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  1. #1
    Player
    Ddj's Avatar
    Join Date
    Mar 2011
    Posts
    12
    Character
    Wearl Ddj
    World
    Ragnarok
    Main Class
    Conjurer Lv 50

    Fix Ancient Magic Spells

    Flare, Burst, Freeze, Tornado, Quake and Flood - All completly useless as they currently work in game. Remove the delayed detonation effect it makes the spells allmost unusable, getting to the level and being able to use them was the biggest let down ever.

    The damage is hardly diffrent to the set of spells learnt before them, AM spells should be higher mp cost an big damage not cast an wait for it to fail.
    (26)

  2. #2
    Player

    Join Date
    Mar 2011
    Posts
    1
    Completely agree with u here the only reason i made a CON was i love the black mage in ff11. Ancient magic was amazing was so looking forward to R44 and was extremely disapointed with them. they look crap and are useless
    (5)
    Last edited by Fantasyx; 03-08-2011 at 08:22 PM.
    url=http://www.enjin.com][/url]

  3. #3
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    I play Conjurer because I <3 Black Mage too!
    (2)

  4. #4
    Player
    REDace0's Avatar
    Join Date
    Mar 2011
    Location
    #5 Mist 2, The Pande Cave
    Posts
    954
    Character
    Robert Redensa
    World
    Balmung
    Main Class
    Dark Knight Lv 70
    I don't have a problem with the delayed cast. It's fun to try and work in that different casting dynamic. What I do have a problem with is the spell animation and the damage output. I have better luck hunting for Flare in the battle log than actually trying to see when it goes off. That's just wrong. If I time Blood Rite and Profundity II so that Flare gets the benefit of both, not only should the explosion, regardless of these abilities, be large enough that me and everyone else notices, but it should also do about 4 or 5 times the damage of a normal nuke, not 2 to 3 times as much.
    (3)

  5. #5
    Player
    AngryNixon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    The AM spells were definitely a disappointment. The time delay thing is debatable.

    The delay is feasible in an NM setting where you have plenty of time to do more than one if you so choose, but in many other cases you're simply not afforded the opportunity to use it at all. By the time it goes off everyone's gone home and you're like "Hey look everyone! my fancy spell went off at last!... guys?... anyone?!.... oh... :'( ". When you do use it, it's unimpressive at best and a complete failure at worst (more like on average).

    @REDace0: I agree with you completely about trying to track down what the spell actually did. I use the log to find out 100% of the time because there's no way I'd catch it otherwise.

    Oh well, just saves me 100 MP here and there I could be using to heal people on my grey mage.
    (1)

  6. #6
    Player
    Laughlyn's Avatar
    Join Date
    Mar 2011
    Posts
    1,350
    Character
    Hale Storm
    World
    Masamune
    Main Class
    Archer Lv 70
    Amen to this, the AM nuky spells are utterly crap!
    Even my /em tosses 1x Fat Dodo on<t> does more damage than those.
    (3)

    I used to be Noomy...then i took shiva's Hail Storm to my knee...

  7. #7
    Player

    Join Date
    Mar 2011
    Location
    Trabia
    Posts
    10
    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.
    (1)

    Grog Grog of Trabia, leader of Slash Panic.

  8. #8
    Player
    pool842's Avatar
    Join Date
    Mar 2011
    Posts
    85
    Character
    Kem El
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 70
    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.
    (1)

  9. #9
    Player
    cannonball's Avatar
    Join Date
    Mar 2011
    Location
    Gridinia
    Posts
    28
    Character
    Cannonball Mcdoogles
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Grog View Post
    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.
    Hey Grog ol'chap... I have seem to come to somewhat the same conclusion. But I find it's not the amount of time you cast the "fire/fireII/burn/fir..." but the amount of fire dmg deal during the buff.. I havent quite work'd down what % of dmg dealt = AM burst yet.. But I am positive about the way AM is used.. More NM's so I can study it a bit..
    (1)

  10. #10
    Player
    Ranka's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    130
    Character
    Pascal Graces
    World
    Faerie
    Main Class
    Dark Knight Lv 90
    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.

    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
    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.
    (0)


    It is not the quantity of friends you have that determines your worth, its the quality of friends that does.

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