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  1. #1
    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.