1

Current Known Issues

From PlayOnline.com:

Since the implementation of the latest version update on Aug. 27, 2007, we have confirmed the following issues. Investigation and recovery work is currently underway.

- Amount of damage is not corrected properly when characters are equipped with two-handed weapons.

- TP of Beastmaster's pet continues to decrease while its not engaged in battle.

- Automaton's status is lower than it is supposed to be.

- Under certain combinations of Head and Frame, Automaton will try to cast spells continuously.

Comments

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Japanese POL
# Sep 04 2007 at 9:37 AM Rating: Decent
26 posts
* When calculating damage for players equipped with 2-handed weapons, the damage rating's upper limit isn't being corrected properly.
yay & boo
# Sep 03 2007 at 10:05 PM Rating: Decent
SE is gonna ruin my fun, I can actually solo D/c and Ep mobs at good rate now on Sam... but they might have screwed up. This was done on too weak mobs because It I couldnt cap out on any how i dealt 288 dmg every swing and i mean every... then id land a crit but it always lands for 288... i used shinsoku btw... i like my dmg but im tired of #288 dont nerf us just fix critical hits and our dmg cap
New Update to adjust damage? and..?
# Sep 01 2007 at 1:58 PM Rating: Default
*
79 posts
I don't know about you guys, but I'm mostly a mage player, I play BLM and SMN for DD and RDM as a support/healer. This update seems to be a GOOD idea, I have noticed one thing about a few jobs that have changed that need addressing. (These numbers may be applied only to these specific characters cause of the gear and style of play which I didn't take extensive notes but made observations of several 75WAR/MNK and 75WAR/NIN on IT (exp/merit) mobs.)

Greataxe
Before update
- Average Non-Critical attack: 110
- Average Critical attack: 290
- Steel Cyclone: 950
- Raging Rush: 1100
After update
- Average Non-Critical attack: 220
- Average Critical attack: 350
- Steel Cyclone: 1200
- Raging Rush: 1800

I'm not sure if this is on all the weapons modified, but this seems to be a bit excessive as an "improvement" especially when most WAR tend to ws every 40~60 seconds. (about the same rate at which a SMN uses attack BPs)
Now, for all those who are about to rush down to the bottom of the page and flame me....

Lets think about this logically, every 40~60 seconds you are using a ws that does near 2k at most times, a PLD or NIN cant really compete with the hate you are building after 2 ws. I have noticed that players though stronger offensively have begun dropping off like flies (LOL), which hilarious at times, can be very tiresome for mages to spam cures. Personally I find this update quite annoying, since players who are obviously geared for DD have now become tanks due to excessive hate gain.

Now some others might say "thats nothing those players are noobs they should /THF and SATA those PLD or NIN who cant keep hate" well that doesn't really solve the problem with balance which has now occurred. You see, BLM for one, can do all of 1300~1400 damage in an AMII spell, but can only safely use that kind of spell 1 maybe 2 times per fight without becoming either tank for the party or dying, and they have no instant hate solution such as Trick Attack to save them at that point, so why is it that Melee DD players are given such "special treatment" when it comes to hate? </rant> Anyways...lets move on.

Now lets talk about SMN BPs. Since I am only allowed to play SMN in exp/merit parties and not really welcome anywhere else as that job cause my overall DD is quite weak compared to my BLM, and my healing ability is sub-par compared to my RDM, I can only really compare my damage values from exp/merit in this case. But I have taken my SMN to places like Dynamis, Limbus, Sky and Sea at my own request of LS to show my skills, which results in quite a disappointing display. I am currently level 75, but when these tests were done I was level 73, but since my summoning magic hasnt raised in level since then, I'm quite sure that it shouldnt place a drastic change, so lets assume these numbers are for a level 73 SMN not level 75. My summoning magic level is currenly 259 (+27 from gear) for a total of 286.

Lets review level 70 BloodPacts:

In EXP/Merit (Mamool - Mage, BST and DRG mobs, using NIN or THF would be unfair assesment, since 90%+ of uses were resulting in "Miss!")
Mountain Buster
Average Result: Miss! (w00t)
Highest Result: 1120
Lowest Result: Miss! or.. 125
Chaos Strike(None of these had any stun effect ~_~)
Average Result: 590
Highest Result: 970
Lowest Result: 120
Predator Claws
Average Result: 650
Highest Result: 1150
Lowest Result: 320
Rush
Average Result: 590
Highest Result: 1090
Lowest Result: Miss! or.. 190
Flame Crush
Average Result: Miss! (oh yeah~!)
Highest Result: 570
Lowest Result: Miss! or.. 110
Spinning Dive
Average Result: Miss! (go me! ; ;)
Highest Result: 1120
Lowest Result: Miss! or.. 350

On Dynamis/Limbus/Sky mobs
Mountain Buster
Average Result: 950
Highest Result: 1010
Lowest Result: Miss! or.. 500
Chaos Strike(Again yay, no Stun, hmm isn't this BP supposed to stun??)
Average Result: 750
Highest Result: 1350
Lowest Result: 105
Predator Claws
Average Result: 550
Highest Result: 920
Lowest Result: Miss! or.. 115 (always 115 when mostly misses iuno why)
Rush
Average Result: 590
Highest Result: 1150
Lowest Result: Miss! or.. 250
Flame Crush
Average Result: Miss! (no change here, is this a BP or "MP waster"?)
Highest Result: 920
Lowest Result: Miss! or.. 220
Spinning Dive
Average Result: Miss! (More misses, hmm this is why Ifrit and Leviathan are at 9&0 on my summon list for macro)
Highest Result: 1230
Lowest Result: Miss! or.. 100

Lets take a look back at everyone's favorite little Blue Rabbit/3-tail Fox. His level 55 ability Meteorite seems to never get any better, with the level 70 BloodPacts I have noticed a boost in power and accuracy (except for those Avatars *cough*Titan, Ifrit, Leviathan*cough* who seem to miss more than hit..) as I level, but Carbuncle's only "good" BloodPact besides his 2-hour (which also disappoint me personally, but I'll talk about that later) hasnt changed in damage or accuracy since I was level 55.

Average Damage: 320
Highest Damage: 520
Lowest Damage: 32 (oh come on, even I can hit for 38 on an IT mob and not use up MP >.>)

Now lets talk about Avatars in general, their overall DD power (melee attacks now not BPs) seem to be quite weak, if i set any of my Avatars (from weak and small Carbuncle to big rough and tough Titan) they tend to miss a lot, and I mean A LOT, even with AFv1 pants and AFv2 hands they miss on average on mobs which /check to me as having low evasion 50~60%, if this were the accuracy of a melee DD player you would be doing /check, complaining about their choice of food (yea food, hmm can avatars have food of some kind please?!? anyways back to where i was..) or you'd be looking for someone new. Their melee hits aren't anything which really asks for them to be out for longer than it takes to use their BPs. They tend to hit between 15 and 40 with Crits of 35 to 60. Most 1-handed weapons worn by melee (or even NIN and PLD with no DD gears) ranges between 50 and 150 with Crits of 100 to 120. Now if you compare all these numbers for melee DD with 1-hand weapons, melee DD with 2-hand weapons and Avatars, you will see a trend..

Avatar Melee damage (LOL): Approx. 0.5x 1-Hand Weapon DD (even the DD of the SMN themself, and I can eat food to make my DD better, they cant)
1-Hand Weapon users: 1x (lets just call this 1x cause it seems like decent damage considering they dont use mp/tick to attack)
2-Hand Weapon users before update: 1.5x
2-Hand Weapon users after update: 2x~2.5x

I'm not sure if I'm getting through to people on why 2-hand weapons are a bit too overpowered atm cause they have to fix what they made "too powerful" since the update. So here are some suggestions SE can do to fix the damage balance.

Avatars:
Food. Plain and simple, whatever food the master eats, those stats are applied to the Avatar as well, or maybe a "weapon" to fit into the ranged slot or ammo slot that either doesn't stack and has a timer which lasts 30mins and has a certain amount of charges before it runs out or stacks like normal food and is consumable and lasts same duration as player food.
1-Handed weapons
Adjust the calculation of damage so that they do maybe a bit more damage, and give some kind of consideration to the ws damage over normal attacks. (I.E make ws better for all jobs using, make any job using that weaponskill with the same stats do the same damage. (I have seen WAR and PLD with the same gear and eaing same food, and doing same ja do very different damage both for overall attacks and ws damage)
2-Handed weapons
Tone down the normal attacks a bit, yea I know you are changing them soon cause you made a mistake in calculation, but change average normal attacks to maybe a touch stronger than they were before, but keep those ws high, yes, I am not happy with the hate thing... but my BF is a DRG and his Penta Trust doing 1400 (on mobs not weak vs piercing) over 750 has made him very happy since WAR, and DRK could always break 1k even on mobs not weak vs those damage types (which is slashing I believe, I could be wrong) and without using SATA. These adjustments arent really a "nerf" per-say since you are now doing 2.5x more damage than any other player in the game, your weapon uses 2 hands, not 3, it should be doing 2x damage only.


Honestly, I'm glad that people /NIN for Dual wield don't have the advantage in exp, but think logically that the improvement for non-ws should not have changed much if any, your average of 100~150 before the update is pretty nice, most jobs cant do that on a single hit without using tricks like Double Attack or Triple Attack or Kick Attacks. Don't feel robbed of high DD, cause you are getting very powerful ws.

Anyways, this post is mostly for SE to consider (if they even read this at all..)
If you want to rant about my post, or pick it apart, go ahead, chances I read this thread again after posting is very low, I might check it again in like 3 months LOL

Keep this in mind, SE isnt trying to knock you down, they are gently guiding you to the floor :D

Oops, I forgot to mention..
SMN 2-hour hardly seems worth using all your MP for, the damage values are on average of 1k damage, I can (if im lucky) do 5~6x that damage using all my mp. Please Boost the damage if you are gonna keep ws damage higher than 1k, my suggestion.. 2k *gasp* per BP used during 2h. Or at least 1.5k at times, but lets shoot for the 2k mark please ^^

Edited, Sep 1st 2007 6:02pm by Rosalae
New Update to adjust damage? and..?
# Sep 02 2007 at 12:48 PM Rating: Default
wtf ? Rosalee are you retarded or something? Seriously, why would SE increase 1 handed weapons damage when they fixed two handed weapons damage so 1 handed weapons user's couldn't match it ? I don't even think SE increased 2 handed weapons damage ENOUGH! Again, seriously, you're complaining about the increase of damage to 2handed weapons which speeds up exp/merit parties ? Seriously? People also never invited DRK and DRG to parties and now that they are invited you want to take that away? Go to hell




DRK75/SAM37
New Update to adjust damage? and..?
# Sep 03 2007 at 8:06 AM Rating: Decent
*
79 posts
I don't know what server you're on, but I suggest you migrate if DRK and DRG don't get invites, LOL.

As for everyone else I think I have *whoosh*'d you bad, I'm not complaining about increasing 1-hand weapon damage, I am complaining about how Avatars have Uber weak damage compared to 1-hand, and do 1/3 or less than the current 2-hand weapon damage (pre or post update). Not to mention the terrible accuracy that all Avatars have on bloodpacts (which cost MP, so yes it is a big deal)

Here are some notes for future reference:
1. If you don't read the whole post, stop your rant right there and stfu, cause you don't have all the facts.
2. I don't want an increase on 1-hand weapons, only weapon skills. (I.E. RDM using any ws never breaks 200 most of the time unless we have over 200TP)
3. I only want a minor gimp (maybe 50 damage per hit) since the update, hitting 120~150 per swing was good enough, wtf, melee do enough damage as it is with ws.
4. I like the boost in ws damage cause face it, most melee before the update did more with 1-hand weapons than 2-handed.
5. My BF is a DRG, so don't think I am putting down DRG, obviously you didn't read the whole post cause I mentioned this before (see note #1)
6. W00t I love writing long posts, if you don't like it... see note #1.

Anyways LOL you guys all took this post very wrong, I was explaining why you shouldn't cry about a gimp, which is the whole thing about this thread, SE is gonna do it, like it or not.

And the comment about monsters having "thousands of hp", big deal, ever since level 50 monsters have had well over 1k hp, so your comment on that it moot. Killing EP and TW with 2~3 hits would be nice, but some people wish they could kill T VT IT and IT+ with 1~3 hits, which is the case now, if the overall DoT is as high as it is now on 2-hand weapons, you realize the game becomes less fun cause exping becomes boring as hell.

So... I'm gonna shut up now LOL cause if i don't I am gonna have 50+ noobs complaining about my post again without reading the whole thing.
New Update to adjust damage? and..?
# Sep 04 2007 at 4:00 AM Rating: Decent
Seriously.....ur a gimp smn(no offense), but smns I know do at least 1400 with predator claws. Aside from that point IMO what they are fixing the the DMG is the fact that you can doo 1800 to HNMs like fafnir.


Oh and action, merit pts I've been in, we do kill the mobs in 2-3 WS's. That makes it more fun though because things are moving faster, keeps you awake when ur falling asleep.

Edited, Sep 4th 2007 8:05am by tearsofscarlet
New Update to adjust damage? and..?
# Sep 03 2007 at 1:29 PM Rating: Decent
Rosalae wrote:

And the comment about monsters having "thousands of hp", big deal, ever since level 50 monsters have had well over 1k hp, so your comment on that it moot. Killing EP and TW with 2~3 hits would be nice, but some people wish they could kill T VT IT and IT+ with 1~3 hits, which is the case now, if the overall DoT is as high as it is now on 2-hand weapons, you realize the game becomes less fun cause exping becomes boring as hell.

So... I'm gonna shut up now LOL cause if i don't I am gonna have 50+ noobs complaining about my post again without reading the whole thing.

That's a big exaggeration. Even with the update, I doubt IT mobs would go down that easily. I wish they did, but they don't. And whether that is boring or not is a matter of opinion. Personally, I would find it more fun to be killing monsters at a faster pace and more of them at the same time. I hate how everything about them is so much stronger than us and there's no real way to push beyond the limits now. Maybe that's just because it's a game and it has no choice but to operate within limits, but it would still be nice to be able to get to a level where you're an even ground with some of those monsters.
New Update to adjust damage? and..?
# Sep 03 2007 at 1:26 PM Rating: Decent
Seriously, make a god damn delete button. -_-

Edited, Sep 4th 2007 12:02am by ActionJaxen
New Update to adjust damage? and..?
# Sep 02 2007 at 10:14 AM Rating: Default
What's your point and why was WAR/??? the very first ones you are tryin to pick apart. It's never too excessive. During Merit PT's WS are going like crazy cause no one is really tryin to skill chain... is it just me or is killing the mob as fast as possible OUR origional aim anyhow?
New Update to adjust damage? and..?
# Sep 02 2007 at 9:07 AM Rating: Default
*
220 posts
Rosalae wrote:
I don't know about you guys, but I'm mostly a mage player, I play BLM and SMN for DD and RDM as a support/healer. This update seems to be a GOOD idea, I have noticed one thing about a few jobs that have changed that need addressing. (These numbers may be applied only to these specific characters cause of the gear and style of play which I didn't take extensive notes but made observations of several 75WAR/MNK and 75WAR/NIN on IT (exp/merit) mobs.)

Greataxe
Before update
- Average Non-Critical attack: 110
- Average Critical attack: 290
- Steel Cyclone: 950
- Raging Rush: 1100
After update
- Average Non-Critical attack: 220
- Average Critical attack: 350
- Steel Cyclone: 1200
- Raging Rush: 1800

I'm not sure if this is on all the weapons modified, but this seems to be a bit excessive as an "improvement" especially when most WAR tend to ws every 40~60 seconds. (about the same rate at which a SMN uses attack BPs)
Now, for all those who are about to rush down to the bottom of the page and flame me....

Lets think about this logically, every 40~60 seconds you are using a ws that does near 2k at most times, a PLD or NIN cant really compete with the hate you are building after 2 ws. I have noticed that players though stronger offensively have begun dropping off like flies (LOL), which hilarious at times, can be very tiresome for mages to spam cures. Personally I find this update quite annoying, since players who are obviously geared for DD have now become tanks due to excessive hate gain.

Now some others might say "thats nothing those players are noobs they should /THF and SATA those PLD or NIN who cant keep hate" well that doesn't really solve the problem with balance which has now occurred. You see, BLM for one, can do all of 1300~1400 damage in an AMII spell, but can only safely use that kind of spell 1 maybe 2 times per fight without becoming either tank for the party or dying, and they have no instant hate solution such as Trick Attack to save them at that point, so why is it that Melee DD players are given such "special treatment" when it comes to hate? </rant> Anyways...lets move on.

Now lets talk about SMN BPs. Since I am only allowed to play SMN in exp/merit parties and not really welcome anywhere else as that job cause my overall DD is quite weak compared to my BLM, and my healing ability is sub-par compared to my RDM, I can only really compare my damage values from exp/merit in this case. But I have taken my SMN to places like Dynamis, Limbus, Sky and Sea at my own request of LS to show my skills, which results in quite a disappointing display. I am currently level 75, but when these tests were done I was level 73, but since my summoning magic hasnt raised in level since then, I'm quite sure that it shouldnt place a drastic change, so lets assume these numbers are for a level 73 SMN not level 75. My summoning magic level is currenly 259 (+27 from gear) for a total of 286.

Lets review level 70 BloodPacts:

In EXP/Merit (Mamool - Mage, BST and DRG mobs, using NIN or THF would be unfair assesment, since 90%+ of uses were resulting in "Miss!")
Mountain Buster
Average Result: Miss! (w00t)
Highest Result: 1120
Lowest Result: Miss! or.. 125
Chaos Strike(None of these had any stun effect ~_~)
Average Result: 590
Highest Result: 970
Lowest Result: 120
Predator Claws
Average Result: 650
Highest Result: 1150
Lowest Result: 320
Rush
Average Result: 590
Highest Result: 1090
Lowest Result: Miss! or.. 190
Flame Crush
Average Result: Miss! (oh yeah~!)
Highest Result: 570
Lowest Result: Miss! or.. 110
Spinning Dive
Average Result: Miss! (go me! ; ;)
Highest Result: 1120
Lowest Result: Miss! or.. 350

On Dynamis/Limbus/Sky mobs
Mountain Buster
Average Result: 950
Highest Result: 1010
Lowest Result: Miss! or.. 500
Chaos Strike(Again yay, no Stun, hmm isn't this BP supposed to stun??)
Average Result: 750
Highest Result: 1350
Lowest Result: 105
Predator Claws
Average Result: 550
Highest Result: 920
Lowest Result: Miss! or.. 115 (always 115 when mostly misses iuno why)
Rush
Average Result: 590
Highest Result: 1150
Lowest Result: Miss! or.. 250
Flame Crush
Average Result: Miss! (no change here, is this a BP or "MP waster"?)
Highest Result: 920
Lowest Result: Miss! or.. 220
Spinning Dive
Average Result: Miss! (More misses, hmm this is why Ifrit and Leviathan are at 9&0 on my summon list for macro)
Highest Result: 1230
Lowest Result: Miss! or.. 100

Lets take a look back at everyone's favorite little Blue Rabbit/3-tail Fox. His level 55 ability Meteorite seems to never get any better, with the level 70 BloodPacts I have noticed a boost in power and accuracy (except for those Avatars *cough*Titan, Ifrit, Leviathan*cough* who seem to miss more than hit..) as I level, but Carbuncle's only "good" BloodPact besides his 2-hour (which also disappoint me personally, but I'll talk about that later) hasnt changed in damage or accuracy since I was level 55.

Average Damage: 320
Highest Damage: 520
Lowest Damage: 32 (oh come on, even I can hit for 38 on an IT mob and not use up MP >.>)

Now lets talk about Avatars in general, their overall DD power (melee attacks now not BPs) seem to be quite weak, if i set any of my Avatars (from weak and small Carbuncle to big rough and tough Titan) they tend to miss a lot, and I mean A LOT, even with AFv1 pants and AFv2 hands they miss on average on mobs which /check to me as having low evasion 50~60%, if this were the accuracy of a melee DD player you would be doing /check, complaining about their choice of food (yea food, hmm can avatars have food of some kind please?!? anyways back to where i was..) or you'd be looking for someone new. Their melee hits aren't anything which really asks for them to be out for longer than it takes to use their BPs. They tend to hit between 15 and 40 with Crits of 35 to 60. Most 1-handed weapons worn by melee (or even NIN and PLD with no DD gears) ranges between 50 and 150 with Crits of 100 to 120. Now if you compare all these numbers for melee DD with 1-hand weapons, melee DD with 2-hand weapons and Avatars, you will see a trend..

Avatar Melee damage (LOL): Approx. 0.5x 1-Hand Weapon DD (even the DD of the SMN themself, and I can eat food to make my DD better, they cant)
1-Hand Weapon users: 1x (lets just call this 1x cause it seems like decent damage considering they dont use mp/tick to attack)
2-Hand Weapon users before update: 1.5x
2-Hand Weapon users after update: 2x~2.5x

I'm not sure if I'm getting through to people on why 2-hand weapons are a bit too overpowered atm cause they have to fix what they made "too powerful" since the update. So here are some suggestions SE can do to fix the damage balance.

Avatars:
Food. Plain and simple, whatever food the master eats, those stats are applied to the Avatar as well, or maybe a "weapon" to fit into the ranged slot or ammo slot that either doesn't stack and has a timer which lasts 30mins and has a certain amount of charges before it runs out or stacks like normal food and is consumable and lasts same duration as player food.
1-Handed weapons
Adjust the calculation of damage so that they do maybe a bit more damage, and give some kind of consideration to the ws damage over normal attacks. (I.E make ws better for all jobs using, make any job using that weaponskill with the same stats do the same damage. (I have seen WAR and PLD with the same gear and eaing same food, and doing same ja do very different damage both for overall attacks and ws damage)
2-Handed weapons
Tone down the normal attacks a bit, yea I know you are changing them soon cause you made a mistake in calculation, but change average normal attacks to maybe a touch stronger than they were before, but keep those ws high, yes, I am not happy with the hate thing... but my BF is a DRG and his Penta Trust doing 1400 (on mobs not weak vs piercing) over 750 has made him very happy since WAR, and DRK could always break 1k even on mobs not weak vs those damage types (which is slashing I believe, I could be wrong) and without using SATA. These adjustments arent really a "nerf" per-say since you are now doing 2.5x more damage than any other player in the game, your weapon uses 2 hands, not 3, it should be doing 2x damage only.


Honestly, I'm glad that people /NIN for Dual wield don't have the advantage in exp, but think logically that the improvement for non-ws should not have changed much if any, your average of 100~150 before the update is pretty nice, most jobs cant do that on a single hit without using tricks like Double Attack or Triple Attack or Kick Attacks. Don't feel robbed of high DD, cause you are getting very powerful ws.

Anyways, this post is mostly for SE to consider (if they even read this at all..)
If you want to rant about my post, or pick it apart, go ahead, chances I read this thread again after posting is very low, I might check it again in like 3 months LOL

Keep this in mind, SE isnt trying to knock you down, they are gently guiding you to the floor :D

Oops, I forgot to mention..
SMN 2-hour hardly seems worth using all your MP for, the damage values are on average of 1k damage, I can (if im lucky) do 5~6x that damage using all my mp. Please Boost the damage if you are gonna keep ws damage higher than 1k, my suggestion.. 2k *gasp* per BP used during 2h. Or at least 1.5k at times, but lets shoot for the 2k mark please ^^

Edited, Sep 1st 2007 6:02pm by Rosalae


I can't stand reading through walls of text so I only read the 1st part with the comparisons of average crit etc. (and how do you know btw?) But really, even judging by your own numbers you find a 700 dmg difference in a ws excessive? Yet it was fine for a tiny axe to be pulling off uber numbers before the update?

I think everyone needs to stop whining about what other jobs get/don't get and just worry about THEIR job.

New Update to adjust damage? and..?
# Sep 01 2007 at 6:34 PM Rating: Decent
Rosalae wrote:
I'm not sure if this is on all the weapons modified, but this seems to be a bit excessive as an "improvement" especially when most WAR tend to ws every 40~60 seconds. (about the same rate at which a SMN uses attack BPs)
Now, for all those who are about to rush down to the bottom of the page and flame me....

Lets think about this logically, every 40~60 seconds you are using a ws that does near 2k at most times, a PLD or NIN cant really compete with the hate you are building after 2 ws. I have noticed that players though stronger offensively have begun dropping off like flies (LOL), which hilarious at times, can be very tiresome for mages to spam cures. Personally I find this update quite annoying, since players who are obviously geared for DD have now become tanks due to excessive hate gain.

Now some others might say "thats nothing those players are noobs they should /THF and SATA those PLD or NIN who cant keep hate" well that doesn't really solve the problem with balance which has now occurred. You see, BLM for one, can do all of 1300~1400 damage in an AMII spell, but can only safely use that kind of spell 1 maybe 2 times per fight without becoming either tank for the party or dying, and they have no instant hate solution such as Trick Attack to save them at that point, so why is it that Melee DD players are given such "special treatment" when it comes to hate? </rant> Anyways...lets move on.

Honestly, I'm glad that people /NIN for Dual wield don't have the advantage in exp, but think logically that the improvement for non-ws should not have changed much if any, your average of 100~150 before the update is pretty nice, most jobs cant do that on a single hit without using tricks like Double Attack or Triple Attack or Kick Attacks. Don't feel robbed of high DD, cause you are getting very powerful ws.

Anyways, this post is mostly for SE to consider (if they even read this at all..)
If you want to rant about my post, or pick it apart, go ahead, chances I read this thread again after posting is very low, I might check it again in like 3 months LOL

Keep this in mind, SE isnt trying to knock you down, they are gently guiding you to the floor :D

Edited, Sep 1st 2007 6:02pm by Rosalae

God DAMMIT, people like you are going to **** this up completely...

Excessive? What the **** are you talking about?? Look at the monsters that we are facing all the ******* time! The average monsters in a given EXP party, even the VTs, have THOUSANDS of Hit Points and take 6 players to kill. A BLU can solo those kinds of mobs. 1-3 BLMs could solo those mobs. RDM could solo those mobs. BST could solo those mobs. What can the average DD do against such a mob? NOTHING. If they are not in numbers, they can only run away and hope to make it to a zone before they're slaughtered. This happens with even the easiest of prey.

The job system is far from being balanced with this update, but it was an extremely small step in that direction for DD jobs and giving normal DD like SAM, DRG, and DRK a better chance to stand on some kind of even ground with tougher mobs from EP to DC as well as killing Higher level mobs at a quicker rate. If tanks can't hold the hate because of this new damage, they either need more ******* enmity merits, enmity gear, or SE needs to balance it on the TANK end of the spectrum and not the DD end. I hate it enough that a single DD can have life-threatening trouble against DC while a job like BLM, RDM, or BLU could handle such a thing easy. We have no real traits or talent for soloing apart from subbing NIN, which doesn't really help us in our job of dealing massive amounts of damage but more weakens it.

What I hope for one day is that they allow DDs to kill Too Weak mobs in 1-3 hits and EP in 3-6 hits. This is a small step in that direction. Quick ******* ******** that your high damage is no longer exclusive, that your tanking abilities aren't enough to hold hate, or that you don't want to waste MP that is easy to get back. A good DD knows what he's doing and can adapt to the situation he puts himself in. You all should, too.
Misplaced decimal?
# Aug 31 2007 at 4:48 PM Rating: Decent
46 posts
Ha ha, this is funny!

Guess someone misplaced a decimal point.

Probably even after this 'nerf', the jobs it affects will still be rather desirable. Unless of course they give it the Rng treatment...in which case I'll be there alongside everyone else outside SE's doors with a pitchfork in hand and burning Sage Sundi in effigy.

There are honestly a few jobs though that do need reworked in some way since they've lately been getting overshadowed by other jobs, mainly due to the way mobs are in the ToAU areas which is where everyone's been going for upper level parties. Thf, Pld, and Blm seem to be the 3 that stand out in my mind. Though Rdm and Whm could also use a few new tricks as well. Mnk could probably use a bit of work too I suppose.

What they need to do is stop listening to the "OMG this is too strong, NERF IT!" and "WTF, this is too weak, make it stronger!" people and actually listen to the people with some semblance of intelligence for ideas. People that can state WHY something is over or under powered and a way to fix it or bring other jobs up to par so it doesn't seem so overly unbalanced.
Mages
# Aug 31 2007 at 1:38 PM Rating: Default
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68 posts
The crying has been non stop! So other jobs can do decent damage now...boohoo. I con't count the number of times I have been trying to form parties when party members ***** they don't want this job or that job becuase they don't do decent damage. What about we mages?? When was the last time WHM, BLM, or RDM got anything in a update. Where are the updates promised to make WHM more useful in parties when it comes to damage and enfeebling?? When was the last time WE got anything....?? Good Question. Quit crying, put on your big boy/girl panties and deal with it!!
Cry much?
# Aug 31 2007 at 9:20 AM Rating: Default
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220 posts
People been crying since day one of update about the 2 Hand deal. Get over it. So a DRK can outdamage a job it didn't outdmg before...the downside for you whiners is what? Faster mob kills in xp/merit, speedier mission battles, easier time of Besieged/Assault/Salvage/Ein? What? Stfu already, it's retarded to cry about it. It's not a huge "OMZ THIS GAMEZ IS BROAKENN!!!!!" deal. Jesus.
Issues
# Aug 31 2007 at 12:38 AM Rating: Excellent
Does anyone else have a problem with nomad moogles in Tavnazian Safehold?

All i have are: Mog Safe, Delivery Box and Change Jobs. What sucks is that Mog Safe is Mog Safe, Delivery Box is Mog Locker and Change Jobs is Delivery Box.

I can't change jobs. ;.; Neone know how to report issues like this?
kinda knew it was going to happen........
# Aug 30 2007 at 8:03 PM Rating: Good
36 posts
The title say's it all. Yet ppl complained about /nin how long now............?

Edited, Aug 30th 2007 9:07pm by killadon
2h dmg
# Aug 30 2007 at 7:25 PM Rating: Default
Ugh I hope they dont re-nerf 2h weapons, SE got it right imo.
lolgimp
# Aug 30 2007 at 5:57 PM Rating: Good
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103 posts
Lol, I called a gimp on 2-handed weapons by the weekend. The damage that some wielders of 2H weapons are doing reminds me of the Dread Spikes fiasco a little while back, with Dark Knight's soloing IT mobs.

I wonder how much SE will gimp the damage output?



2hand change
# Aug 30 2007 at 1:43 PM Rating: Decent
<Hmmm.> I hope they don't re-gimp 2handers just because people were complaining. Base damage of 2handers should be more than 1handers.

It seems they may be changing just because of people complained. Its not like square didn't test the damage heavily. They didn't just throw the change in and cross their fingers.
eh
# Aug 30 2007 at 1:23 PM Rating: Decent
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178 posts
Quote:

- Under certain combinations of Head and Frame, Automaton will try to cast spells continuously.


i hope this only means when it is trying to cast when silenced,asleep, or casting on dead people. i hope harlewaker's cast time remains the same X.X
Well
# Aug 30 2007 at 1:07 PM Rating: Decent
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193 posts
It could have been worse but at less it's not a major problem this time out. Although I would have liked to have seen some Grips at lvl 15 that would give you a bonus to int and mnd for some of the weapons skills do use them and some people sub whm rdm and pld when they solo war and drk. Level 30 is a long wait for somthing that could help at lower lvls. and as for the damage well it's a little beter since the up date. I tried useing a Bastokian Scythe and I noticed that it did do more damage then befor. Let us hope they make more grips for 2-Handed weapons soon.

____________________________
I've found that when a Goblin is going to use Bomb toss. I remember Lethal Weapon 3, "Roger... Grab the Cat!!" (runs away!!!)
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