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Job Adjustments (12/03/2010)Follow

#102 Dec 03 2010 at 9:25 AM Rating: Decent
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Haste gives more damage because DW lowers TP/hit marginally, but DW has higher priority in the calculations because Delay -% is calculated first, and then haste uses the result of that calculation as it's base. Essentially, you can turn haste off, but you can't turn DW off, so dual wield always comes before haste when it comes to reaching the delay floor


It does not matter how you multiply haste or dual wield, the resulting number will always be the same. Basically what i'm saying even if Haste was calculated before dual wield it would still provide the same number anyway.

Unless you basically said that and I got whooshed.

EDIT:

Dual wield is less effective than haste is, because there is so much more haste available in the game. I recall doing the math for a friend before. 40% dual wield and 67% haste (Haste samba, double march, haste spell, 22% haste gear), would juuuuuuust cap attack speed. So 40% dual wield is actually only providing a 13% delay reduction. (Assuming 500 delay for easy purposes, 67% haste and 40% dual wield would make 99/500, which would barely be capped attack speed)

Of course, the less haste you have the more useful dual wield is. But the higher haste you have the less useful it is.

Edited, Dec 3rd 2010 10:30am by Zafire

Edited, Dec 3rd 2010 10:32am by Zafire
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#103 Dec 03 2010 at 9:33 AM Rating: Excellent
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Synergy (80)
Assassin's Razor Stabby Blade
Wind (60) Fire (30) Dark (30)
Ingredients:
Thief Knife
Wootz Ingot
Wind Anima

Assassin's Razor Stabby Blade
(Dagger) All Races
DMG: 35 Delay: 194
Treasure Hunter+1
Enhances "Trick Attack"
Trick Attack job ability gains the trait "Aftermath: Triple Attack +5"
LV.90 THF

Okay, I don't know anything about what would make Thief Knife not-so-bad to main but you get my point.
#104 Dec 03 2010 at 9:34 AM Rating: Decent
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Kinematics wrote:
Lady Jinte wrote:
saevellakshmi wrote:
Merited Haste Samba is one of the only ways to reach 80% haste full time.

(Gear) 25% maybe more maybe less depending on job
(Magic) 20% March x2 (is it slightly higher now, don't know for sure)
(Magic) 15% March
(Job Ability) 10% Hasso
= 70%
100/30 = 3.3333

(Job Ability) 5% Haste Samba (from sub)
100/25 = 4.0
4.0/3.3333 = 1.2, a 20% damage boost from just normal Haste Samba

(Job Ability) 10% Haste Samba merited

100/20 = 5.0
5.0/4.0 = 1.25, 25% boost going from /DNC to main DNC
5.0/3.3333 = 1.5, 50% boost going from no haste samba to merited DNC.

Seriously DNC's rock hardcore. Not only ~can~ they cure but they can also DD while making everyone, including themselves, attack much faster. I absolutely love having a DNC in my party.

*DNC* When it comes to your damage, accept no substitute.
Note: This is only true for 2h DDs.

It turns out that HASTE doesn't cap at 80%, but that DELAY cannot be reduced BELOW 20%. Basically, Martial Arts and Dual Wield count towards haste cap.

NIN: Permanent -35% Delay at 85; Nin haste caps at 45%, before DW gear. If Suppa, 40%, AF body+suppa, 35%. I think max DW gear on thf caps out at like, 60%, meaning that in said situation, that nin would only benefit from haste up to 20%, and everything past would be wasted (Note, this only means for weapon delay; the extra haste after 20% would still apply to recasts up to 50%)
DNC: Permanent -30% Delay at 80; Dnc Haste caps at 50%; max DW for dnc is 53%
Anyone subbing nin: Anyone dualwielding with nin25+ sub is at -15% Delay already, meaning only 65% of haste will affect them. If they have suppa, 60%. Haste will lose another 10% at 90 with DW3
MNK:
Avg weapon delay: 341 delay: 36.96% delay redux, leaving cap of only ~43.04% haste, most monks worth their salt have 25% haste in gear already, meaning monks only need 18~19% haste to hit delay floor.
PUP:
Avg weapon delay: 421 delay: 22.18% delay redux, leaving cap of only ~57.82% haste



You're mathing that out wrong. DW and MA are multiplicative with haste, not additive.

So, for example, for nin: 35% DW trait does not mean that their haste caps at 45%. 35% DW means that they are inherently attacking at 65% of their nominal (on-weapon) delay. Haste is a multiplier against that such that (1-haste%) * 65% can't be lower than 20%.

If you plug 45% into that you'll see that (1-45%) * 65% = 55% * 65% = 35.75%, which is still well above the cap. Actual limit on haste itself would be such that (1-haste%) * 65% = 20%, or (1-haste%) = 20% / 65%, so (1-haste%) = 30.77% and haste% = 69.23%. That's the actual amount of haste needed to reach the minimum delay for a nin using only native DW trait.

Here's the breakdown for Dual Wield:

10% DW (innate thf, blu)
Max usable haste: 78%

15% DW (any /nin)
Max usable haste: 76.5%

20% DW (/nin + suppa)
Max usable haste: 75%

30% DW (dnc)
Max usable haste: 71.5%

35% DW (nin, dnc+suppa)
Max usable haste: 69.5%

40% DW (nin+suppa, dnc+suppa+auric)
Max usable haste: 66.5%

45% DW (nin+suppa+AF body, dnc+suppa+auric+charis neck)
Max usable haste: 63.5%

50% DW (nin+suppa+AF body+Iga head)
Max usable haste: 60%

55% DW (nin+suppa+AF body+Iga head+Koga pants)
Max usable haste: 55.5%


Mnk's MA is a bit trickier. The minimum delay is 20% of (480 + weapon delay), 480 being the base delay for H2H without any MA traits. Because of that, the actual amount of haste needed to reach the minimum varies with the weapon delay.


******-

I give up, I've apparently forgotten how to math.
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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!
#105 Dec 03 2010 at 9:40 AM Rating: Decent
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kskerns wrote:
Synergy (80)
Assassin's Razor Stabby Blade
Wind (60) Fire (30) Dark (30)
Ingredients:
Thief Knife
Wootz Ingot
Wind Anima

Assassin's Razor Stabby Blade
(Dagger) All Races
DMG: 35 Delay: 194
Treasure Hunter+1
Enhances "Trick Attack"
Trick Attack job ability gains the trait "Aftermath: Triple Attack +5"
LV.90 THF

Okay, I don't know anything about what would make Thief Knife not-so-bad to main but you get my point.


If they wanted to increase THF damage from gear without changing available TH, they have multiple options:

1) New EAF (AF3) hands have good melee stats and TH+1
2) Upgradeable Thf Knife, same name and still rare (1 in inventory whether base or upgrade)
3) New powerful daggers that must be DW'd and have the latent effect TH+1 activated by equiping both
4) The new feet are a lost cause. Unless they add another level of upgrade, those stats won't be changing.

Just some thoughts on it.
#106 Dec 03 2010 at 9:44 AM Rating: Good
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Kine said it before I could post. DW doesn't "reduce" haste's effectiveness unless your packing some serious buffs and even then I believe the 20% delay floor would favor haste for TP gain.

Jinte it should of been obvious that I was talking about 2H melee because I put Hasso in there. JA haste caps @25% but currently only DRK's can cap it while everyone else must use Hasso or Haste Samba. My entire point was that DNC main could provide a significant boost their party over /DNC just by how stacking works. The idea is to put (RDM/WHM/SCH) + BRD + DNC + (ZOMG /SAM melees) in a party and have them unleash hell on anything / everything with the DNC + healer keeping them alive. In that situation no amount of melee/DNC, not even a Soboro SAM/DNC, will let those melee's do what they can do with a DNC.
#107 Dec 03 2010 at 9:47 AM Rating: Decent
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saevellakshmi wrote:
Kine said it before I could post. DW doesn't "reduce" haste's effectiveness unless your packing some serious buffs and even then I believe the 20% delay floor would favor haste for TP gain.

Jinte it should of been obvious that I was talking about 2H melee because I put Hasso in there. JA haste caps @25% but currently only DRK's can cap it while everyone else must use Hasso or Haste Samba. My entire point was that DNC main could provide a significant boost their party over /DNC just by how stacking works. The idea is to put (RDM/WHM/SCH) + BRD + DNC + (ZOMG /SAM melees) in a party and have them unleash hell on anything / everything with the DNC + healer keeping them alive. In that situation no amount of melee/DNC, not even a Soboro SAM/DNC, will let those melee's do what they can do with a DNC.
I was just pointing out that it didn't apply to 1h melees, and failing at math.

Also, loldrk.
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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!
#108 Dec 03 2010 at 9:56 AM Rating: Good
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Oi.../facepalm...

The way sublimation works is that it converts HP into stored MP, with a 1:1 ration of HP to MP converted. The limit is 25% of the character's unweighted max HP. Thus, if the character using sublimation has 1000 HP (just using round numbers for easy explanation), then sublimation cap will be 250 HP, which converts to 250 MP. Sublimation works normally at 2 HP/tick, not taking into account for things like Stoneskin or Regen. The 2 HP/tick will continue until the cap is reached, or if HP falls below 25% of current max HP. So, if the character falls below 250 HP, Sublimation immediately stops working on the next tick.

Equipment that enhances Sublimation only speed up the process, so that instead of getting 2 HP/tick drain, there is a 3 HP/tick, or 4 HP/tick. However, that's the only difference, as the ratio is still 1:1, and the cap is still 25% base max HP.

What this update does is change the ratio, so that it is no longer 1:1, but 1:2 or 1:3. Meaning, that if the same 1000 HP character were level 55 and using Sublimation, the amount of HP lost would still be 250, but the amount of MP restored would be 500 MP. At level 85, the same 1000 HP Sublimation would restore 875 MP, but at the cost of 250 HP.

(Sidenote: Yes, I know it's unrealistic to have a level 85 character to have exactly 1000 HP, nor at level 55. I'm just using 1000 as a base for easy showing of mathematics.)

Seriously, though, sublimation isn't THAT complicated. It's just basic arithmetic, not calculus.
#109 Dec 03 2010 at 10:08 AM Rating: Decent
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Keylin wrote:
Oi.../facepalm...

The way sublimation works is that it converts HP into stored MP, with a 1:1 ration of HP to MP converted. The limit is 25% of the character's unweighted max HP. Thus, if the character using sublimation has 1000 HP (just using round numbers for easy explanation), then sublimation cap will be 250 HP, which converts to 250 MP. Sublimation works normally at 2 HP/tick, not taking into account for things like Stoneskin or Regen. The 2 HP/tick will continue until the cap is reached, or if HP falls below 25% of current max HP. So, if the character falls below 250 HP, Sublimation immediately stops working on the next tick.

Equipment that enhances Sublimation only speed up the process, so that instead of getting 2 HP/tick drain, there is a 3 HP/tick, or 4 HP/tick. However, that's the only difference, as the ratio is still 1:1, and the cap is still 25% base max HP.

What this update does is change the ratio, so that it is no longer 1:1, but 1:2 or 1:3. Meaning, that if the same 1000 HP character were level 55 and using Sublimation, the amount of HP lost would still be 250, but the amount of MP restored would be 500 MP. At level 85, the same 1000 HP Sublimation would restore 875 MP, but at the cost of 250 HP.

(Sidenote: Yes, I know it's unrealistic to have a level 85 character to have exactly 1000 HP, nor at level 55. I'm just using 1000 as a base for easy showing of mathematics.)

Seriously, though, sublimation isn't THAT complicated. It's just basic arithmetic, not calculus.
It's not a matter of difficulty, it's a matter of what caps sublimation; HP taken, or MP stored? Up until now, it's always been a 1:1 ratio, so it hasn't mattered, but now, it matters quite a bit. The question is, does the 25% of Max HP cap apply before or after the HP is converted to MP?

Meaning, does sublimation cap after it reaches 25% of max HP drained, or after it's converted HP to an amount of MP equal to 25% of max HP?
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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!
#110 Dec 03 2010 at 10:21 AM Rating: Excellent
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Dinishte wrote:
New spells? Have you ever sat down and read all of the spells BLU has? I have, out of 126 spells there are about 30ish useful ones. I'd be amazed if even 2 of the spells are worthy but I am not going to go "OMAGAWD THEY H8 BLU" until I see the spells and how they handle.


I think I remember reading you saying that you only recently abyssea PT'd your blu up (weren't you the one who posted on the blu forums about having to catch up all your spells at once because of that?), so you probably wouldn't be aware... but... Of all the spells we have, you're somewhat right that only so many are REALLY useful. Still, since the level cap was raised, we have received some pretty awesome spells. This last batch of phyiscal spells and stuff was pretty outstanding. Also things like Battery Charge and Animating Wail...
This is a good time to be a blue mage, and it IS worth getting excited over new spells. They've been doing very well with them so far, and most of us career blus have been eagerly awaiting the updates to see how the rest unfolds.

Spells are a very big deal, there's a lot of ways for them to be awesome. Beyond just effect, there is set point cost, mp cost, cast time, recast time, granted stats, and granted traits. One spell could completely change the job. The hard hitting physical spells from this last update drew a lot of people (maybe even yourself) to the job when they hadn't played it before, or had retired it. There are a lot of blue mages around these days.

SE has been doing a lot to shake up how we play the jobs, and blu is getting it's fair share.
We are also getting some new options through subs this update, like everyone else. Curing waltz 3 and dual wield 3 are pretty sweet, as well as stuff like stoneskin and blink when /sch.

I would have liked to see another new ability like Efflux last time (perhaps for magical spells), but I certainly won't complain. Blu is far from being ignored. We just get all our goodies on patch day when people uncover the specifics of the spells and start finding new job trait combos.
#111 Dec 03 2010 at 10:24 AM Rating: Excellent
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Lady Jinte wrote:
It's not a matter of difficulty, it's a matter of what caps sublimation; HP taken, or MP stored? Up until now, it's always been a 1:1 ratio, so it hasn't mattered, but now, it matters quite a bit. The question is, does the 25% of Max HP cap apply before or after the HP is converted to MP?

Meaning, does sublimation cap after it reaches 25% of max HP drained, or after it's converted HP to an amount of MP equal to 25% of max HP?


That's EXACTLY the question. HP cap provides with a sublimation with a long charging time, and very high MP returns, while MP caps provides with sublimation with the same MP returns as before, but much faster charging times. If the ability recast was 0, both options would be the same, but since it's 30 seconds, the preferred option is the first one, the HP cap, since the 30 seconds recast are a lesser fraction of the overall charging time.

There's also another question, reagrding sublimation merits... Will the extra MP follow the "HP cap" rule if that's actually the case? The way the merit is worded, it doesn't look likely, but if that 50 extra (at 5 merits) were actually an increase in the HP cap... Man, that would be stupidly powerful.

Anyway, I'm happy either way... So many new toys this update for SCH! ^^



P.D.: The 5th stratagem charge, while expected, is just awesome: 1 charge every 48 seconds now!

Edited, Dec 3rd 2010 6:58pm by TaimMeich
#112 Dec 03 2010 at 10:31 AM Rating: Default
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Quote:
Meaning, does sublimation cap after it reaches 25% of max HP drained, or after it's converted HP to an amount of MP equal to 25% of max HP?


As far as I can tell, Sublimation works purely on a max HP basis. Meaning, that it stops once it hits 25% of max HP, or if the current HP drops below 25% max HP. That's how it's been described, and there's no evidence of the contrary.

And if I think about it, it makes no sense to have sublimation to stop at MP equal to 25% of max HP. Isn't the point of sublimation to have a store of MP ready for in cases of emergency?

Any evidence to the contrary notwithstanding, I am going to conclude that Sublimation works purely on a max HP basis, and that it stops when the amount of HP lost to sublimation hits 25% of base max HP.

Quote:
There's also another question, reagrding sublimation merits... Will the extra MP follow the "HP cap" rule if that's actually the case? The way the merit is worded, it doesn't look likely, but if that 50 extra (at 5 merits) were actually an increase in the HP cap... Man, that would be stupidly powerful.


Sublimation merits add in an extra 10 HP drain for every merit. In other words, a SCH with 1000 HP and 5/5 Sublimation merits would lose 300 HP instead of 250 HP. With this change, at level 85, a SCH with 1000 HP and 5/5 sublimation merits would gain 1050 MP as opposed to the 875 MP without merits.

Even scarier thought it look at the trend. Starting at level 35, it goes up .5 every ten levels. This means that at level 95, the next level cap, the HP:MP ratio will be at 1:4. This means that sublimation will give the full HP value into MP, but without the sudden drop to 1 HP!

Edited, Dec 3rd 2010 12:13pm by Keylin
#113 Dec 03 2010 at 10:36 AM Rating: Excellent
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Keylin wrote:
As far as I can tell, Sublimation works purely on a max HP basis. Meaning, that it stops once it hits 25% of max HP, or if the current HP drops below 25% max HP. That's how it's been described, and there's no evidence of the contrary.


Actually the "emergency cap", that is, the % of HP at which it stops is 50%, different from the 25% HP at which it ends the storing. Until now, we didn't care what was the stat that mattered in the cap, HP or MP, but now that both change at a different rate, it doers matter. And, since the emergency threshold is 50% HP and not 25%, I don't think we can conclude anything from that piece of data.
#114 Dec 03 2010 at 10:37 AM Rating: Good
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Keylin wrote:
Quote:
Meaning, does sublimation cap after it reaches 25% of max HP drained, or after it's converted HP to an amount of MP equal to 25% of max HP?


As far as I can tell, Sublimation works purely on a max HP basis. Meaning, that it stops once it hits 25% of max HP, or if the current HP drops below 25% max HP. That's how it's been described, and there's no evidence of the contrary.

And if I think about it, it makes no sense to have sublimation to stop at MP equal to 25% of max HP. Isn't the point of sublimation to have a store of MP ready for in cases of emergency?

Any evidence to the contrary notwithstanding, I am going to conclude that Sublimation works purely on a max HP basis, and that it stops when the amount of HP lost to sublimation hits 25% of base max HP.
there's no way to tell right now, because either way would give the same result. Sublimation finishes once the JA hits max HP drain/MP return, which are identical currently, or if the player's HP drops below 50% of max HP, ignoring HP boosts like cruor buffs.
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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!
#115 Dec 03 2010 at 10:44 AM Rating: Excellent
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Keylin wrote:
And PUP gets absolutely nothing new this patch. Q.Q


As a career PUP... quit whining.

a) I wouldn't call Fire V (certain to get it), Regen IV (very likely), and Blizzard V (possibly, maybe needing automaton magic skill merits) "absolutely nothing new"

b) Automaton attachments are treated like items and are never in the update notes, and there's still a chance our final light/dark attachments will show up this update.

c) PUP received massive buffs in the March/June/September updates - arguably more improvements than any job in the game. Increased H2H skill level, Deus ex Automata, Tactical Switch, tier V nukes that do more damage than a BLM's (and can be effectively hateless and MP-free with smart use of deactivate), major automaton defense buffs, huge boost to repair and regen/refresh through attachments.

d) Some really nice subjob tools from some common subs - Aggressor, Haste Samba, Curing Waltz III, etc.

I think that overall, PUP is still clearly one of the most buffed jobs in 2010. If you're QQing about not showing up in update notes this time around, just please stop.

Edited, Dec 3rd 2010 11:45am by Anza
#116 Dec 03 2010 at 11:00 AM Rating: Good
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Anza wrote:
Keylin wrote:
And PUP gets absolutely nothing new this patch. Q.Q


As a career PUP... quit whining.

a) I wouldn't call Fire V (certain to get it), Regen IV (very likely), and Blizzard V (possibly, maybe needing automaton magic skill merits) "absolutely nothing new"

b) Automaton attachments are treated like items and are never in the update notes, and there's still a chance our final light/dark attachments will show up this update.

c) PUP received massive buffs in the March/June/September updates - arguably more improvements than any job in the game. Increased H2H skill level, Deus ex Automata, Tactical Switch, tier V nukes that do more damage than a BLM's (and can be effectively hateless and MP-free with smart use of deactivate), major automaton defense buffs, huge boost to repair and regen/refresh through attachments.

d) Some really nice subjob tools from some common subs - Aggressor, Haste Samba, Curing Waltz III, etc.

I think that overall, PUP is still clearly one of the most buffed jobs in 2010. If you're QQing about not showing up in update notes this time around, just please stop.

Edited, Dec 3rd 2010 11:45am by Anza
not to mention this update buffing /sch with blink, aquaveil, stoneskin, and enhanced sublimation
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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!
#117 Dec 03 2010 at 11:03 AM Rating: Good
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Seriha wrote:
THF procedure hasn't really changed. DD as normal, put on TH sh*t near-death. Only reason one might have to full-time +TH gear is if SE went and changed to increase the frequency of tier upgrades (but there's more than likely a cap you'd hit no matter what). Otherwise, I don't think I've seen any proof that the TH atma stacks with THF TH, anyway. Drops aren't THAT bad if you take the time to trigger things.

Meanwhile, THFs grumbling about their damage need to get out of the BLM party, fetch RR, and not be geared like poo.

I"m begging thfs to come w/ me after this for my Ferine Mantle. I've been killing Raskovnik regularly since June and I've never seen it drop.

Edited, Dec 3rd 2010 3:17pm by Xilk
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#118 Dec 03 2010 at 11:08 AM Rating: Decent
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They'll still QQ


Pot, kettle, Sora?
#119 Dec 03 2010 at 11:10 AM Rating: Decent
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If SE seperates DNC's shared waltz abilities, I'll mostly STFU about it forever. There would still be some lingering problems, but eh, nothing worth getting excited about. Unfortuantely Mellowy's lifelong crusade for the same thing for SMN makes me worry it will never happen.


Yea. But you got to understand that being able to cast erase and cure at the same time is incredibly unbalanced. About as unbalanced as if a SMN could use dispel and slow at the same time. If any job actually could do these things at the same time, they'd be so overpowered that everyone played them.
#120 Dec 03 2010 at 11:13 AM Rating: Decent
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I think thf's TH3 triat and all the bst stuff belonged in the first post about new things not job adjustments of old but anyways still very nice espically pet food eta.

Quote:
Well there goes COR/RNG for 90...


Cor seems to be getting crazy love with triple shot those merit pt rolls and some new every shot card? now we know why though theyre pulling another no aoe haste move.

lastly 85 schs just got +5 refresh lol.(knowing se refresh II spell will still overwrite it)
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#121 Dec 03 2010 at 11:13 AM Rating: Good
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Mellowy wrote:
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If SE seperates DNC's shared waltz abilities, I'll mostly STFU about it forever. There would still be some lingering problems, but eh, nothing worth getting excited about. Unfortuantely Mellowy's lifelong crusade for the same thing for SMN makes me worry it will never happen.


Yea. But you got to understand that being able to cast erase and cure at the same time is incredibly unbalanced. About as unbalanced as if a SMN could use dispel and slow at the same time. If any job actually could do these things at the same time, they'd be so overpowered that everyone played them.
This thread is not about smn, I will not stand for you turning this thread into another smn ********** Smiley: mad
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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!
#122 Dec 03 2010 at 11:25 AM Rating: Excellent
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Lady Jinte wrote:
Mellowy wrote:
Quote:
If SE seperates DNC's shared waltz abilities, I'll mostly STFU about it forever. There would still be some lingering problems, but eh, nothing worth getting excited about. Unfortuantely Mellowy's lifelong crusade for the same thing for SMN makes me worry it will never happen.


Yea. But you got to understand that being able to cast erase and cure at the same time is incredibly unbalanced. About as unbalanced as if a SMN could use dispel and slow at the same time. If any job actually could do these things at the same time, they'd be so overpowered that everyone played them.
This thread is not about smn, I will not stand for you turning this thread into another smn ********** Smiley: mad


I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
#123 Dec 03 2010 at 11:29 AM Rating: Good
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I don't like the implication that I'm a SMN and/or an eel here.
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#124 Dec 03 2010 at 11:35 AM Rating: Good
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Mellowy wrote:
Lady Jinte wrote:
Mellowy wrote:
Quote:
If SE seperates DNC's shared waltz abilities, I'll mostly STFU about it forever. There would still be some lingering problems, but eh, nothing worth getting excited about. Unfortuantely Mellowy's lifelong crusade for the same thing for SMN makes me worry it will never happen.


Yea. But you got to understand that being able to cast erase and cure at the same time is incredibly unbalanced. About as unbalanced as if a SMN could use dispel and slow at the same time. If any job actually could do these things at the same time, they'd be so overpowered that everyone played them.
This thread is not about smn, I will not stand for you turning this thread into another smn ********** Smiley: mad


I'm sorry. My hoovercraft is full of Summoners. As soon as I claim a thread, they just flood out and cover the whole place. Slippery suckers, those Summoners.
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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!
#125 Dec 03 2010 at 11:51 AM Rating: Excellent
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In before someone equips a Bronze Dagger and fights an enemy forever and gets full drops all of the time.
#126 Dec 03 2010 at 12:03 PM Rating: Good
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My pet ate a Eta.

(I realize it should be "ate an Eta", but then it doesn't sound as funny.)
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