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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I wouldn't mind the added option for those to whom it'd matter. I'm just not one of them.

    If not an option, then I'd absolutely not want this change.

    As far as balance goes, I don't see why it would be an issue outside of flat potency increase 'next action' buffs, which are found only on BLU and MCH anyways.
    Isn't it the whole sort of two handed weapon vs dual wielding thing in FFXI, where here it just adds another element of tuning your kit (and any moment you can tune your kit means balance wibble wobbles lol). I mean they did this change closer to when you could actually share more actual kit stuff too. At this point things are probably sanitized enough it would matter 'less'. IIRC we had the multi-hit type stuff in 1.0.

    Just like how Warrior has had crit built into their kit so they work for stuff differently than PLD / DRK. Say if PIE or INT added a lot of damage to DRK's magic stuff, just one of those elements of 'too many variables'.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shougun View Post
    Isn't it the whole sort of two handed weapon vs dual wielding thing in FFXI, where here it just adds another element of tuning your kit.
    Only if something can actually cause it to make a difference. For now, that exists only in two places, and one of them already basically cancels itself (Heat Blast, which is all you'd be using Overheat's flat single-target potency increase on, is a single-hit attack).

    IIRC we had the multi-hit type stuff in 1.0.
    We did, but the buffs back then affected the "next hit" (nerfing its effect on multi-hit skills), not the "next weaponskill". The weaponskill still involves every hit therein, at which point it makes no difference how many hits something has. Today, it's irrelevant.

    At this point things are probably sanitized enough it would matter 'less'.
    If ever a buff were reintroduced to a real job to give a flat potency buff to a following action (again, the only way for this all to make a difference aside from perhaps a duration-based buff now having a lower effective duration if ending that period with a multi-hit, depending on snapshotting), it'd just be a specific and probably job-unique synergy between two skills or a buff and a certain small category of skills.

    That said, I actually think more should be sanitized. Crit should go back to a flat 50% damage modifier and its stat only affect chance but act as Determination upon guaranteed crits. Skill Speed and Spell Speed should be merged or the prior duplicated to the latter on DRK and PLD.
    (0)