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  1. #1
    Player
    Jinrya-Geki's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Jinrya Geki
    World
    Excalibur
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    Thaumaturge Lv 90

    New Ancient Magic Spells

    Couldn't help but notice they are 15 minute recasts in the movement cancel. Does slightly 600 or so more damage than thundara.

    Are they gonna share the same timer again?

    Are they going to be free cost since it's a 15 minute wait?

    Are they still being improved upon because 15 minutes wait for 500+ extra damage on a regular mob doe not make it seem very useful against a boss that can resist spells sometimes.
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  2. #2
    Player
    Dawiichan's Avatar
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    Character
    Mijin Gakure
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Looking at burst, the MP cost is 252 mp with a 15:00 minute cooldown. It did do around 700+ more dmg on a monsters than thundara(Thundara seems to do around 63% of the dmg that burst does on a full hp mob based on the video dmg), however you got to remember that the combo of thundara adds extra dmg. Burst on the other hand gets increased damage depending on how low the health of the target is, so it's full potential wasn't shown there.

    I don't think I've ever gotten resisted against ifrit or moogles with dark seal, I would recommend saving Dark seal for ancient magic. I mean all three seem to have different uses. Flare most likely will do massive aoe dmg + the DoT, Burst is a single target finisher and Freeze is a single target dmg spell that reduces enmity, so Dark seal should be up every time you use it since you most likely wont use all 3 consecutively.

    However this is all speculation.
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    Last edited by Dawiichan; 03-03-2012 at 04:17 PM.

  3. #3
    Player
    Mychael's Avatar
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    Gridania
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    Justin Beiber
    World
    Ridill
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    Archer Lv 1
    Quote Originally Posted by Dawiichan View Post
    Looking at burst, the MP cost is 252 mp with a 15:00 minute cooldown. It did do around 800+ more dmg on a monsters than thundara(Thundara seems to do around 63% of the dmg that burst does on a full hp mob based on the video dmg), however you got to remember that the combo of thundara adds extra dmg. Burst on the other hand gets increased damage depending on how low the health of the target is, so it's full potential wasn't shown there.

    I don't think I've ever gotten resisted against ifrit or moogles with dark seal, I would recommend saving Dark seal for ancient magic. I mean all three seem to have different uses. Flare most likely will do massive aoe dmg + the DoT, Burst is a single target finisher and Freeze is a single target dmg spell that reduces enmity, so Dark seal should be up every time you use it since you most likely wont use all 3 consecutively.

    However this is all speculation.
    I'm sorry, but the fact that you need to be dying (or use convert from ~1 mp just before) to get the full potential of spell seems like a good reason for it not to have a 15 minute recast. I'm kinda with Jin on this one. Anything with a 15 minute recast needs to rape everything. Not just be a highly situational, generally useless move.
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  4. #4
    Player
    Dawiichan's Avatar
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    Mijin Gakure
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    Balmung
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    Pugilist Lv 50
    Quote Originally Posted by Mychael View Post
    I'm sorry, but the fact that you need to be dying (or use convert from ~1 mp just before) to get the full potential of spell seems like a good reason for it not to have a 15 minute recast. I'm kinda with Jin on this one. Anything with a 15 minute recast needs to rape everything. Not just be a highly situational, generally useless move.
    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).

    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.

    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).

    That right there is about 2 Thunder>Thundara combos(depending on stats/crits/resists). If you ask me, one BLM being able to dish out that much dmg with 1 spell is a good way of bursting down the remaining hp of ifrit, especially post hellfire being when most screw ups happen.

    *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 05:00 PM.

  5. #5
    Player
    Mychael's Avatar
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    Justin Beiber
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    Ridill
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    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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  6. #6
    Player
    Dawiichan's Avatar
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    Mijin Gakure
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    Balmung
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    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.

  7. #7
    Player
    Saiph's Avatar
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    Gridania
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    Tora'a Moikot
    World
    Phoenix
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    Archer Lv 31
    the dmg is based on the casters hp.
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  8. #8
    Player
    Zenaku's Avatar
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    Zenaku Yamada
    World
    Cactuar
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    Conjurer Lv 50
    Quote Originally Posted by Mychael View Post
    I'm sorry, but the fact that you need to be dying (or use convert from ~1 mp just before) to get the full potential of spell seems like a good reason for it not to have a 15 minute recast. I'm kinda with Jin on this one. Anything with a 15 minute recast needs to rape everything. Not just be a highly situational, generally useless move.
    Only Spell that are 1-2 hours should rape something like 15mins is really not that long vs Two hours in FFXI where most of them where OP.
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  9. #9
    Player
    Mychael's Avatar
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    Gridania
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    Justin Beiber
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    Ridill
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    Archer Lv 1
    Quote Originally Posted by Zenaku View Post
    Only Spell that are 1-2 hours should rape something like 15mins is really not that long vs Two hours in FFXI where most of them where OP.
    Yeah I said that in my next post. D=

    Given that everything is faster in XIV I think 15 minutes is a pretty long time. This is a once-per-primal/boss (and maybe 2-3 times for a DH) ability, so I don't know if the extra damage that I see in the video will be worth it. Then, we have very little to guess from.. because a dev hit for X on a mob that's weak to thunder, doesn't mean that the real numbers will look anything like it.

    Using the numbers from the video...

    Thunder hit for 761.
    Thundara hit for 1233.
    Burst hit for 1973. 15m CD

    So in Ifrit, say Thunder hits for 250 and Thundara hits for 500 (just some semi-close numbers). We can probably expect ~800-900 extra damage from a Burst,assuming that our HP is around 50% (as the dev's HP was in yellow when they cast Burst). Will that 800 extra damage really make a difference on Ifrit? (just an example) My guess could be way off, though. Just speculation. AM might have perfect accuracy or something. You could also boost it with excruciate, but I'm not sure if it would beat Thundaga (due to the increased crit damage from ->Thundaga combo). Probably would beat it with low HP (or so I'd hope).
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    Last edited by Mychael; 03-03-2012 at 07:32 PM.

  10. #10
    Player
    Dawiichan's Avatar
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    Mijin Gakure
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    Balmung
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    Pugilist Lv 50
    Quote Originally Posted by Saiph View Post
    the dmg is based on the casters hp.
    Pre-1.20 shadowseer(thm spell) was based on the target's remaining health, was also a very strong nuke for the time, wouldn't be surprised if it's target's hp.
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