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Thread: SAM casting

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  1. #1
    Player
    Jaydarksol's Avatar
    Join Date
    Jul 2019
    Posts
    53
    Character
    Dreymitri Zeni'thule
    World
    Halicarnassus
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Ramiee View Post
    For potency you'd have to remove other abilities or lessen their potencies otherwise SAM would start completely out performing all DPS.
    I think honestly if they made damage numbers more satisfying and maybe a special crit sound or something this could be fixed without touching potency.
    As for everything else I don't really know enough about SAM, a deflection mechanic seems cool but would only be useful in solo play considering a tanks job is to get hit in group content.
    Would also do well to allow a healer time to res a tank while the SAM takes a hit or two, as for the damage potencies making it always crit would be very nice as well i would settle for that. as for pvp allowing it to always hit 12k potency at least for the casted portion of Ogi Namikiri, id settle for that too.
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  2. #2
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Jaydarksol View Post
    Would also do well to allow a healer time to res a tank while the SAM takes a hit or two, as for the damage potencies making it always crit would be very nice as well i would settle for that. as for pvp allowing it to always hit 12k potency at least for the casted portion of Ogi Namikiri, id settle for that too.
    the only problem I can see with that is the whole Crit issue, Double Down 1.2k potency has an incredibly noticable dip in damage if it doesn't crit. For Ogi I would remove the second half of it make the time cast maybe slightly longer and combine the potencies if I were to balance it. upwards of 12k potency doesn't work in PvE rn because the damage numbers are literal while PvE potency is percentage based.
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