




I see, thankstry out: WHM,WAR,BLM,BLM,BLM,BRD
no fruit (maybe just red fruit for mistress depends on time)
convert/burn coincounter
@ last blue circle swap for mistress to:
WHM,WAR,BLM,MNK,MNK,BRD
WHM has to be above avg skill to keep group alive solo w/o fruit
DPS has to be above avg (125+dps on coincounter, 160+dps on mistress) str pots/int pots/ mad pots
WAR has to help out with Steel Cyclone at each flare spot + collusion top DPS blm
My ls did some speed runs with 7ppl (not many since we usually have 8+ anyway) but its 100% possible to do with 7, and based on DPS/parsing/fraps you could do with 6 if you had all high quality players who know the battle plan ahead of time. With 8ppl its very easy to do 17min. clears and on the flare spots with 5BLM's 1 is usually getting no dmg since it only takes 4 well geared BLM's to kill everything at those spots.![]()
Crit rate seems to have gone way up. Then again, I was on DRG who has some pretty good crit proc anyways. Either way, I noticed more crits on regular WS's outside of combos and even on melee auto-attacks.
I'd say buff.



Considering the guy who gave us the horrid combat system where multi-hitters ruled the DPS world until the two-handed update is involved, it wouldn't surprise me if that were the case.Do you think FFXIV devs never thought of trying to balance it so hard so every class can participate? every contents is doable with every class. But, people still go with the path of least resistance unless they are forced to. (example Garuda where u need both melee damage and magic damage to win)
This failed abyssmally when the official abyssea party became WAR, BLM/BRD, WHM, BLU, THF, NIN. Weakness procs are not the way to go. The issue there, much like here, is ability and damage spread between classes.When people asked for unique-ness, we have to sacrifice balance. Of course they will try so hard to balance everything but fact is, there are never true balance without pulling gimmicks like proccing colors at abbysea that FFXI pulled and force people to bring other class. No game out there has successfully pulled it off properly.
As far as uniqueness, I can only speak for myself. I'm willing to sacrifice uniqueness for balance and gameplay improvements. If it means that WAR and PLD have similar abilities with the weapon and certain parts of utility being what makes each stand out, I'm fine with it because it levels the tank playing field instead of creating an obvious choice. I follow the exact same philosophy when dealing with DPS, because what should matter is who is on when the group invites are going out, not what jobs a person has leveled and geared.
Between ability suggestions and not few, but numerous discussions on the topic, I beg to differ.Everybody here liked the idea of varies class, who doesn't? but nobody.. let me repeat NOBODY has came up with properly written idea on how to do balance things properly. All they do is cry and cry somemore.
* 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)


I can't access that file to see what you're talking about, but does he compare test results before and after yesterday's hotfix?Dunno about crit damage but there's this stuff http://minus-k.com/nejitsu/loader/up177483.jpg (sorry it's in JP)
It's against the gate guard lv52 at Zaharak - top row is data with +65 crit acc and bottom one is with +15 crit acc, showing crit rate on the right side.
+65 Crit Acc did 15.28%
+15 Crit Acc did 6.67%





http://img220.imageshack.us/img220/6977/up177483.jpg
hows this one? anyways both data is after the patch with different crit acc+ gear


I can see that one, not that I can read it. :P Anyway, are there similar test results somewhere from before the patch for comparison? Perhaps from the same person so that we know the test methods are the same, or at least reasonably similar.http://img220.imageshack.us/img220/6977/up177483.jpg
hows this one? anyways both data is after the patch with different crit acc+ gear



Hmm. Looks like the effectiveness of Critical Hit Rate and Damage Gear was increased. Was the base rate reduced?
Not that I don't give credit for SE trying to balance jobs, but something does come to mind that concerns me especially after having a chance to play around on WAR some. I can't really fathom what possessed SE to trade out the defense boost in favor for a parry boost on Rampage.
Most of us know that spamming Steel Cyclone religiously really kept it's defense effect from really building up and the disproportionate D-Lv factoring never really let the defense boost amount to much anyways. Now SE has essentially given WAR/MRD a direct damage mitigation boost which currently already had an edge on over PLD/GLA. After messing around in the Natalan for a few hours, I was pretty amazed by the ability to spam Overpower six or seven times in a row on more than a few occasions even though I was spamming Steel Cyclone on a regular basis.
Now trading damage in one form (Lowered Steel Cyclone damage) for another (Spamming Overpower) is one thing, but parry in itself offers more potential damage mitigation than Shields do. I wonder how SE intends to ever make PLD a viable tank when they keep inadvertently boosting it's main competitor in the process.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
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