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  1. #31
    Player
    Hachi-Roku's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    123
    Character
    Isilgeim Ahtsaeswyn
    World
    Excalibur
    Main Class
    Marauder Lv 60
    So...

    DRK gets a stance that's both like and better than Rampage and Berserk put together (edit: oh yeah and the drain spike addition). With the +emnity from that, forget it, you don't need Collusion or Antagonize, do you. At worst you lose Steel Cyclone if you're not WAR, but DRK is too much of a no-brainer takeover job.

    You introduce dual wielding with Blue Mage, but how is it going to work?

    Is Dancer's Haste Samba a delay value reduction only based on the Dancers' MND and Enhancing magic potency, and not also a factor of what kind of weapon it's being applied to? Any diminishing returns? Does Trance only work with Quick Step, Tactical Jig, and Haste Samba? Does using those abilities under Trance ignore the resistance to previously applied step/jig/samba, or does resistance still apply?

    Why is Magic Knight's first combo start from the back? Elemental Shroud on a 45s cooldown, but 30s duraction, gives you 25% MDT from elemental, and gives you +25% magical damage from weapon skills? And gets a trait that pushes it up to 50% MDT elemental?

    Red Mage, the job, is just going to ignore the base class' weapon? Why would you break the entire convention of the Armory for this? And then you're introducing rapiers, which- do they work like GLA swords, or are you aiming for them to have some other purpose? +MACC on them?

    I can't even talk about geomancer. Took a glance at Earthwalker's Fortitude, saw 50% PDT for 35s duration and 40s cooldown and I just couldn't take it. I'm lying, I could- Sacred Prism Blink gives everyone 35% DR, gives +accuracy out the butt, throws on increased EVA, but also Block Rating/Parry because why not... I mean, I guess it's good that it doesn't stack with Shock Spikes? You could turn anyone into a tank with these spells.

    I know Divine Veil is good, but let's not get carried away here.
    (2)
    Last edited by Hachi-Roku; 09-05-2012 at 02:57 PM.

  2. #32
    Player
    Talon_Luna's Avatar
    Join Date
    Jun 2012
    Posts
    50
    Character
    Talon Shadowsong
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    @Hachi-Roku
    Thanks for the response!

    I'll break down the answers to all of these questions/statements into sections

    Dark Knight:
    Chaos Veil Stance will require the Dark Knight to be hit to keep hate.
    Dark Knight Draws from THM and PUG. Thus no Sentinel, no Flash and no Rampart.
    As we all know, these are normally essential threat skills. Without use of these, native ATK+ and native ENM+ would be required to be on par with Hate generation.
    The Drain is to counter DRKs low native DEF. Allowing it to take more damage, at less risk.

    Dancer:
    Haste Samba will apply a direct Delay reduction based on the formula given
    Since weapon Damage -> Delay -> DPS is all regulated based on weapon type. Keep constant, there is no direct reason why this will no apply or work.
    DPS = Damage/Delay. Therefore, the Haste effect will provide a consistent increase to output regardless of weapon type.

    Trace: 'can perform dances' This to me, at least, notes that only the abilities related to dancing (IE gained by the Dancer soul gem) are effected by this effect, and it was my intention to keep it that way. Trace will effect DNC abilities only.
    Resistance rules apply while under this effect. Quick step shouldn't need to be constantly cast either way on the same target.

    Blue Mage:
    Dual-wield will work in a way similar to the following:
    Each swing will be effected by normal weapon duration, allowing for mix and matching, on a slight delay between each compensating for a faster off-hand
    Main hand swing -> (main hand delay starts on complete) -> 1.1 delay -> Off-hand swing(off-hand delay starts on complete)
    TP generation off the double weapon will be regulated to generate TP equal to that of 2h weapons
    Equipping the Soul Gem will open up the off-hand for duel-wielding. This is of course optional. The off-hand can only be equipped with weapons that the job/class can use.

    Magic Knight:
    Yes First combo starts from the back. This may be weird, but this combo also isn't finished until later in class development. I see no issue with it starting from the back, as your second main combo is left/right. Magic Knight was not intended to have a front combo. It allows for easier positioning on combo-ing its spells together with its weapon skills as well.
    As far as Elemental Shroud goes, this was an editing pass error due to last minute changes. The Cooldown and Duration on Elemental Shroud should be changed to the following:
    Cooldown: 3mins
    Duration: 30s
    Sorry for the mistake.

    Red Mage:
    Correct. Equipping the Job will ignore the conventional armory system, such as how equipping a relic weapon switches you to the required Job. Red Mage's main weapon throughout FF has been the traditional Rapier and I felt the need to keep it that way.
    Rapiers will work as follows:
    Average-end sword Damage
    Faster-end sword Delay
    Totally average-end sword DPS
    Could provide the following stats:
    +MND, +INT, +PIE, +Enhancing Magic Pot, +Enfeebling Magic Pot, +Magic Attack Pot, +Magic Accuracy as well as magic type specific potency (lightning magic pot+)

    Geomancer:
    Native Evasion rate on a typical PLD will grant approx a dodge output of 5% against a boss. This is really low, and evasion increase would yield a maximum of 11% (i think? haven't tested evasion rating extensively)
    Block rating bonus will yield a 15% chance which is subject to diminishing returns like Outmaneuver is.
    Parry rating bonus will yield a ~+18.75% increase which is also subject to diminishing returns.

    Geomancer works out better than you may think when it comes to the numbers.
    Equipping the Soul Gem replaces the Cura ability with Nurture.

    Here is a rounded value from the successful Darnus(hard) stats I did.
    Tank took 123k damage
    WHMs healed about 50k each PLD healed the rest (argument sake here)

    123k damage total in the course of 22mins on Darnus(hard), tank damage only. If a Geomancer came in as single healer he would have to cast Thaliak's on perfect CD absorbing 67.5k (including the 25% damage reduction), his blink would mitigate 43,050, if putting Earthwalker's up when Thaliak's is down you would have reduced the remaining incoming damage from 12,450 to 6225. Meaning you would need 8 Cures at 700 each or 3 Nurtures to make up for that damage. This is on the tank only so while this is going on the solo Geomancer is going to be nurturing/cure, or Curaga-ing the rest of the raid damage. Making the Geomancer able to successfully solo cure Darnus(hard) on par with a White Mage.
    A Thyrus White Mage curing a tank taking 123k total damage, would have to, if only using Cura, Cura 77 times at 1600 a Cura (with out the use of Regen).

    TL;DR(Geomancer)
    Geomancer:
    Thaliaks 67.5k, Blink 43.05k, Earthwalker's 6225, 8 Cures @ 700 ea (remaining damage needing to be cured is 6225) (Mitigated damage total is 116,775 aka 94.9%)
    (This would required a 100% perfect CD managing, timing, and overall raid performance to pull off at this success rate.)
    White Mage:
    Casting Cura only would require 77 Curas @ 1600 to keep up with incoming damage. This is without the use of Stoneskin and Regen.

    These numbers, to me, makes the class seem more balanced then you are lead to assume by looking at the raw data on the document.

    Thank you for your feedback and Questions. I am sorry I was unable to make these things 100% clear the first time around.
    Thanks again for bringing this to my attention. I am always willing to take questions about any of these, so please, fire away!
    (1)
    Last edited by Talon_Luna; 09-06-2012 at 06:46 AM.

  3. #33
    Player
    Talon_Luna's Avatar
    Join Date
    Jun 2012
    Posts
    50
    Character
    Talon Shadowsong
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Main Post updated with TIME MAGE doc!
    Drop this thread a like

    Thanks for dropping by!

    PS: Maybe we can get this moved to the proper forum. As someone mentioned its not quite in a good spot.
    Get all the foot traffic!
    (1)
    Last edited by Talon_Luna; 09-06-2012 at 02:11 AM.

  4. #34
    Player
    Talon_Luna's Avatar
    Join Date
    Jun 2012
    Posts
    50
    Character
    Talon Shadowsong
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Tomorrows Post will be something a little different. Gonna be a long read, but I hope you like it.
    I came up with an instanced raid, boss fight and all. Just putting the finishing touches on it now.

    Finalizing:
    Bushido Bladesmen and its jobs NIN and SAM

    In the works:
    Tamer -> Beastmaster

    Hope you all like what I got for you tomorrow, stay tuned!
    (0)

  5. #35
    Player

    Join Date
    Jul 2012
    Location
    Immortal Flames
    Posts
    49
    to OP

    im not doubting ur skill as a designer and i dont know about the other jobs u have idea examples of that are posted on your forum, but what i do know is FF Blue Mage, to see how SE will add duo wield will be interesting, after playing blu on xi for years the spell set will most likely be the same, ex/ Points added to spells with a set max number of points u can use <<< with this setup it is sure that all spells and ws and ja will fit on the action bar, now mimick is interesting bc thats a trait that standard D&D uses for blue mage, but SE goes deeper! there is a spell already called "voracious trunk" that already steals the ability that a enemy has used, As a main blu player one thing id like to see on blu when released is "A mob based animation for ur character when spells are being cast depending on spell of mob type" now that would be BADASS! Also DEX and INT is not main stats of blu. being that blu is very versitile it can use various stats depending on what setup the user is aiming for, nuke blu - yea INT, DEX na not really used at all.

    Here is a link to a site that u can get job info from, and since i heard the XI team is taking over XIV anyway it may help u alot if ur interested in working for SE.

    http://wiki.ffxiclopedia.org/wiki/Category:Jobs

    SE does hire devs if ur serious about it, i dont know what req are tho.
    good luck man.
    (1)

  6. #36
    Player
    Talon_Luna's Avatar
    Join Date
    Jun 2012
    Posts
    50
    Character
    Talon Shadowsong
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    @FF4ever
    Hey Nice post!

    For BLU, in FFXIV I tried solely to keep that BLU 'feel' that it had throughout other FF games and not just XI as it didn't quite fit the current 'Job' system only allowing: 3 abilities, 1 WS, 1 15min ability. Drawing from different sources I came up with what I did.
    I didn't play BLU at all in XI, so it is nice to see experienced people chiming in on what they would like to see.
    Stats choice thinking was: 'using two sword? Dexterous! Using magic? Intelligence, ok cool'.

    Would love to get on-board with SE. Given a bit more flexibility within the current system would allow me to do much crazier things I think (as you guys will see with the entire beastmaster system I am coming up with).

    Thanks again for the comment and feedback. This has given me some good ideas to go off of
    Think I might a 'if FFXIV jobs let me do whatever I wanted' version and a 'in current FFXIV' version o.ob
    (0)

  7. #37
    Player

    Join Date
    Jul 2012
    Location
    Immortal Flames
    Posts
    49
    @ OP

    Thx Talon.

    Naaaa man XI is where blu really shinned, not onry that but it has had over a decade of polishing and buffing, Blu class is not in many of the past FF, and most of the FF titles just use blu type abilitys not actuall blu characters, stargo vi kimari ronso from X are a couple solid blu characters used in the past.

    Naaa man lol any blu that is Dual wielding will not use DEX xD.... im sorry man i wouldnt want u on blu design... =p
    (0)

    In Game pic from Deus Ex

  8. #38
    Player
    Talon_Luna's Avatar
    Join Date
    Jun 2012
    Posts
    50
    Character
    Talon Shadowsong
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    @FF4ever
    I understand. People true to their class will always want nothing but the for best for it! Still appreciate the feedback

    In other news!
    The thread has been updated with the instanced raid: Sahagin Military Fort!
    Its a long doc, but it was quite fun to come up with. I tried to incorporate native RPG puzzle elements as much as I could within the CURRENT FFXIV world. I would have loved to do a lot more with it, but you will see crazier things in the other 2 raids I have come up with in the near future

    Thanks again for dropping by!
    (0)

  9. #39
    Player
    Mikheli's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsia
    Posts
    103
    Character
    Mikheli Wolf
    World
    Mateus
    Main Class
    Red Mage Lv 80
    Boss fight looks super hard but not darnus hard would be fun to fight! Also boat ride looks so interesting and super fun! *weeeee boats*
    (0)

  10. #40
    Player
    Talon_Luna's Avatar
    Join Date
    Jun 2012
    Posts
    50
    Character
    Talon Shadowsong
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Nightly update!

    Tomorrows post will be!!!!!!:
    Bushido Bladesmen, with its two jobs: NIN and SAM. Hope you like it!
    (0)

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