It never made sense to me to be able to use gear that is higher than your rank anyway; they should just make it where you have to be the right rank to wear it in the first place.
It never made sense to me to be able to use gear that is higher than your rank anyway; they should just make it where you have to be the right rank to wear it in the first place.
More of a bug but if you open up your inventory/equipment while moving/turning you'll be stuck that way until the game loads up that window.
This is the worst. You literally can't even one-shot one mob and immediately WS another because your TP will wither away the second your current target dies. If you ever even want to try a WS on something easy, you'll have to kill like 3 mobs to get enough TP to let one chunk wither down and still have enough to pull it off.
Shitty. Especially in situations like the new Choboco Caravan as you're losing tons of TP between killing each of the 6 or so mobs simultaneously attacking. It was actually difficult to get a Wide Volley off at all.
That sounds awful for things like breaking the backs of crabs for their shells. Can always sleep them and run behind but the recast on sleep makes that slow.
Are you taking the position that the help text is the definitive authority on What Should Be? Or are you just replying to kill time? If help text is to be interpreted literally, have fun with shield abilities.
The plain and simple fact is that Bloodletter's defining characteristic (in actual gameplay, not in the help text) was the fixed damage proc. If they are going to change that, they should at least have the courtesy to say so up front.
If the ability still operates correctly as to the tooltip, then the only change they need to tell you is that all of the game's algorithms have been changed.
I'm just saying that, to the developers, what Bloodletter was doing (static DoT) was probably just a result of old/crappy damage algorithms. Most likely, it was not even coded to specifically deal static damage. It was probably just hitting an incredibly-easy-to-hit hard damage cap because of Archer's previous ridiculousness. Nothing about the ability should bring about any entitlement of static damage output or an explanation to why it's specifically gone. It fell under a blanket statement. That is all.
Although I find both of your arguments intellectually dishonest (under your logic, if Deflection no longer took 0 damage on block, the help text doesn't specifically say otherwise, so no mention need be made), it turns out not to matter:
Bloodletter does still deal fixed damage. For me, it's 372 damage. Every time.
I have no idea why or how that seemingly random number is achieved (maybe some function of a base stat? definitely not arrow DMG, as I tested that), but there you have it.
Feels like beta again, lol. Already wiped a couple of times thanks to the stupid shit :<
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That shit still plagues me. I have to close out and restart the game 2-3 times a day to keep my recasts accurate.
Blindside I/II both appear to force a crit on the next attack, much like the old Sneak Attack. Clever huh?
That crit power materia just got more awesome.
Blindside always forced a crit, it's just the hit didn't have 100% Acc and didn't work on WSs
Must have been some shitty crits before then. I used blindside all the time and its damage boost before this patch was god awful...
It would say that it critted in the log like normal, the problem was that for lnc etc you had to use the alt or guildmark attacks because it didn't work on WSs (although it got consumed by them) and didn't work with AA
EDIT:: afaik the crits were just normal crits on my LNC, no damage bonus or anything.