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  1. #1
    Player
    Sedalia's Avatar
    Join Date
    Jun 2020
    Posts
    65
    Character
    Shadow Torment
    World
    Balmung
    Main Class
    Black Mage Lv 51

    Ast - Defensive cooldown endwalker "Speculation

    This one very complex be unless you play ast. for awhile. you will understand what is being said i suggest playing ast. before replying to the post this one is a dozie

    This ability has 3 solid effects

    Mystic's Shuffle -

    Heals Target Instantly for 700 Potency if the target has card effect currently on them its removed and is healed for additional 200-300 potency over 30 seconds. heal over time that stacks with other heal over times while this heal over time is active. target is immune to status effects or debuffs that otherwise slow down there damage (this is massive defensive cooldown)

    Fate's Choice -

    Additional Effect "Spread"- takes send card you removed and gives whole party or raid 3% damage increase instead for 12-15 seconds. while this effect is active you cannot draw cards.

    Additional Effect "Redraw" - Refreshes Lightspeed and draw cool-down. granting you 15% more peity/mind 18 seconds

    Additional Effect "All In" - grants target 20% damage resist in addition everytime they take damage you gain small amount of mp back as a max 3500 depending on how many monsters hitting the target

    these 3 effects completely RNG only be rewarded one upon use rng part what adds balience to this really powerful ability

    (this ability replaces redraw)

    this is all in a single button press.
    (1)
    Last edited by Sedalia; 09-01-2021 at 02:50 AM.

  2. #2
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    if the target has card effect currently on them its removed and is healed for additional 200-300 potency over 30 seconds
    With this you pretty much guarantee that 99% of the time you woudnt give it to someone with cards, for the regen effect if the total heal is 200-300 potency it would be so weak you'd rather not use it on people with cards at all, if it were per tick we're talking about 2000 to 3000 total potency which would be even stronger than ED at 1HP and still outside life/death scenarios people woudnt use it, there is also the problem that is a single target heal that seems to get the bonus of cards but cards go to dps and the single target heals usually go to the tanks. Also the status immune woudnt happen in the game because thats how devs a lot of time check that mechanics have been done properly.

    Fate's Choice
    This is just something that I woudnt like to see, you have 2/3 chances to get a rdps increase and 1/3 chances of getting a defensive cd, this is bad because to begin with would add more layers of rng simply for the sake of adding them making Ast gameplay more frustrating imo, now your personal dps also changes randomly because a skill says so, not because you've done something well/wrong. The defensive cooldown on rng may as well not be there, when you use cooldowns you want consistency not just power, everyone would take a plain 20% damage mitigation over something that gives 50% damage mitigation with a 50% chance of not mitigating because what you want is to have the buff for X attack/mechanic not having something that may or may not cause your death.

    Also since it has dps increases tied to it you can bet it would be used as offensive cooldown instead of a heal cooldown the majority of the time
    (2)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  3. #3
    Player
    Sedalia's Avatar
    Join Date
    Jun 2020
    Posts
    65
    Character
    Shadow Torment
    World
    Balmung
    Main Class
    Black Mage Lv 51
    Quote Originally Posted by WaxSw View Post
    With this you pretty much guarantee that 99% of the time you woudnt give it to someone with cards, for the regen effect if the total heal is 200-300 potency it would be so weak you'd rather not use it on people with cards at all, if it were per tick we're talking about 2000 to 3000 total potency which would be even stronger than ED at 1HP and still outside life/death scenarios people woudnt use it, there is also the problem that is a single target heal that seems to get the bonus of cards but cards go to dps and the single target heals usually go to the tanks. Also the status immune woudnt happen in the game because thats how devs a lot of time check that mechanics have been done properly.



    This is just something that I woudnt like to see, you have 2/3 chances to get a rdps increase and 1/3 chances of getting a defensive cd, this is bad because to begin with would add more layers of rng simply for the sake of adding them making Ast gameplay more frustrating imo, now your personal dps also changes randomly because a skill says so, not because you've done something well/wrong. The defensive cooldown on rng may as well not be there, when you use cooldowns you want consistency not just power, everyone would take a plain 20% damage mitigation over something that gives 50% damage mitigation with a 50% chance of not mitigating because what you want is to have the buff for X attack/mechanic not having something that may or may not cause your death.

    Also since it has dps increases tied to it you can bet it would be used as offensive cooldown instead of a heal cooldown the majority of the time
    kinda like assize?
    (0)

  4. #4
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Yes, if you have a heal that is a dps gain you generally use it on cooldown to gain the max amount of damage. If you want to design a defensive type of ability my advice would be to 1st make sure it doest have the same niche as other cooldown (this one for example overlaps with Essential Dignity as 2 single target burst heals), 2nd you dont give them any kind of dps gain, they have to be dps neutral at best so its used to heal/protect instead of a source of dps and 3rd you make the defensive part consistent, you want to be able to plan around that reduced damage and in order to do that you cannot have a chance that it doesnt reduce damage.
    (0)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  5. #5
    Player
    Sedalia's Avatar
    Join Date
    Jun 2020
    Posts
    65
    Character
    Shadow Torment
    World
    Balmung
    Main Class
    Black Mage Lv 51
    Quote Originally Posted by WaxSw View Post
    Yes, if you have a heal that is a dps gain you generally use it on cooldown to gain the max amount of damage. If you want to design a defensive type of ability my advice would be to 1st make sure it doest have the same niche as other cooldown (this one for example overlaps with Essential Dignity as 2 single target burst heals), 2nd you dont give them any kind of dps gain, they have to be dps neutral at best so its used to heal/protect instead of a source of dps and 3rd you make the defensive part consistent, you want to be able to plan around that reduced damage and in order to do that you cannot have a chance that it doesnt reduce damage.
    from what saw in branchmark thats a buff wasn't heal. it wasn't a shield. was a defensive cooldown. seems like all hears for some reason getting your bad tank box let me help you
    (0)