build, the existing finishers have 600 potency. Let's say we set Scorch at 640 (so 58 total potency more including the mana gain).
    We end up with a situation where Scorch is better than Verholy/Verflare, unless you are losing 13 or more mana overcapping just to set up Scorch (less if you have a proc that would get overwritten too) or using a Verholy/Verflare would allow you to get your combo off quicker, thus either landing the combo under buffs that more than compensate for the potency loss (Trick Attack for example) or catching the target before it dies or leaves the field or does a mechanic that you really needed to get the damage in before (exploding adds for example).

    What this does to our gameplay is give us an extra, higher target to aim for, and thus more advanced situation evaluation and decision-making, which is the core of RDM gameplay design.
    (0)
    Last edited by Singularity; 06-14-2019 at 05:25 PM.