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  1. #1
    Player
    Bobsmiaw's Avatar
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    May 2018
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    Limsa Lominsa
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    76
    Character
    Willem Allen
    World
    Phantom
    Main Class
    Scholar Lv 90

    Implementing DNC/NIN system for AST Card

    I want to share my AST card system idea.
    Basically, my idea is implementing DNC step and NIN mudra into AST card.
    So the card effect change based on combination of card that we prepare.
    Please read the description below for the explanation.

    Astral Draw
    Start playing card, granting yourself Astral Draw.
    Change your damage spell into card (Malefic, Combust, Gravity -> Balance, Spear, Arrow)
    1st card selected will be stored
    2nd card selected will be burned to add additional effect to the hold card
    Duration: 15 sec
    Action Change into Play upon executing
    Trigger delay of spell, card action, and play
    Cooldown: 30 sec

    Umbral Draw
    Start playing card, granting yourself Umbral Draw.
    Change your damage spell into card (Malefic, Combust, Gravity -> Bole, Spire, Ewer)
    1st card selected will be stored
    2nd card selected will be burned to add additional effect to the hold card
    Action Change into Play upon executing
    Trigger delay of spell, card action, and play
    Cooldown: 30 sec

    Play
    Granting a buff to a party member based on a card that you stored
    Recover 500 MP upon execution
    Granting 1 stack of Arcana
    Trigger delay of spell, card action, and play

    Card Effect
    Balance

    As 1st card = 10% direct hit buff
    As 2nd card = increase stored card potency to 150%
    Spear
    As 1st card = 10% critical buff
    As 2nd card = Increase stored card buff duration by 200%
    Arrow
    As 1st card = 10% determination buff
    As 2nd card = change stored card effect into AOE, but reduce card potency by 50%
    Bole
    As 1st card = 10% physical defence buff
    As 2nd card = increase spread card potency by 150%
    Spire
    As 1st card = 10% magical defence buff
    As 2nd card = Increase spread card buff duration by 200%
    Ewer
    As 1st card = 10% healing action increase
    As 2nd card = change spread card effect into AOE, but reduce card potency by 50%

    Normal card buff duration: 15 sec
    Cooldown for all card action: 1 sec

    Basically, I want AST card to have different effect and player are in control to choose the effect.
    While preparing the card, we cannot execute any dps spell.
    The damage loss during card preparation can be balanced by stronger/longer card effect.
    The number here is still estimation so feel free to change or comment this concept.
    (1)

  2. #2
    Player Doozer's Avatar
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    Aug 2013
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    Eureka Orthos
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    2,007
    Character
    Gunnar Mel'nik
    World
    Diabolos
    Main Class
    Bard Lv 90
    As much as I would like a bit more complexity with AST's cards, I started to get a headache as soon as I read "change your damage spell into card".

    I think it's best that the cards stay independent of our other skills that aren't directly related to the cards themselves.
    (5)

  3. #3
    Player
    Bobsmiaw's Avatar
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    Character
    Willem Allen
    World
    Phantom
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    Scholar Lv 90
    Quote Originally Posted by Doozer View Post
    As much as I would like a bit more complexity with AST's cards, I started to get a headache as soon as I read "change your damage spell into card".

    I think it's best that the cards stay independent of our other skills that aren't directly related to the cards themselves.
    Thanks for the comment.
    Well we can separate the card button but im afraid AST will have too many button for the card (6 card button + 2 draw button)
    The idea is to spent your GCD for card preparation.
    Its mimicking DNC step and NIN mudra.
    Hence we can give more impactful buff because the dps loss during card preparation
    (1)

  4. #4
    Player Doozer's Avatar
    Join Date
    Aug 2013
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    Eureka Orthos
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    2,007
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    Gunnar Mel'nik
    World
    Diabolos
    Main Class
    Bard Lv 90
    Quote Originally Posted by Bobsmiaw View Post
    Its mimicking DNC step and NIN mudra.
    Hence we can give more impactful buff because the dps loss during card preparation
    I see what you're trying to say now, though since healers also have to, y'know, heal, it's a bit trickier to stop to shuffle cards and not be able to heal. Especially with the way some people want to take damage on purpose. That's why it's easier to weave it between GCD skills so it doesn't actually interfere with anything else you need to do.
    (2)

  5. #5
    Player
    Bobsmiaw's Avatar
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    May 2018
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    Character
    Willem Allen
    World
    Phantom
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    Scholar Lv 90
    Quote Originally Posted by Doozer View Post
    I see what you're trying to say now, though since healers also have to, y'know, heal, it's a bit trickier to stop to shuffle cards and not be able to heal. Especially with the way some people want to take damage on purpose. That's why it's easier to weave it between GCD skills so it doesn't actually interfere with anything else you need to do.
    Yeah thats why we also have to think "what is the optimal time to play our card"
    In raid, our co-healer can cover the heal if we are in playing card stance since they can see the Draw stance in the party list
    This game design also give us a lot of healing downtime anyway :3
    (0)

  6. #6
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I like the idea conceptually and think it would be a better progression of what we are currently working with.

    Personally, I'd actually like to take damage buffs off the OGCD actions and rework their support to be GCD reliant. I think the way we need to move to make the healers each feel different is to focus in on how they contribute to RDPS and make them fundamentally different from that angle, and I think Astrologian is perfect to create a healer who uses their non-healing GCDs to buff allies and contribute to RDPS through dedicated support--catering to players who don't want to be DPSing as healers, but keeping your contribution interesting and unique. It would have to be raw potency boosts and not percentages.
    (0)

  7. #7
    Player
    HyoMinPark's Avatar
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    Feb 2016
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    Lavender Beds, Ward 13, Plot 41
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    Character
    Hyomin Park
    World
    Cactuar
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    Sage Lv 92
    I disagree with tying the different kinds of cards to damage abilities. Just not something I think should be a thing. One would have to consider if the rDPS gains these cards contribute effectively make up the pDPS loss the AST receives by sacrificing a damage GCD. I’d rather just two separate Draws that randomize effects, because the entire idea of card reading and reading the fates/stars is that it’s not always guaranteed.

    As for the card effects, I’m all for more varied effects—but some of these are lackluster. Determination is not the greatest of stats—though I get where you were coming from in wanting to avoid a card that gave just a flat damage increase, Arrow would, once again, be a card not often used because the increase wouldn’t be worth it over either of your offensive cards. At least with old Arrow affecting Skill Speed/Spell Speed, you could find jobs that liked it (e.g., SAM, BLM). If DPS jobs all had sub stats that benefited them more than others—instead of crit being king 9 times out of 10—then these effects would work better. SB had certain jobs that favored Crit over others (BRD, MNK), and early SAM benefited a lot from D.Hit. I’d like to see more variance in the sub stats that benefit each job. Otherwise, why have Crit, D.Hit, and Determination as separate when there’s always one stat that is best for everyone.

    The physical and magical mitigation would only work if you had a way to simply store them for an opportune moment. Otherwise, there’s not much need in using your Umbral Draw idea when Astral Draw would be better because damage. A healing potency increase would also be unnecessary because healers are already overpowered in their healing. And then you have to consider that very good healers often spend more time DPSing than actually healing because most content simply doesn’t call for high healing uptime. Increasing the potency of healing is simply unnecessary.
    (5)
    Sage | Astrologian | Dancer

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    Hyomin Park#0055

  8. #8
    Player
    Bobsmiaw's Avatar
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    Willem Allen
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    Phantom
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    Scholar Lv 90
    Quote Originally Posted by HyoMinPark View Post
    I disagree with tying the different kinds of cards to damage abilities. Just not something I think should be a thing. One would have to consider if the rDPS gains these cards contribute effectively make up the pDPS loss the AST receives by sacrificing a damage GCD. I’d rather just two separate Draws that randomize effects, because the entire idea of card reading and reading the fates/stars is that it’s not always guaranteed.

    As for the card effects, I’m all for more varied effects—but some of these are lackluster. Determination is not the greatest of stats—though I get where you were coming from in wanting to avoid a card that gave just a flat damage increase, Arrow would, once again, be a card not often used because the increase wouldn’t be worth it over either of your offensive cards. At least with old Arrow affecting Skill Speed/Spell Speed, you could find jobs that liked it (e.g., SAM, BLM). If DPS jobs all had sub stats that benefited them more than others—instead of crit being king 9 times out of 10—then these effects would work better. SB had certain jobs that favored Crit over others (BRD, MNK), and early SAM benefited a lot from D.Hit. I’d like to see more variance in the sub stats that benefit each job. Otherwise, why have Crit, D.Hit, and Determination as separate when there’s always one stat that is best for everyone.

    The physical and magical mitigation would only work if you had a way to simply store them for an opportune moment. Otherwise, there’s not much need in using your Umbral Draw idea when Astral Draw would be better because damage. A healing potency increase would also be unnecessary because healers are already overpowered in their healing. And then you have to consider that very good healers often spend more time DPSing than actually healing because most content simply doesn’t call for high healing uptime. Increasing the potency of healing is simply unnecessary.
    With different effect in each card, there will always be "the best card"
    Well the card effect can be adjuated to sps/sks or other effect
    Just dont homogenize all the cards

    Umbral Draw exist because not everyone focus only in buffing dps
    There are some people who enjoy using card like Bole, Spire, Ewer back in HW and SB
    They like to help their party member in a different way

    If people prefer focusing in damage buff then feel free to only using Astral Card
    Other may have a different preference and play Umbral Card instead or even use both card
    (0)

  9. #9
    Player
    HyoMinPark's Avatar
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    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Bobsmiaw View Post
    With different effect in each card, there will always be "the best card"
    Well the card effect can be adjuated to sps/sks or other effect
    Just dont homogenize all the cards
    Wasn’t suggesting to homogenize the cards—I hate the new system as much as most ASTs do and all cards being Baby Balances.

    Determination is weak. Skill Speed/Spell Speed would be much better even if it only benefited a couple of jobs (e.g., SAM and BLM). This is not about “there will always be a best card” but about the fact that your chosen effect for The Arrow ensures it will be just like old Spire: Minor Arcana fodder.

    Umbral Draw exist because not everyone focus only in buffing dps
    There are some people who enjoy using card like Bole, Spire, Ewer back in HW and SB
    They like to help their party member in a different way
    Unless you can store utility cards, damage cards are always preferred. Especially since healing is so overpowered in most content, and damage—be it busters or raid-wides—are not all that threatening outside of Savage/Ultimate.

    You don’t need to tell me that people enjoyed using at least Bole and Ewer back in the day. I’ve played AST since HW and know that. I was one of them: not afraid to use a Ewer on myself—or slot it in my Spread if I had a bad party that was draining my mana—or Enhance a Bole for a tank to use during a mass dungeon pull so I could DPS. The issue is less that people don’t want to use them but that damage is always the better option when you have offensive and defensive options competing with one another. It would be preferable to eliminate that and add more credence to the offensive/defensive split in the major arcana.

    Spire has always been borderline useless, though. Especially in SB when all DPS that used TP had access to Invigorate, Goad was a role skill for melee, and ranged all had Tactician. Outside of extreme AOE situations, TP management wasn’t really a thing. It hasn’t been a thing since HW—which was why they did away with it in ShB.

    If people prefer focusing in damage buff then feel free to only using Astral Card
    Other may have a different preference and play Umbral Card instead or even use both card
    One of the major cited failings of the previous system was that damage cards always trumped utility cards. They were always in competition with each other. Give two different Spreads—one for offensive cards, and one for defensive/utility cards—and there is no longer a competition. That was my suggestion to improve your proposed system, but you seem to have not given it any thought.

    I feel like you skimmed over what I wrote without really reading it, based on this reply. Please go back and reread it.
    (4)
    Last edited by HyoMinPark; 07-25-2020 at 09:54 PM.
    Sage | Astrologian | Dancer

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    Hyomin Park#0055

  10. #10
    Player
    Bobsmiaw's Avatar
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    Limsa Lominsa
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    Character
    Willem Allen
    World
    Phantom
    Main Class
    Scholar Lv 90
    Quote Originally Posted by HyoMinPark View Post
    Wasn’t suggesting to homogenize the cards. Did you read my criticisms of your chosen substats? Determination is weak. Skill Speed/Spell Speed would be much better even if it only benefited a couple of jobs (e.g., SAM and BLM). This is not about “there will always be a best card” but about the fact that your chosen effect for The Arrow ensures it will be just like old Spire: Minor Arcana fodder.



    Unless you can store utility cards, damage cards are always preferred. Especially since healing is so overpowered in most content, and damage—be it busters or raid-wides—are not all that threatening outside of Savage/Ultimate.

    You don’t need to tell me that people enjoyed using at least Bole and Ewer back in the day. I’ve played AST since HW and know that. Spire has always been borderline useless, though. Especially in SB when all DPS that used TP had access to Invigorate, Goad was a role skill for melee, and ranged all had Tactician. Outside of extreme AOE situations, TP management wasn’t really a thing.



    One of the major cited failings of the previous system was that damage cards always trumped utility cards. They were always in competition with each other. Give two different Spreads—one for offensive cards, and one for defensive/utility cards—and there is no longer a competition.

    I feel like you skimmed over what I wrote without really reading it, based on this reply. Please go back and reread it.
    Astral Draw and Umbral Draw have a separate CD
    So you can use them independently
    The cost of using card is the loss of malefic during card preparation

    Well spire is only useful when you raise a dead melee or dps who cannot manage their TP
    The usefulness of a card is depend on the situation
    If you can control card buff, then all card will be useful in different situation
    (0)

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