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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    As others have said, Embolden might be getting some sort of change. Since I've seen opinions asking for it to remain "unique" and to just make it increase all damage dealt, I'd suggest it buffing an offensive attribute; if we had a better understanding of how attributes scale I'd probably suggest something like have it buff Determination by 25% with a 5% drop off every 4 seconds, if only because its a stat healers sort of benefit from (since it increases healing received, in addition to the boost to damage dealt from it).

    Since some are complaining about AoE (why?), I'll drop in a suggestion I made for Moulinet in another thread:
    Traits

    Enhanced Moulinet - Moulinet grants Sudden Impact. Duration: 12s.

    Effects

    Sudden Impact - Removes the cast time of the next Impact, decreases its recast timer to 1.5s and increases its potency to 250, but prevents it from generating mana.

    Note: This changes the AoE burst rotation from spamming Moulinet to alternating between Moulinet and buffed Impact. I'm tempted to make Impact consume some mana while under the effect of Sudden Impact, or to just increase Moulinet's mana cost to 30 black/white mana.
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    Last edited by Duelle; 12-30-2019 at 03:41 PM. Reason: forgot to add GCD reduction on Sudden Impact
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #2
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Duelle View Post
    Since some are complaining about AoE (why?)
    Regarding Moulinet costs, specifically now vs SB.

    Under this, with 30 moulinet mana, you could do 3 moulies in burst with 3 impacts.

    This would change the combo from 1000 in 7.5 seconds, to 1350 in 12 seconds.

    This gives us 333.3 PPGPT (potency per gcd per target) for the current combo, and 281.25 for your suggestion. The regular combo itself is 170 PPGPT, which means we're comparing 163.3 additional PPGPT over 7.5 seconds vs 111.25 additional over 12 seconds, or 490 extra potency vs 534. This -seems- like a gain at first glance.

    However, that 490 is done faster, which means that you're back to your resource gain sooner. How much is 40 mana worth? 40 mana buys you 1.5 seconds of 200 potency, or, more accurately, 40 mana buys you additional potency over your combo for 1.5 seconds. But your combo generats mana, so... we need to figure this out algebraicly. Your combo does 340 PPT in 5 seconds, or 68 PPSPT. Ench Mou, on the other hand is 133.3 DPTPS. So, 40 mana buys you 1.5 seconds of 65.3 PPSPT; this basically comes out to a single point of mana = 2.45 Potency per Target in AoE.

    Your normal AoE generates 13 mana in 5 seconds, or 2.6 mana per second, which normalizes to 6.37 damage per second per target.

    So, we can add that onto the original combo's missing time to get a -real- value of its damage:

    6.37*4.5=28.7 PPT.

    That makes our final comparison of the two aoe schemes 518 vs 534 over the period of time of that AoE, or 16 potency per target.

    Now, bear in mind what you're giving up for that: You can't use Ench Moulies between burst windows as often. (That includes the tactic of banking it, spending down to the comfy manafication number, then doing the biggest burst you can.) This reduces the value of mana in your bread and butter combo by 1/3. Each GCD provided aproximately 16 Potency per Cast in value from the mana gain, so reducing that by 1/3 means a loss of aproximately 5.3 effective potency per spell cast. This means that you've lost your 16 potency of AoE gains from your burst after only 3 casts.

    This would mean that for AoE, your regime is a -BIG- nerf to RDM's AoE, all for the 'feeling' of doing more, to fix a problem that doesn't actually exist.

    The trait you suggest, is not one I'd stick on Moulinet; it's one I'd put on Acceleration, so that it becomes a useful cooldown between bosses. But I think we both agree: RDM AoE is not at all a problem and people just need to actually just use it.
    (1)

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Gruntler View Post
    Under this, with 30 moulinet mana, you could do 3 moulies in burst with 3 impacts.

    This would change the combo from 1000 in 7.5 seconds, to 1350 in 12 seconds.
    Well, shit, I forgot to include the GCD reduction. Made the correction to my suggestion.

    Going by the numbers quoted, you're looking at 1000 potency in 7.5s vs 1350 potency in 9s (as Enchanted Moulinet and Sudden Impact would both have a 1.5s GCD). The resource build phases being expecting the RDM to build 100/100 to spend it over 5 (1.5s) GCDs vs expecting the RDM to build to 90/90 to spend it over 6 (1.5s) GCDs. As I don't have the formulas you're using (nor am I good with numbers), so I'll leave the number crunching to you to see if that makes a difference. I do appreciate the feedback.
    The trait you suggest is not one I'd stick on Moulinet; it's one I'd put on Acceleration, so that it becomes a useful cooldown between bosses.
    This is a fair point, though if I were to do anything to Acceleration so that it interacts with Impact, it would be to have it increase Impact's mana generated instead of damage.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)