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  1. #1
    Player

    Join Date
    May 2011
    Posts
    6

    Null/ enhance effect of elemental spells

    Null/enhancing elemental spells has always been apart of Final Fantasy. The system gives the battling and partying a whole depth then just casting fire > fira >firga = ??? profit. I understand you guys are trying to cater to WoW players, do what you will to attract them, but losing that system is unforgivable why not just give Black Mages one spell and have them cast 3 types of that one spell, over and over and over and over. There is no point in adding Mage classes as a whole. You should take them out and call it something else and not Final Fantasy.
    (0)

  2. #2
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    Agreed, but specifically on the topic of how nullify and resist functions work.

    I still like the multiple tier system like how fire>fira>firaga>flare works.

    Also, don't forget absorb.

    Ifrit traditionally would heal from fire-based weapon or spell damage.

    One specific exception to the traditional rule: Machinery was traditionally weak toward electricity.

    This also reminds me about traditional undead: Many were highly resistant to most elements, somewhat weak to fire, but their real achilles heel was... cure being used like a nuke, and raise being used as an even more powerful nuke.

    -of course such a thing isnt even possible pre-2.0

    Lastly... I would love to know whether they plan any sort of system like:

    +100% elemental absorb (matching-elemental attacks or spells would almost always heal the normal damage value if a target had this)
    +50% elemental absorb (matching-elemental attacks or spells would almost always heal half the normal damage value if a target had this)
    +100% elemental resist (matching-elemental attacks or spells would almost always deal zero damage if a target had this)
    +50% elemental resist
    normal
    -50% elemental resist
    -100% elemental resist (matching-elemental attacks or spells would almost always crit if a target had this)

    For certain creatures, these properties could be part of their bestiary. For players, certain types of armor could bear these stats, which could be used in building elemental armor sets, which have positive (and negative) elemental properties.
    (1)
    Last edited by Duuude007; 06-26-2012 at 02:13 PM.

  3. #3
    Player
    Onisake's Avatar
    Join Date
    Mar 2011
    Posts
    372
    Character
    Naomi Onisake
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    I like the multiple tier sytem, but I'd like to refer to tactics as far as usability.

    once you hit 75 in in XI, tier 1 spells were pretty much useless. i'd like to not see that happens. if i get an ability/spell it should be relevant no matter how long ago i learned it.

    In tactics, the higher tiers had more power at the cost of longer cast times, but also the AoE was increased.

    to add utility higher tiers could have additional effects.

    I'd also like to see null spells on a new caster class (geomancer/arcanist?) and not just tacked on to CNJ or THM.
    (0)

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