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Cor update: Phantom Roll changes and enhancementsFollow

#27 Jan 13 2012 at 1:13 AM Rating: Decent
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Anza wrote:


/facepalm. They say it's "the roll for white mages" even though a good WHM won't benefit from it. Unless they really are removing the current cure potency cap...

Edited, Jan 12th 2012 12:52pm by Anza



Actually majority of WHMs I met doesn't have capped cure potency, since they just level WHM to be useful and not really care/love too much about it to invest great deal of time to gear it.

But again, since it's received cure potency+ and have to use on melees, it's almost entirely useless unless you're kiting. I honestly think old hMP roll is more useful, or they should just do cure potency+ instead of receive cure potency+, could at least help the average WHMs or BLU healer.
#28 Jan 18 2012 at 4:57 PM Rating: Good
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Camate wrote:

Dearest corsairs,

Just wanted to deliver some feedback that was being discussed on the Japanese forums in regards to Quick Draw and Rolls.
Quote:
Personally, I would like to focus on Phantom Roll + Quick Draw + Weapon Skills.
(With the current system for Phantom Roll)
What is currently severely lacking is the number of charges for Quick Draw.
I would like this adjusted so that it would be possible to pull off something like the following rotation: Roll→2 Draws → Roll → 2 Draws…→Weapon Skill → Roll…
As such, I would like the number of charges for Quick Draw to be increased to about 6.

ncreasing the number of charges will lead to an increase in damage dealt over the same time span, so this is something we have to look into very carefully.

Since Quick Draw is an ability, it can be used quickly and there is not much down time, which means that it is more convenient than ranged attacks and it is possible to deal as much damage as a weapon skill, based on how it is used. If the number of charges is simply increased, corsairs would have more attacking power than rangers.

If we do end up increasing the number of charges, we would have to nerf its effects to maintain balance. Whether or not it would be worth nerfing the effects to increase the number of charges is an issue that we are investigating with the help of your feedback.

In addition, we plan on adding enfeebling effects to Quick Draw in the enfeebling spell adjustments we have planned, so please look forward to these changes as well.


http://forum.square-enix.com/ffxi/threads/15236-Phantom-Roll-XI-Adjustment-9-19-11?p=264234#post264234
#29 Jan 19 2012 at 8:39 AM Rating: Good
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As long as QD gave the same TP gain, I'd be fine with more charges and some reduced damage. Sadly I know SE's penchant for going overboard with nerf's at times, so I dread the word.

This is especially true if they add enfeebling effects to QD. Being able to slow and para a mob and still have a charge left for Fire SHot -> Wild Fire would be welcome. I know its fun to put out those occasional triple damage 1-3 k QD's but that's more a novelty than anytihng with super utility.

And since when can't a RNG sub COR and use QD?
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#30 Jan 19 2012 at 10:18 AM Rating: Good
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Exactly what Dartagnann said. If we could still gain TP and use QD to buff magic damage (i.e. Wildfire), I would welcome a damage nerf in exchange for more charges. With open arms. And I would make sweet love to it after a hard days' work. Probably cook it breakfast the next day as well.

Dartagnann wrote:
And since when can't a RNG sub COR and use QD?
Exactly. In fact RNG has access to similar amounts of AGI and can use all the same MAB gear that we do, barring Omphalos Bullet, and that can be compensated with by their access to higher damage bullets.
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Chew is being a lot more level-headed regarding the whole issue, which is strange because he's probably drunk.
#31 Jan 19 2012 at 4:59 PM Rating: Decent
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Ummm...we have to pay for that damage, so that's the tradeoff?
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#32 Jan 19 2012 at 6:59 PM Rating: Decent
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Chewzer wrote:
Exactly what Dartagnann said. If we could still gain TP and use QD to buff magic damage (i.e. Wildfire), I would welcome a damage nerf in exchange for more charges. With open arms. And I would make sweet love to it after a hard days' work. Probably cook it breakfast the next day as well.

Dartagnann wrote:
And since when can't a RNG sub COR and use QD?
Exactly. In fact RNG has access to similar amounts of AGI and can use all the same MAB gear that we do, barring Omphalos Bullet, and that can be compensated with by their access to higher damage bullets.



But if RNG subbing COR instead of WAR or SAM that's way too much WS dmg lose when COR can still /WAR + getting QD charges. Not to mention if they're using WF, they can't boost WF dmg before QD(when COR can probably boost every WF if it's 6 charges), so it's not exactly the same.

Edited, Jan 19th 2012 8:00pm by Afania
#33 Jan 20 2012 at 9:27 AM Rating: Decent
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Quote:
But if RNG subbing COR instead of WAR or SAM that's way too much WS dmg lose when COR can still /WAR + getting QD charges. Not to mention if they're using WF, they can't boost WF dmg before QD(when COR can probably boost every WF if it's 6 charges), so it's not exactly the same.


I'm just saying if SE thinks RNG falls behind COR from damage standpoint then a RNG should obviously be subbing COR to gain access to its QD abilities. If a RNG/WAR can keep ahead of a COR/SAM with increased QD charges then there is no reason for SE to be worried about RNG.

A RNG/COR, assuming he's in the COR party will get Tactician's, Miser's, and can run his own mini-nerfed Chaos buff. He'll get QD damage that he can get close to COR levels by using 127 dmg bullet (unless COR has Omphalos), which is almost 30 points higher than Orichalcum Bullet. He can WF for bit less than COR due to no AF3 +2 boots effect but better AGI gear. Then he can far outhit a COR with Last Stand due to better AGI gear options, better RATT options, better bullet options. He can also out ranged TP a COR with velocity shot, true shot, better bullets, better RATT.

THis is only assuming 3 or 4 QD charges make that big a difference to damage that it outweighs a RNG subbing SAM or WAR, which I doubt it would. Realistically it only matters at the beginning of the fight unless SE changes timers.

Then again VW is just stupid so why would SE care that much.
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