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  1. #1
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
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    Limsa Lominsa
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    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80

    Please Buff RDM For 5.1

    Given that RDM isn't looking like it's going to be in the best place next patch (they specifically mentioned all the phys ranged, SMN, and the accompanying reworks while saying several jobs might go without adjustments), I've put together a few changes for RDM that would put it roughly on par with where everyone else is going to be.

    Dualcast: Altered Functionality - Now reduces the cast time of your next spell by 6s.

    This change nerfs Dualcast Verraise a fair amount while still making it overall better than when any other classes have to hardcast their raise. I'd rather see Verraise gone entirely, but this is a relatively happy medium.

    Jolt II: Potency increased to 260.

    Verfire/Verstone: Potency increased to 290.

    Verthunder/Veraero: Potency increased to 330.

    Enchanted Reprise: Potency increased to 300.

    This change is meant to bring Reprise back to its Media tour numbers, when using it intelligently had the potential to be a large gain for the RDM player but misusing it would just about tank your damage. Currently it's just the latter, almost none of the former. Also, this change brings Reprise's potency per second value just over Moulinet's, so we can finally get rid of Moulinet's usage in the 120s Manafication rotation.

    Manafication: Now increases magic damage by 10% for 10 seconds.

    This change is meant to make the 120s rotation slightly more appealing and make our most defining ability more impactful to use, given multiplicative scaling on buffs. Also, regarding the common Scorch complaint, Scorch's damage is snapshotted when you press the button, not when the numbers on the screen show up. 10s is plenty of time, just keep calm.
    (3)

  2. #2
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Leidiriv View Post
    Given that RDM isn't looking like it's going to be in the best place next patch (they specifically mentioned all the phys ranged, SMN, and the accompanying reworks while saying several jobs might go without adjustments), I've put together a few changes for RDM that would put it roughly on par with where everyone else is going to be.

    Dualcast: Altered Functionality - Now reduces the cast time of your next spell by 6s.

    This change nerfs Dualcast Verraise a fair amount while still making it overall better than when any other classes have to hardcast their raise. I'd rather see Verraise gone entirely, but this is a relatively happy medium.

    Jolt II: Potency increased to 260.

    Verfire/Verstone: Potency increased to 290.

    Verthunder/Veraero: Potency increased to 330.

    Enchanted Reprise: Potency increased to 300.

    This change is meant to bring Reprise back to its Media tour numbers, when using it intelligently had the potential to be a large gain for the RDM player but misusing it would just about tank your damage. Currently it's just the latter, almost none of the former. Also, this change brings Reprise's potency per second value just over Moulinet's, so we can finally get rid of Moulinet's usage in the 120s Manafication rotation.

    Manafication: Now increases magic damage by 10% for 10 seconds.

    This change is meant to make the 120s rotation slightly more appealing and make our most defining ability more impactful to use, given multiplicative scaling on buffs. Also, regarding the common Scorch complaint, Scorch's damage is snapshotted when you press the button, not when the numbers on the screen show up. 10s is plenty of time, just keep calm.
    I would say we need to be about 5% higher in damage. All the ranged do. So to get there we would need about 850 DPS to make up for it at the current tier using E2s as the Metric for its 100% uptime. [~14,150 is orange RDM damage. The ADPS of a rdm around 13,650 for simplicity/consistency later.]


    RDPS increase from Magical Embolden [165/850]


    Magical Embolden is the number one thing I want even over personal DPS buffs. We need both, but if we don't get Magical Embolden we'll never be able to party with another caster without being gimped. That alone would add about +165 from the good Healers. We'll also be getting some DPS back from Ninjutsus/the other classes that have magical skills in their bursts. [7,500 DPS healer +6% with 1/6 fight uptime. ~1% DPS increase. More when you multiply it with other buffs so well estimate it at 1.1. 82.5. x2 healers.] This leaves us about 685 for personal buffs.

    Raw Potency Increases [425/685]

    [If you're going to increase the others by 20, you should be increasing jolt. You shouldn't punish RDM harder for its RNG. We can only do so much to mitigate bad procs.]
    Jolt II: Potency increased to 270. [Makes up about 4.4% of our aDPS currently. If doing 13,650 thats 600 from this skill]

    20/250 = 8% increase in potency. 8% increase to 4.4% of our damage is a ~50 DPS increase.

    Verfire/Verstone: Potency increased to 290. [Makes up about 16.5% of our aDPS currently. If doing 13,650 thats 2250 from these skills]

    20/270 = 7.4% increase in potency. 7.4% increase to 16.5% of our damage is a ~165 DPS increase.

    Verthunder/Veraero: Potency increased to 330. [Makes up about 26% of our aDPS currently. If doing 13,650 thats 3550 from these skills]

    20/310 = 6.5% increase in potency. 6.5% increase to 26% of our damage is a ~210 DPS increase.

    Enchanted Reprise: Potency increased to at least 270 to stay in the same shape it is in now. Ideally this just needs to stay relevant to compete. 300 would be better but 270 minimum. You can't really count this towards our DPS goal of 850. We have about 260 DPS we still need to make up for, thats about 1.5% damage increase.

    Increasing Manafiction [~260/260]:

    Manafiction is essentially 5% of 2250 potency so 112.5 potency every 120 seconds in the 120 rotation. [Jolt II does about 19.2k per cast on a log similar to the criteria set. Jolt II is 250 Potency. About 38% DH and 31% crit. Thats about 9,600 Damage for 112.5 potency.] Over 120 seconds this converts to about 80. So increasing it from 5 to 10 would be a 80 dps increase.I would say we could go farther and increase it to 20%. That would be 240. Factor in raid buff alignments and we'd be pretty close to that 260 mark, bringing us very close to our goal of 5% damage increase on RDM. If Its damage is barely too high, just reduce Manafiction from 20% to 15% to knock down 80-100 DPS.


    To me the change to Dualcast you suggested is meh okay, but being 6% behind BLM is more than enough of a tax.
    (1)
    Last edited by Zyneste; 10-05-2019 at 12:14 PM.

  3. #3
    Player FFgame's Avatar
    Join Date
    Dec 2017
    Posts
    114
    Character
    Mordavia Planeswalker
    World
    Leviathan
    Main Class
    Black Mage Lv 90
    Calm down with these threads res mages, eureka 5.X is coming.
    (5)

  4. #4
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by FFgame View Post
    Calm down with these threads res mages, eureka 5.X is coming.
    No, I will not calm down. Did SCH calm down in 4.0? Did WAR? How about AST in 3.x? If we want change, we have to make our voices heard. I'm making my voice heard.
    (13)

  5. #5
    Player
    Cetek14's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    385
    Character
    Claire Oreiro
    World
    Lich
    Main Class
    Red Mage Lv 90
    Just buff potencies, everything else is fine. And rework embolden, because now it's somewhat useless, depending on your party.
    (1)

  6. #6
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
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    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Uh, having Dualcast reduce the cast time of Verraise wouldn't exactly be a nerf to Verraise since it would still consistently have a cast-time below the GCD. In fact, since Dualcast presently works by doing a check if the last spell was instant or not (partly to mitigate the effects of chaining Swiftcast I imagine), the fact that Verraise would still have a cast time would actually allow it to proc multiple Dualcast in a row, which could be seen as sidegrade at worst or even a small buff.
    (0)

  7. #7
    Player
    Leidiriv's Avatar
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    May 2015
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    Limsa Lominsa
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    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Archwizard View Post
    Uh, having Dualcast reduce the cast time of Verraise wouldn't exactly be a nerf to Verraise since it would still consistently have a cast-time below the GCD. In fact, since Dualcast presently works by doing a check if the last spell was instant or not (partly to mitigate the effects of chaining Swiftcast I imagine), the fact that Verraise would still have a cast time would actually allow it to proc multiple Dualcast in a row, which could be seen as sidegrade at worst or even a small buff.
    With a cast time reduction of 6 seconds and Verraises's base cast time of 10s, Verraise would have a total cast time of 4s. It'd still proc Dualcast and RDM would be better at rezzing without Swiftcast than SMN or the healers, but it wouldn't be "good" at it. It'd mitigate the loss of on-demand rezzing ever so slightly, but it would decisively be a nerf compared to current Dualcast Rez
    (3)

  8. #8
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
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    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Leidiriv View Post
    With a cast time reduction of 6 seconds and Verraises's base cast time of 10s, Verraise would have a total cast time of 4s. It'd still proc Dualcast and RDM would be better at rezzing without Swiftcast than SMN or the healers, but it wouldn't be "good" at it. It'd mitigate the loss of on-demand rezzing ever so slightly, but it would decisively be a nerf compared to current Dualcast Rez
    Huh. TIL Verraise's cast time is innately 2 sec longer than other rezzes.
    (0)

  9. #9
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Archwizard View Post
    Huh. TIL Verraise's cast time is innately 2 sec longer than other rezzes.
    You're not supposed to hardcast it lol. They should actually make it 20 seconds or more so people would stop hardcasting it.
    (1)

  10. #10
    Player
    Archwizard's Avatar
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    Feb 2019
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    A café at the edge of the universe
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    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Katie_Kitty View Post
    You're not supposed to hardcast it lol. They should actually make it 20 seconds or more so people would stop hardcasting it.
    Never said I did hardcast it, honey. If anything the fact I didn't already know its cast time should point to that.

    Not that it would matter, since OP would just say Dualcast would reduce it to 4 seconds anyway.
    Seriously, context. Reading comprehension is a recurring problem for you.
    (2)
    Last edited by Archwizard; 10-06-2019 at 06:34 PM.

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