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  1. #1
    Player
    SavingPrincess's Avatar
    登録日
    2013/08/30
    Location
    Seattle, WA
    投稿
    54
    Character
    Faith Stone
    World
    Ultros
    Main Class
    ナイト Lv 90

    Dragoon "Jump": Ranged or Melee?

    I have seen endless debate about this. Here is my experience:

    Jump is a Melee attack. Meaning, if I am CLEARLY (I cannot emphasize that enough) standing outside the mob's PBAoE Red Ring of Death, and activate Jump, if my character is still in the Jump animation when the enemy's castbar for it's PBAoE attack ends, my character will take damage.

    I have seen several posts to the contrary, most of which citing "lag" as the issue. However, if lag were a factor, that would mean I'd be getting hit all of the time by PBAoE attacks, when I never get hit by PBAoE attacks. I can safely run out of range, use Piercing Talon etc, and be completely safe. I only get hit if I use Jump and am in the middle of the Jump animation when the enemy's PBAoE proc's.
    (1)
    2013/09/11 10:38; SavingPrincess が最後に編集
    CHUNG CHUNG CHUNG CHUNG MAGITEK ARMOR!

  2. #2
    Player
    SavingPrincess's Avatar
    登録日
    2013/08/30
    Location
    Seattle, WA
    投稿
    54
    Character
    Faith Stone
    World
    Ultros
    Main Class
    ナイト Lv 90
    Is there official (i.e. developer) information on the behavior of this attack? It seems useless as an ability due to the following facts:
    • It does not place you into melee range at the end of the attack.
    • It does not leave your "hitbox" at the starting position (i.e. like a normal ranged attack).
    • It's animation lasts longer than the global cooldown.
    • It locks you into the animation and prevents all other abilities for the full duration of the animation.

    Is it just a broken power? How was it originally intended to be useful?
    (2)
    CHUNG CHUNG CHUNG CHUNG MAGITEK ARMOR!

  3. #3
    Player
    Alexander_Dragonfang's Avatar
    登録日
    2013/08/23
    Location
    Gridania
    投稿
    1,042
    Character
    Alexander Dragonfang
    World
    Zalera
    Main Class
    槍術士 Lv 70
    The only problem with this skill is that you still got hit while on animation. That is just about it. Dragoons should be invincible while doing any Jump Skill, period. -That is, in fact, the whole point of jump skills in the history of FF-
    (4)

  4. #4
    Player
    kawingshek's Avatar
    登録日
    2013/07/08
    Location
    Gridania
    投稿
    5
    Character
    Chibi Acana
    World
    Louisoix
    Main Class
    戦士 Lv 80
    The skill can actually useful in certain situation.

    I.e. Demon wall's repel will be denied as you return to your previous location where you used the Jump.

    This also worked on Titan fight against Landslide when you take the full damage but doesn't get knocked out of the ring.
    Overall I find this skill useful as a tool and a good dmg based skill as it's 200 potency + 50% from power surge which could be used after the rotation of your Full Thrust.
    (2)

  5. #5
    Player
    Suirieko's Avatar
    登録日
    2011/03/08
    Location
    Limsa Lominsa
    投稿
    674
    Character
    Suirieko Mizukoshi
    World
    Lamia
    Main Class
    槍術士 Lv 70
    I would be very surprised if Dragoon's jump is considered ranged. It's been treated as melee as long as I know. I fail to even see how it is considered as ranged, when you, yourself, is jumping to the enemy, and returning back.

    Piercing Talon is clearly an example of ranged attack. Jump is not.

    However, I am not a big fan of how jump locks you up. Has gotten me in trouble before. :/
    (1)
    Suirieko Mizukoshi of Excalibur Lamia


  6. #6
    Player
    mushashi's Avatar
    登録日
    2013/08/26
    投稿
    31
    Character
    Mushashi Miyamoto
    World
    Moogle
    Main Class
    槍術士 Lv 50
    it is useless,longer animation than one normal skill(i cant count the number of times that i have been hit by aoe because this useless skill)and bad damage(with the 50% bonus damage it is bad damage also)
    I only use it when i have tp problems because it is free and have so long animation that it give me time to regen tp.
    we should be inmune while we cast jumps or the animations shloud be the double or triple fast
    (0)

  7. #7
    Player
    Laurai's Avatar
    登録日
    2013/08/23
    投稿
    11
    Character
    Omiya Banri
    World
    Cerberus
    Main Class
    槍術士 Lv 50
    Quote 引用元:mushashi 投稿を閲覧
    i cant count the number of times that i have been hit by aoe because this
    This.

    10char.
    (0)

  8. #8
    Player
    Zoot's Avatar
    登録日
    2013/08/22
    投稿
    25
    Character
    Zoot Zoot
    World
    Exodus
    Main Class
    槍術士 Lv 40
    Jump is a mess IMO. At present it's a badass looking filler skill with zero Utility.

    a) It should be a gap closer yet the Return to Origin feature prevents this. Without that "feature" we would have an ability that granted more Boss uptime and in certain situations could be used to get out of AoE by targeting adds outside the Red Circle of Death. Casters can use Sprint anytime they need to move fast but we can't afford the TP cost. Melee already have a disadvantage in these games and little things like making JUMP a maneuverability skill is the least we can ask for.

    b) All JUMPS need immunity added to their effect. We have no control of our toons while the Jumping animation is active so please give Dragoons an Immunity Buff for 2.5 seconds after any JUMP skill is activated.
    (0)

  9. #9
    Player
    Cingen's Avatar
    登録日
    2013/08/30
    投稿
    42
    Character
    Ithilin Emrys
    World
    Phoenix
    Main Class
    槍術士 Lv 50
    Quote 引用元:Zoot 投稿を閲覧
    Jump is a mess IMO. At present it's a badass looking filler skill with zero Utility.

    a) It should be a gap closer yet the Return to Origin feature prevents this. Without that "feature" we would have an ability that granted more Boss uptime and in certain situations could be used to get out of AoE by targeting adds outside the Red Circle of Death. Casters can use Sprint anytime they need to move fast but we can't afford the TP cost. Melee already have a disadvantage in these games and little things like making JUMP a maneuverability skill is the least we can ask for.

    b) All JUMPS need immunity added to their effect. We have no control of our toons while the Jumping animation is active so please give Dragoons an Immunity Buff for 2.5 seconds after any JUMP skill is activated.
    I support the immunity from one side, but from the other side.. Once PVP gets added that immunity may be pretty overpowered :/
    (0)

  10. #10
    Player
    MalcolmReynolds's Avatar
    登録日
    2013/08/23
    投稿
    91
    Character
    Malcolm Reynolds
    World
    Diabolos
    Main Class
    槍術士 Lv 50
    Quote 引用元:Cingen 投稿を閲覧
    I support the immunity from one side, but from the other side.. Once PVP gets added that immunity may be pretty overpowered :/
    You'd already essentially be "immune" even with immunity, right? It would make it harder for the opposition to target you, not like NPCs which can no matter where you are. But even if that isn't the case, they said PvP will have different skill effects so immunity in PvE doesn't necessarily mean immunity in PvP. They need to fix it for PvE though as most players will probably be focusing on that more than PvP.

    Gap closer + immunity please. Don't understand why things on the ground can hit me while I'm in the air.
    (1)
    Take my love, take my land, take me where I cannot stand. I don't care, I'm still free, you can't take the sky from me. Take me out to the black, tell them I ain't comin' back. Burn the land and boil the sea, you can't take the sky from me.

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