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Resistance and Enfeebling Spell AdjustmentsFollow

#1 Jun 20 2012 at 4:15 PM Rating: Good
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Okipuit wrote:

Hey everyone,

I have some interesting news from development regarding enfeebling magic and resistance adjustments:
A new system for resistance will be implemented. If we do not adjust this first, even if we were to add new or stronger enfeebling spells, the results would be minimal against enemies with high resistance. By adjusting the current resistance system, existing enfeebling spells will become more efficient. Moving forward, our next set of current and/or new spell plans will be based on the results of the resistance system revamp.

http://forum.square-enix.com/ffxi/threads/24537-Resistance-and-Enfeebling-Spell-Adjustments?p=327775#post327775
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#2 Jun 20 2012 at 7:11 PM Rating: Excellent
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This was first promised when... almost a year ago? Maybe more. I can find posts from last July mentioning a planned "enfeebling magic adjustment" in the official forums. And here we have an announcement, not of it being implemented in the game, not of it being implemented on the test server, not of it being worked on as we speak, but merely a reminder that such a system is still being promised and will occur at some unnamed future time. Oh, but there is one new piece of information--that RDM's new spell plans are being held hostage to the still undated overall enfeebling magic change. So I am guessing that career RDMs will be a bit underwhelmed by this announcement.
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#3 Jun 20 2012 at 7:41 PM Rating: Excellent
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I find your insinuation that SE cares about RDMs to be humorous. ;)
#4 Jun 20 2012 at 7:43 PM Rating: Excellent
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You mean they still haven't done this (whatever it is) yet?
#5 Jun 20 2012 at 10:11 PM Rating: Excellent
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Too vague to be meaningful, at least at this point. They may do something that does something hopefully. k
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#6 Jun 21 2012 at 10:57 PM Rating: Good
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So, how long before we see Paralyze III, Poison V and Silence II? Moreover will any of these spells actually work on any on non-XP mobs? Could we one day mute spellcasting HNMs?

While I'm not exactly holding my breath for these unscheduled updates I am interested to see whether or not their interference with the enfeebles system leads to us having a harder time versus status ailments ourselves.
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#7 Jun 22 2012 at 1:46 AM Rating: Good
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Hashmalum wrote:
This was first promised when... almost a year ago? Maybe more. I can find posts from last July mentioning a planned "enfeebling magic adjustment" in the official forums. And here we have an announcement, not of it being implemented in the game, not of it being implemented on the test server, not of it being worked on as we speak, but merely a reminder that such a system is still being promised and will occur at some unnamed future time.


Off TopicLeast you got a reminder that you haven't been abandoned completely. Whatever happened to those BST party buffs that were in the roadmap?

Quote:
we'd like to see beastmasters shed their reputation as lone wolves by endowing their pets with more abilities that provide assistance to party members.


Although their Odin/Alex idea would be pretty terrible if it is on the call beast timer.



I hope these adjustments DO get made, I've been working on RDM and it would be awesome if it was less situational again soon.

That said, if the expansion is good, I am going to forgive SE for everything for awhile. (Except XIV)



Edited, Jun 22nd 2012 12:52am by Olorinus
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#8 Jul 12 2012 at 12:19 PM Rating: Excellent
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Camate wrote:

We have been mentioning here and there about a significant enfeeble system revamp and I’d like to explain a bit more in detail about the changes that will be taking place with the upcoming test server, as I am sure everyone is quite curious what will be adjusted!

Immunity

In the case where a monster has immunity to a certain enfeebling spell, it will be possible to recognize this via the chat log when it is resisted.

As long as the monster does not have immunity, it will be possible to enfeeble them, and there will be a very large amount of monsters that can be enfeebled as compared to the past.

※The log display for immunity will not be reflected on the test server at this time.
 
“Resist hack” (tentative name)
We will be adding a new system where resistance will decrease by the continuous use of an enfeebling spell.

- When an enfeebling spell is resisted, a “resist hack” can occur which will reduce the resistance towards that enfeebling spell.
- Resist hacks can build up making it possible to lower the resistance further.
The more an enfeebling spell is resisted, the higher the rate of a resist hack occurring.
- Once the enfeebling effect is successfully applied to the monster, the lowered resistance will reset.
- If an enfeebling effect is put on a monster continuously, resistance will gradually build and the resist hacks will not occur. Monsters that have immunity will also exist and resist hacks will not occur when fighting them.
- Resist hacks will only be applied towards enfeebling magic (spells that fall into the enfeebling magic skill category)
 
Adjustment objective

The main objective for implementing this system is to boost the contribution of enfeebling magic for strategies when fighting NMs with high resistances and other specific content.

There will be an extremely large amount of monsters where this system will be applicable, so we will be spending some time adjusting each of them. For the next version update we will be adjusting regular field monsters and the NMs in Legion and Voidwatch. After this we will be adjusting NMs for other content as well as field NMs.


We feel that with this system enfeebling spells will be much more applicable and we are really looking forward to have everyone test it out and give feedback!

http://forum.square-enix.com/ffxi/threads/20484-Battle-Balance-Adjustment-Resistance-to-Enfeebling-Magic?p=336802#post336802

Edited, Jul 12th 2012 2:19pm by Szabo
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#9 Jul 12 2012 at 1:20 PM Rating: Good
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That actually sounds pretty cool. I just hope you'll be able to break resistance more than once or twice. They did say "gradually", so we'll see.
#10 Jul 12 2012 at 1:57 PM Rating: Good
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Subadai wrote:
That actually sounds pretty cool. I just hope you'll be able to break resistance more than once or twice. They did say "gradually", so we'll see.

Maybe, but they've also stated that they will gain resistance if you apply the same enfeebles over again. Repeated paralysis, for example, would make them resistant to it next time. It might make re-applying the basic enfeebles, such as Slow, a bit annoying. More so if this resistance buff applies to normal monsters as well as NMs.
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#11 Jul 12 2012 at 2:11 PM Rating: Decent
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I think they intend that you 'hack' the resistance down until you land it, which resets the resistance to full, then the amount it 'hacks' down is reduced each time you do so, so eventually it just keeps the full resistance.

I see it this way: It has 100 resist. Each time you cast the spell at it it loses 10 resist. it takes you three tries and you land it when the resist is down to 60. The resistance now resets to 100. When the spell wears you start casting it again, but each cast now only lowers the resistance by 8 each time, so it takes 5 casts to knock its resistance down to the same 60 that allowed you to land the spell the first time. When you land it again, the 'hack' reduction is now only 6, so it takes 6-7 casts to reach the same reduction in resistance, then ten casts, then twenty casts, then there's no hack reduction at all, it just keeps full resistance.
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#12 Jul 12 2012 at 3:12 PM Rating: Good
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Resist hacks? SPAM DAT sh*t!
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#13 Jul 12 2012 at 5:53 PM Rating: Decent
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I was more thinking the dev team has been playing .hack//G.U. over the weekend when this was written. Resist "hacks"? Hardly sounds like it fits into the fantasy world of Vana'diel. But the idea is good none the less.
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#14 Jul 12 2012 at 6:22 PM Rating: Good
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My guess is that their comment about building resistance to repeated use is basically just the stuff that's already present (ie: how mobs build resistant to sh*t like sleep and gravity the more you use them, so you can't perma-lock anything for long periods of time)
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#15 Jul 12 2012 at 6:49 PM Rating: Excellent
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Not really impressed given the time it took to even announce.

In general, they're adding the gravity nerf to every enfeeble. As an attempt to placate, you could at least land them if the mob isn't a special case, which will probably still exist in regards to elemental relationships (No Slow on a wind-based mob, etc). But at some point, it sounds like they'll be immune again, hence the reference to gravity.

Without more/new debuffs, this won't change RDM's predicament any, as MACC from Enfeebling skill is also trivialized a bit from this. Not that Arts and gear left WHM/BLM/SCH too far behind as is.
#16 Jul 12 2012 at 8:59 PM Rating: Good
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Willing to bet Para/Slow won't even do anything on the top tier VW mobs and such because they seem to have special melee attacks like iron giants do (the kind that can AoE, are executed even while being kited if no one is in range to be hit, and such). I guess Para could stop spells, but... yeah

Edited, Jul 12th 2012 10:59pm by Fynlar
#17 Jul 12 2012 at 9:27 PM Rating: Excellent
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Unless they allow enfeebles to start overwriting themselves, they probably won't even be cast on VW mobs for the fear that they will be needed to proc.

Realistically, the current enfeebles are just balanced wrong. Things like Silence on a caster mob, or Slow II+Elegy, or a high-proc para II are just overpowered and make fights into a joke. Hence: Anything it'd be useful for is immune to it. The more minor enfeebles don't really swing anything.

Maybe they'll add some new spells to the game. If they want balance(tm) and enfeebles that actually land, they'll probably want more 'active' enfeebles like Flash and Stun, rather than 'cast and forget' enfeebles like Silence, Slow, Para, Sleep, etc.

A reactionary 'addle' that allows you to halve the targets MAB/MAcc midcast, or a spell that makes the next AoE TP move single target... off the top of my head, stuff like that would be useful without breaking the game due to a short (1 tp move/spell) duration.

In before they just throw their hands up and make it so you won't get drops without having at least three enfeebles on the mob at the time of death.
#18 Jul 13 2012 at 7:41 AM Rating: Good
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Thats a pretty decent way of going about it. Kind of excited to see changes to a system that I felt was at one point a huge part of the game. I just hope that they drop resistances by quite a bit as well. As a career RDM the most boring aspect of the job is the constant cycling of the same spells, I think a lot of fun will be lost if you are required to spam Paralyze 10 times back to back to get a "Resist Hack" proc.

That being said, I don't know how much this will really help RDM. I don't think the issue was ever so much to do with spells not landing, if mobs weren't outright immune then you could generally always land the spell, the issue with enfeebling spells is their lack of utility. The TP spamming mobs ignore things like Paralyze and Slow, some mobs just aren't susceptible because of how their attacks are counted (Iron Giants).

To me the issue lies with the spells and some of the mechanics within those spells.
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#19 Jul 18 2012 at 1:29 PM Rating: Excellent
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Okipuit wrote:

Howdy!

I have some follow-up information regarding the enfeebling adjustments.

Immunobreaks will occur on all monsters that have a high amount of resistance. As an objective, this is for monsters where:

- You can only land spells with Elemental Seal.
- Monsters who do not have immunity, but spells will not land even when using Elemental Seal.

This has been applied to monsters of all areas on the test server.

※Immunobreaks will not occur on monsters that enfeebling effects can be applied normally. Also, their resist rates will function as they did in the past.


Since this alone cannot address when monsters have complete immunity to spells, we will be working to reduce complete immunity as much as possible, area by area, for each type of contents. Due to the fact that this work will require us to address each NM individually, it is going to take a bit of time to adjust them one by one. Our first task will be implementing this into Legion and Voidwatch.

We believe that with these adjustments the amount of cases where weaknesses cannot be triggered or enfeebling effects cannot be applied due to complete immunity will be significantly reduced.

Also, one of the aims is to make Red Mage’s enfeebling spells much more useful, and as a result of exploring this we decided to make it so that the immunobreak system is only for enfeebling magic skill.

http://forum.square-enix.com/ffxi/threads/20484-Battle-Balance-Adjustment-Resistance-to-Enfeebling-Magic?p=339484#post339484
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#20 Jul 18 2012 at 1:49 PM Rating: Good
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Guess it's time to put away those Twilight Bracelets. The "Resist Hack" name is no more.
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#21 Jul 18 2012 at 3:17 PM Rating: Excellent
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They mentioned Red Mage by name in an update note, the end is nigh! Take cover! Hide! Run for your lives!
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#23 Jul 18 2012 at 7:33 PM Rating: Good
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Yeah, it's gonna take more than just letting them land to make RDM's debuffs more useful. Convert T2 merits to scrolls and 1.5-2x their potency with capped stats already. Then add more debuffs. :/
#24 Jul 19 2012 at 12:48 AM Rating: Good
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Huh, doesn't sound like it will work with blu spells, or do blu debuffs have a setup similar to the way their cures work (healing magic skill figures into the calculation, even though it isn't native to the job)?

Mostly wondering cause enfeeb based blu procs are annoying to land. Ditto for brd for that matter.To be honest if they don't change it for blu I really wish they would change all blu procs to damage spells instead.

Edited, Jul 18th 2012 11:49pm by Olorinus
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#25 Jul 19 2012 at 8:51 AM Rating: Good
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They're Blue Magic skill with a mix of hidden MACC modifiers. Some spells are also broken at the moment so they might not even land, or are forced at floor rating and may as well never land. It's a problem I don't think SE's even bothered to acknowledge yet.
#26 Jul 19 2012 at 10:12 AM Rating: Excellent
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Would be nice if Elemental Seal is down and you need to land a song as BLM/BRD I bet.
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#27 Jul 19 2012 at 11:40 AM Rating: Excellent
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I would rather they just make procs something sensible, like x000 fire damage for a fire proc, from any source that can deal fire damage.

Forcing silly (and combat ineffective) builds like BLM/BRD or BLU with nothing but useless proc spells makes some of my favorite jobs miserable to play.

Why spend all this time perfecting a job when you hafta basically tie your hands behind your back, blindfold yourself, and wield a dagger between your toes in order to make anything drop? It's like all those stupid rituals we used to have back in 2004 (Dont use WS or it won't drop! No magic! Thief killing blow! Take your pants off for extra drops!*)...except now, they actually work and are hard-coded into the mechanics.

*This works.

tl;dr: If we're talking proc overhauls, they may as well make procs something you can do without gimping yourself or being forced to bring painfully specific job combos. Making the already-lame spells you're forced to set land easier is a band-aid on the real problem.
#28 Jul 19 2012 at 12:08 PM Rating: Decent
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In a perfect world, boss fights would simply be more complex, utilizing better AI and the environment. Something like procs in their current forms wouldn't, and shouldn't have to exist. At best, maybe you could get some kind of mechanical mob that signals it's about to do some kind of electrical move. However, cast enough lightning magic or something, and it shorts out, both not doing the move and taking extra damage.

Unfortunately, FFXI fights have a bad habit of being super secretive about mob tricks, be it the horror that is AV, any possible PW gimmicks, or the super-subtletly of /fume in VW.
#29 Jul 19 2012 at 12:13 PM Rating: Excellent
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I think BLM/BRD is effective. Usually BRD isn't the proc so when it is, Elemental Seal is available. Is it fun to play? Not really, although I still get a little thrill when I finally see those green !!'s pop up.
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#30 Jul 19 2012 at 5:11 PM Rating: Good
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Zelduh wrote:
"Only for enfeebling magic skill"... as if RDM was the only job with enfeebling skill.

As much as I sincerely do not give a sh*t about rdm, I have to admit, even I can see how SE really is not thinking this through. How many unique enfeebling spells does rdm have... due to subjobs... Paralyze II, Slow II, Dia III, Bio III, lolBlind II, and lolGravity II, of which five are T2 merits. Yea.... giving whm or blm access to almost every enfeebling spell in the game except gravity was kind of retarded on SE's part Smiley: dubious

Olorinus wrote:
Huh, doesn't sound like it will work with blu spells, or do blu debuffs have a setup similar to the way their cures work (healing magic skill figures into the calculation, even though it isn't native to the job)?

Mostly wondering cause enfeeb based blu procs are annoying to land. Ditto for brd for that matter.To be honest if they don't change it for blu I really wish they would change all blu procs to damage spells instead.

Edited, Jul 18th 2012 11:49pm by Olorinus


They can't ever help brd with this, because that would mean brd would suddenly be able to make use of requiem, and god knows that song is way too overpowered to actually allow it to regularly land on anything tougher than EM, let alone NMs. Smiley: laugh
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#32 Jul 19 2012 at 5:21 PM Rating: Excellent
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Zelduh wrote:
They should make more NMs that greatly benefit from a Puppetmaster being present, like the ZNM Ob. PUP should have like... Machine Breaker/Machine Killer and totally be super effect against all mechanical/technological monsters as well as puppets!

Or how about they don't? The only even that can't greatly benefit from a pup being present are zergs. That's the only thing "wrong" with pup now; every single god damn event is a @#%^ing zerg. An intelligent, experienced pup would present a potential huge benefit to almost any other form of event (big NM fights, large groups being forced to split up into smaller lowman groups, endurance anything, events that cover multiple areas of combat (high magic resistance, high melee resistance, etc), etc). Honestly, the only problems an intelligent pup has to face right now are the "everything's a @#%^ing zerg" issue and the fact that our greatly reduced hate generation serves no purpose when all of the other melees cap hate so goddamn fast it's not even funny. We're able to go full out for far longer without actually pulling hate than other jobs, and have a much reduced need to "hold back" when hate is an issue, but because of how @#%^ed up hate mechanics are right now, even we suffer from them. Pup doesn't need new sh*t. We've gotten tons of love from SE these past two years. SE just needs to fix sh*t that's currently @#%^ing with everyone, and then we'll be hunkydory.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#34 Jul 19 2012 at 9:52 PM Rating: Decent
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I would rather they just make procs something sensible, like x000 fire damage for a fire proc, from any source that can deal fire damage.

Forcing silly (and combat ineffective) builds like BLM/BRD or BLU with nothing but useless proc spells makes some of my favorite jobs miserable to play.

Why spend all this time perfecting a job when you hafta basically tie your hands behind your back, blindfold yourself, and wield a dagger between your toes in order to make anything drop? It's like all those stupid rituals we used to have back in 2004 (Dont use WS or it won't drop! No magic! Thief killing blow! Take your pants off for extra drops!*)...except now, they actually work and are hard-coded into the mechanics.

*This works.

tl;dr: If we're talking proc overhauls, they may as well make procs something you can do without gimping yourself or being forced to bring painfully specific job combos. Making the already-lame spells you're forced to set land easier is a band-aid on the real problem.


But isn't this a situation the player base made not square? It's the same max efficiency at all times attitude just applied to a different concept.
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#35 Jul 19 2012 at 10:17 PM Rating: Decent
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Laxedrane the Irrelevant wrote:
ItsAMyri wrote:
I would rather they just make procs something sensible, like x000 fire damage for a fire proc, from any source that can deal fire damage.

Forcing silly (and combat ineffective) builds like BLM/BRD or BLU with nothing but useless proc spells makes some of my favorite jobs miserable to play.

Why spend all this time perfecting a job when you hafta basically tie your hands behind your back, blindfold yourself, and wield a dagger between your toes in order to make anything drop? It's like all those stupid rituals we used to have back in 2004 (Dont use WS or it won't drop! No magic! Thief killing blow! Take your pants off for extra drops!*)...except now, they actually work and are hard-coded into the mechanics.

*This works.

tl;dr: If we're talking proc overhauls, they may as well make procs something you can do without gimping yourself or being forced to bring painfully specific job combos. Making the already-lame spells you're forced to set land easier is a band-aid on the real problem.


But isn't this a situation the player base made not square? It's the same max efficiency at all times attitude just applied to a different concept.


SE is definitely to blame since they designed the content. You can't think they couldn't anticipate everyone using these job setups. They made content where you need 2 jobs for all red 2 jobs for blunt blue and 2 jobs for all yellow, while at the same time creating super buffs that make support classes pointless, and buffing everyone's hp and damage to remove tanking and DD slots. I mean anyone who isn't proccing is pretty much a wasted slot (excluding TH). You can't blame the playerbase for not wanting to take them.
#36 Jul 19 2012 at 10:30 PM Rating: Decent
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Alright, here's my basis for 'The stagger system was designed by nitwits':

Blue proc, Slashing:
Scythe: Cross Reaper, Spiral Hell (Quested WS), both available to any job with native skill
Great Sword: Spinning Slash, Ground Strike (Quested WS), both available to any job with native skill

but

Great Axe: Full Break (WAR main only), Steel Cyclone (WAR main only).
Axe: Mistral Axe (WAR or BST main only), Decimation (Quested WS, any with native skill)

Barring Swift Blade being PLD only, there could not possibly be more job bias anywhere in the game but with these selections. It's the most blatant pandering that WAR gets exclusive procs while DRK doesn't, and don't even get me started on Red procs. It's one of the most horrifying cases of absolute un-balance in this game, and not putting out bullsh*t like this was as simple as counting the number of procs each job covered and spreading some exclusivity around or eliminating it entirely.

That is the problem that leads to one job being picked and another being passed: Exclusivity or lack of it. You either need near total Exclusivity for procs (Voidwatch) or none at all (Walk of Echoes?). You can't have exclusivity of one set while having free access to what should be equally exclusive in value on another job.

So yes, you can definitely seek to blame the designer in a case like this.

Edited, Jul 19th 2012 9:37pm by Raelix
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#37 Jul 19 2012 at 10:37 PM Rating: Good
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I guess I'll use the space.

Exclusivity is a good thing, but you have to give it to everyone or you might as well be handing out 999 damage 120 delay x-Job-only weapons to be stiffing one job over another in much the same manner.

Edited, Jul 19th 2012 9:40pm by Raelix
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#38 Jul 19 2012 at 11:01 PM Rating: Good
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Zelduh wrote:
I didn't say there was anything wrong with PUP, but it doesn't matter how awesome a PUP you are, no one will want you for anything, thus it would be nice if there were more events that required PUP, like voidwatch for example absolutely requires, say, BLM. Why does BLM get such special treatment? Why not have an event that is PUP ONRY? :P Just as an F-U to the community that doesn't want anything to do with PUP: Make the best endgame equipment, absolutely broken and 8548390584958 better than even Neo-Nyzul gear: but the catch is you need lots of PUPs! Then we'll be invited to do stuff. Not that we couldn't do stuff anyway, but the problem lies with the player base, not the job. Also, PUP isn't as bad at "zergs" as you would like to think, so please stop spreading such lies, people will read it and just think worse of the job if you keep telling everyone it sucks at this or sucks at that. It doesn't. PUP is perfectly capable at *anything* if you do it right.


Ok, two things. One, pup sucking in zergs is not my opinion, it's the result of my math, and many other people's math. Math will always beat your opinion that I'm wrong. Two, your opinion holds absolutely no weight behind it, especially in regards to pup. Go contribute some proper math to further everyone's ability to play pup and then I'll let you sit at the big kids table and give you a proper, respectful debate, rather than me simply pointing out that you're @#%^ing stupid.

Raelix wrote:
Alright, here's my basis for 'The stagger system was designed by nitwits':

Blue proc, Slashing:
Scythe: Cross Reaper, Spiral Hell (Quested WS), both available to any job with native skill
Great Sword: Spinning Slash, Ground Strike (Quested WS), both available to any job with native skill

but

Great Axe: Full Break (WAR main only), Steel Cyclone (WAR main only).
Axe: Mistral Axe (WAR or BST main only), Decimation (Quested WS, any with native skill)

Barring Swift Blade being PLD only, there could not possibly be more job bias anywhere in the game but with these selections. It's the most blatant pandering that WAR gets exclusive procs while DRK doesn't, and don't even get me started on Red procs. It's one of the most horrifying cases of absolute un-balance in this game, and not putting out bullsh*t like this was as simple as counting the number of procs each job covered and spreading some exclusivity around or eliminating it entirely.

That is the problem that leads to one job being picked and another being passed: Exclusivity or lack of it. You either need near total Exclusivity for procs (Voidwatch) or none at all (Walk of Echoes?). You can't have exclusivity of one set while having free access to what should be equally exclusive in value on another job.

So yes, you can definitely seek to blame the designer in a case like this.

Edited, Jul 19th 2012 9:37pm by Raelix

Except for the part where only drk can use cross reaper, and only drk and pld can use spinning slash. War doesn't have nearly the monopoly over blue procs that it does over red (being able to do everything except katana and tachi: koki (you can do jinpu at 98, with a wooden katana and enough skill on your /sam) though they can't do dagger without /nin.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#39 Jul 19 2012 at 11:06 PM Rating: Decent
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Here I thought WAR could do Cross Reaper and Spinning Slash. silly me then.

Still, a monopoly beats half a monopoly.

Edited, Jul 19th 2012 10:06pm by Raelix
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#40 Jul 19 2012 at 11:09 PM Rating: Decent
I can totally agree with you realix but I guess I made my point too generally. Myri made the point s/he is forced to sub bard on blm thusly gimping their offensive might. How about instead they just invite a bard or simply not sub bard and take the chance it will be bard?

It won't guarantee a proc that way but at least they be having fun.
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#41 Jul 19 2012 at 11:11 PM Rating: Good
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Raelix wrote:
Here I thought WAR could do Cross Reaper and Spinning Slash. silly me then.

Still, a monopoly beats half a monopoly.

Edited, Jul 19th 2012 10:06pm by Raelix

I @#%^ing wish war got either of those (we get the quested blue procs (except for ranged and h2h), but the only non-quested 60/65 ws we get are axe/gaxe and a couple level 60s (club, staff, and sword off the top of my head). Also, to be fair, it takes a fair amount of work to actually have access to every single quested blue proc on war (not so much for red procs, most of those are fairly low level and getting from 0-100 takes almost no work), and making sure you always have at least one of each weapon for procing's sake is a real bitch on inventory space Smiley: glare
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#43 Jul 19 2012 at 11:51 PM Rating: Excellent
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blu should get swift blade. Smiley: mad
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#45 Jul 20 2012 at 2:23 AM Rating: Excellent
Raelix wrote:
Here I thought WAR could do Cross Reaper and Spinning Slash. silly me then.

Still, a monopoly beats half a monopoly.

Edited, Jul 19th 2012 10:06pm by Raelix


Dark Knight is capable of using Steel Cyclone by the way.
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#46 Jul 20 2012 at 2:37 AM Rating: Decent
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Vlorsutes wrote:
Raelix wrote:
Here I thought WAR could do Cross Reaper and Spinning Slash. silly me then.

Still, a monopoly beats half a monopoly.

Edited, Jul 19th 2012 10:06pm by Raelix


Dark Knight is capable of using Steel Cyclone by the way.

Maybe. I couldn't get the quest on DRK though at like 280 skill.
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Nilatai wrote:
Vlorsutes wrote:
There's always...not trolling him?

You're new here, aren't you?
#47 Jul 20 2012 at 2:51 AM Rating: Excellent
I know they're able to get it because back when Rune Chopper was a feasible zerg weapon for Dark Knight, you'd often see them use Steel Cyclone before swapping over to another weapon if the mob was still alive after Souleater wore off.

Edited, Jul 20th 2012 4:52am by Vlorsutes
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#48 Jul 20 2012 at 3:21 AM Rating: Good
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Raelix wrote:
Alright, here's my basis for 'The stagger system was designed by nitwits':

Blue proc, Slashing:
Scythe: Cross Reaper, Spiral Hell (Quested WS), both available to any job with native skill
Great Sword: Spinning Slash, Ground Strike (Quested WS), both available to any job with native skill

but

Great Axe: Full Break (WAR main only), Steel Cyclone (WAR main only).
Axe: Mistral Axe (WAR or BST main only), Decimation (Quested WS, any with native skill)

Barring Swift Blade being PLD only, there could not possibly be more job bias anywhere in the game but with these selections. It's the most blatant pandering that WAR gets exclusive procs while DRK doesn't, and don't even get me started on Red procs. It's one of the most horrifying cases of absolute un-balance in this game, and not putting out bullsh*t like this was as simple as counting the number of procs each job covered and spreading some exclusivity around or eliminating it entirely.

That is the problem that leads to one job being picked and another being passed: Exclusivity or lack of it. You either need near total Exclusivity for procs (Voidwatch) or none at all (Walk of Echoes?). You can't have exclusivity of one set while having free access to what should be equally exclusive in value on another job.

So yes, you can definitely seek to blame the designer in a case like this.

Edited, Jul 19th 2012 9:37pm by Raelix


Umm what ...

DRK gets Steel Cyclone, as others have mentioned. Do I need to post a SS of me using it? DRK also gets fell cleave / savage and most any WS that WAR gets except Full Break / Raging Rush and Mistral / Calamity (the 200 one). DRK's are the only ones with access Guillotine / Cross Reaper and only DRK and PLD get access to Sickle Moon / Spinning Slash.

It's mainly the 200 / 225 WS's (60/65) that are class exclusive, stupid decisions on SE's part. I feel any job that has the skill should have the WS, would cut down on SE picking favorites.

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when you're hefting something that deadly, you don't miss - mobs get the @#%^ out of the way instead...
#49 Jul 20 2012 at 5:18 AM Rating: Excellent
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I feel any job that has the skill should have the WS,


Agree. Still absurdly silly to me that PLD has higher club skill than WHM yet lacks Hexa Strike
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