Sorry forgot to add its still 1 healing for every 2 mind all the way to 227 for me.You should know that all stats have a softcap at 184 or so. You are wasting point pumping INT up that high.
On topic though, I agree. Seems like the AM spells are very lackluster. I have some testing to do though. If T1, T2, and even elemental DOTs increase the AM dmg when the countdown ends, then I believe we should leave the way it is. However, the description of the spells should be updated.
I'd be really interested to see the damage you are able to do if you do Blood Rite II, AM, T2Dot+Roaming Soul+Dark Seal, Chainspell+T2, T2, T1, T2, T1, and then do BR+Profundity II+T2 just before the countdown goes off. (on Great Buffalo for example)

Burn II lowers fire magic defense, so I would expect Flare to do more damage after that. Try just Fire and Fire II to confirm.An interesting theory a LS member brought up that has worked sometimes but not others, is that when the ancient magic buff is up, any spell of that element you cast will boost the spells damage. So if you cast Flare, then Burn II, Fire, Fire II, cycle, it will actually enhance the damage of the Flare. It's seemed to work on some mobs but not others, so your testing would be great as well.
Also, if you're going to use Profundity or Blood Rite, make sure you use them in the last 10 seconds or so of the buff, and not when casting the initial spell to get the damage boost.
I have tried this and found it to not work at all. I have tried it at least 20 times casting at least 5 to 6 min each AM spell, while also get Pro II off at the end max at about 300 damage still not worth the 100 MP. But that was a good theory. I tried Both Thunder and Fire on great roaming NM.

Personally, if they just the damage output to be like 5x then normal spells I would be fine with it. Overall though, I would have to agree with everyone else here. They were a sad thing to get when ya hit 44 and its damage was very similar to elemental II spells. Flare has always been my favorite spell from all Final Fantasy games and this was a to sad. I have also tested pretty much on all NM damage output of Profundity II+Blood Rite II+Dark Seal+any AM spell with battle regimen and being on the top setting for greatest output damage and at best it would hit maybe 400-500. Which normal spells like Fire II for me with Profundity would hit for 400 by itself. I really hope they change the setup or at least change damage output.
I have tried this myself also, I really can not say it works, or it does not work. Like your LS member I was getting random numbers, and for spamming spells left and right it just does not seem worth it mp wise for the small damage increase if there is any. Though due to recent MP regen, you can just disengage in combat now and get mp back, so maybe it will be worth it for the time being till hopefully they change it.An interesting theory a LS member brought up that has worked sometimes but not others, is that when the ancient magic buff is up, any spell of that element you cast will boost the spells damage. So if you cast Flare, then Burn II, Fire, Fire II, cycle, it will actually enhance the damage of the Flare. It's seemed to work on some mobs but not others, so your testing would be great as well.~AngryNixon
It is not the quantity of friends you have that determines your worth, its the quality of friends that does.



Yeah, that's pretty sad considering that Shadowsear does 600 dmg just by itself.I have also tested pretty much on all NM damage output of Profundity II+Blood Rite II+Dark Seal+any AM spell with battle regimen and being on the top setting for greatest output damage and at best it would hit maybe 400-500. Which normal spells like Fire II for me with Profundity would hit for 400 by itself.
Note to Sqaure: This means "Buff ancient magic, do not nerf Shadowsear"




Hi All,
Great topic.
Totally agree that Ancient Magic (Flare, Tornado, etc.) needs to be fixed and updated. Like others (adding to this thread so the Developers can see our "votes" for changing this):
1. Currently, Conjurers' Ancient Magic (Flare, Tornado, etc.) is too weak. We do more damage, faster, with basic Spells like Fire, Fire II, etc.
2. Ancient Magic looks horrible (almost non-existent). There are almost no Special Effects on what *should* be the Conjurer's best Magic Spells in the game. Instead, you can't even see any effect happening. It's unfinished.
3. Change the casting mechanic for Ancient Magic: Having to wait 60 seconds for something to go off is pretty sad, and almost unusable except on Notorious Monsters (NM), and even then, they are too weak.
We shouldn't have to second-guess and try to "add / buff up" different things to make Ancient Magic actually work (and it doesn't work with that theory anyways).
Even the way we were given Ancient Magic shows how *little* the old Development Team cared about them:
* They dump ALL Ancient Magic Spells to you at Rank 44. You learn Flare, Freeze, Tornado, Quake, Burst, Flood all at the same time! Huh?!
Ancient Magic should be earned with great fanfare, 1 per Level, with beautiful Special Effects, high Damage, and usability. Not dumped all at once and completely useless as they are now.
Conjurers' spells in general need some tweaks as well, but that's another topic.
Thanks!
Nice way to sum it all up in a nutshell :PHi All,
Great topic.
Totally agree that Ancient Magic (Flare, Tornado, etc.) needs to be fixed and updated. Like others (adding to this thread so the Developers can see our "votes" for changing this):
1. Currently, Conjurers' Ancient Magic (Flare, Tornado, etc.) is too weak. We do more damage, faster, with basic Spells like Fire, Fire II, etc.
2. Ancient Magic looks horrible (almost non-existent). There are almost no Special Effects on what *should* be the Conjurer's best Magic Spells in the game. Instead, you can't even see any effect happening. It's unfinished.
3. Change the casting mechanic for Ancient Magic: Having to wait 60 seconds for something to go off is pretty sad, and almost unusable except on Notorious Monsters (NM), and even then, they are too weak.
We shouldn't have to second-guess and try to "add / buff up" different things to make Ancient Magic actually work (and it doesn't work with that theory anyways).
Even the way we were given Ancient Magic shows how *little* the old Development Team cared about them:
* They dump ALL Ancient Magic Spells to you at Rank 44. You learn Flare, Freeze, Tornado, Quake, Burst, Flood all at the same time! Huh?!
Ancient Magic should be earned with great fanfare, 1 per Level, with beautiful Special Effects, high Damage, and usability. Not dumped all at once and completely useless as they are now.
Conjurers' spells in general need some tweaks as well, but that's another topic.
Thanks!
I could not agree more /sigh to big build up only to be smacked in the face.........Hi All,
Great topic.
Totally agree that Ancient Magic (Flare, Tornado, etc.) needs to be fixed and updated. Like others (adding to this thread so the Developers can see our "votes" for changing this):
1. Currently, Conjurers' Ancient Magic (Flare, Tornado, etc.) is too weak. We do more damage, faster, with basic Spells like Fire, Fire II, etc.
2. Ancient Magic looks horrible (almost non-existent). There are almost no Special Effects on what *should* be the Conjurer's best Magic Spells in the game. Instead, you can't even see any effect happening. It's unfinished.
3. Change the casting mechanic for Ancient Magic: Having to wait 60 seconds for something to go off is pretty sad, and almost unusable except on Notorious Monsters (NM), and even then, they are too weak.
We shouldn't have to second-guess and try to "add / buff up" different things to make Ancient Magic actually work (and it doesn't work with that theory anyways).
Even the way we were given Ancient Magic shows how *little* the old Development Team cared about them:
* They dump ALL Ancient Magic Spells to you at Rank 44. You learn Flare, Freeze, Tornado, Quake, Burst, Flood all at the same time! Huh?!
Ancient Magic should be earned with great fanfare, 1 per Level, with beautiful Special Effects, high Damage, and usability. Not dumped all at once and completely useless as they are now.
Conjurers' spells in general need some tweaks as well, but that's another topic.
Thanks!![]()
http://www.enjin.com]
I was fooling around with Tornado at Bloatbelly camp on the Brags. I can't even get the tornadoes to go off when the dang timers say its going to. I think I have 12 seconds left and start to cast choke...and 3 seconds later when I look up the status effect is gone. Then yeah. It only does 280 damage or so on them. Now I can't hit for 750 like our shadowsearers, but I can hit for 430 on a boosted aero II.
Maybe AM is coded so that it's the most supperior DoT if you rotate three of them. But even then I doubt they beat a series of tier II nukes.
The only thing I haven't seen tested on them is a battle regimen. I would love to see how that works...
Correct me if I'm wrong here.... shouldn't you be casting a water based spell after flare for the damage to be increased on the next spell?
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