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  1. #2681
    An exploitable mess of a card game
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    Quote Originally Posted by Septimus View Post
    But as Lordender pointed out, they did pretty much admit that they intentionally made the drop rates ass and are going to make future tiers better. If they acknowledge that their Skinner Box is bad even by their standards, what motivation do any of us have to press the button?
    I don't; I agree with what you're saying even if they don't recognize their plan as an issue.

    I think it is possible to amalgamate DRK magic usage and melee, but you would have to do so in unorthodox ways. The first step is to tell the "Nuke as good as BLM" people that they are crazy. The second step is to look at what is being incorporated. Are you talking about absorb spells? Drain and Aspir? Nukes? The third step is to consider whether you want this to contribute to an existing role (DD), a niche, or a completely new role. Once you resolve these disputes, a solution is much easier to obtain.

  2. #2682
    Relic Weapons
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    when i think of a drk that nukes like a blm i think ...... dead drk. most drk moves produce a fair amount of emnity already. they'll probably go with some new buff thats drk only and greatly enhances absorb spells, so that you actually absorb enough str to make a noticeable difference in your dmg, enough hp the whms will stop drawing straws to see who has to be in your pty, etc. along the lines of composure or velocity shot. i realize they have totaly different effects, but they make it so you can do something so much better than any other job can come close to

  3. #2683
    Ridill
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    News!

    Quote Originally Posted by Rukkirii
    Don't you worry Olor! The new Grounds of Valor areas we are planning to add in the next version update will include the level ranges that you have requested.

    We will also make sure not to place any high level monsters near any low level content such as missions, quests, etc. http://forum.square-enix.com/ffxi/im...lies/smile.png

  4. #2684
    CoP Dynamis
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    Quote Originally Posted by shaggnix View Post
    when i think of a drk that nukes like a blm i think ...... dead drk. most drk moves produce a fair amount of emnity already. they'll probably go with some new buff thats drk only and greatly enhances absorb spells, so that you actually absorb enough str to make a noticeable difference in your dmg, enough hp the whms will stop drawing straws to see who has to be in your pty, etc. along the lines of composure or velocity shot. i realize they have totaly different effects, but they make it so you can do something so much better than any other job can come close to
    Well one way to make magic casting go with melee is to give something to offset the penalty (fewer attacks).

    For example if there was a trait that granted extra attacks (double or triple attack that stacks with other stuff) after casting magic then I could see it work.

    Another is to be able to attack and cast at the same time (though it might look weird).

  5. #2685
    Resident Moogle
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    Quote Originally Posted by Crab_Cake View Post
    Another is to be able to attack and cast at the same time (though it might look weird).
    Just give them some crazy fast cast outside of subbing range that allows them to sacrifice a single attack round for a T3 nuke or Absorb.

  6. #2686
    Jem
    Jem is offline
    Claustrum. Really?
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    IMO for DRK magic to be useable it has to tick one of four boxes really.

    A. More damage than a melee swing in the same amount of time
    B. Not as much damage but speeds up your WS cycle via Occult Acumen
    C. Gives a decent boost to DRK damage or survivability
    D. Gives a worthwhile debuff to the mob which is actually noticeable/significant in harder fights

    Anything that falls within one of those 4 becomes useable to some extent.

    Stuff like T3 nukes just aren't useable because they're too slow and for too little damage.

  7. #2687
    Old Odin
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    Quote Originally Posted by Jem View Post
    IMO for DRK magic to be useable it has to tick one of four boxes really.

    A. More damage than a melee swing in the same amount of time
    B. Not as much damage but speeds up your WS cycle via Occult Acumen
    C. Gives a decent boost to DRK damage or survivability
    D. Gives a worthwhile debuff to the mob which is actually noticeable/significant in harder fights

    Anything that falls within one of those 4 becomes useable to some extent.

    Stuff like T3 nukes just aren't useable because they're too slow and for too little damage.
    you forgot:
    E. is a necessary spell to proc a weakness.

    T3 fall under that category :X (I am just kidding, because I am tired of constantly seeing this trigger shit all over vanas place... VW Dynamis Abyssea, god hope nyzul doesnt fall under that category...)

  8. #2688
    Resident Moogle
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    Quote Originally Posted by Damane View Post
    you forgot:
    E. is a necessary spell to proc a weakness.
    Always fun watching the DRK in my LS spam Absorbs every time we get a dark magic hint.... I don't think a single one of our BLMs has it even lvl'd to 45 to cover that job's triggers.

  9. #2689
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    Quote Originally Posted by Kaisha View Post
    Always fun watching the DRK in my LS spam Absorbs every time we get a dark magic hint.... I don't think a single one of our BLMs has it even lvl'd to 45 to cover that job's triggers.
    Yeah, actually one of the BLMs I go with pretty frequently subs DRK so that we don't lose as many procs when we don't have a DRK main around. Only procs DRK main gets that sub doesn't are Drain II and Absorb-Acc, I think? Sub gets all the rest, plus Weapon Bash.

  10. #2690
    Relic Horn
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    Looks like the version update is scheduled for next Wednesday, based on the all worlds maintanence message for that time on POL.

  11. #2691
    >The Implying
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    Quote Originally Posted by Jem View Post
    IMO for DRK magic to be useable it has to tick one of four boxes really.

    A. More damage than a melee swing in the same amount of time
    B. Not as much damage but speeds up your WS cycle via Occult Acumen
    C. Gives a decent boost to DRK damage or survivability
    D. Gives a worthwhile debuff to the mob which is actually noticeable/significant in harder fights

    Anything that falls within one of those 4 becomes useable to some extent.

    Stuff like T3 nukes just aren't useable because they're too slow and for too little damage.
    inb4 all DRK gets is Dark Magic Celerity.

    You heard it here first, folks!

  12. #2692
    BG Content
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    Quote Originally Posted by Bayohne
    After testing, we concluded that there is a need to lower the damage dealt by the club weapon skill Realmrazer. We'll be making adjustments so that Realmrazer is the strongest club weapon skill for jobs that cannot learn Hexa Strike.

    We also concluded that there is no need to increase the damage dealt by the H2H weapon skill Shijin Spiral and the sword weapon skill Requiescat. (The adjustments for the katana and great sword weapon skills were made to fix the difficulty of dealing damage against stronger opponents.)

    Shijin Spiral has an attack boost effect, so it can effectively deal damage to stronger opponents. Thus, we decided that there was no need for adjustment. Also, please keep in mind that its modifiers are DEX and not STR.

    Since Requiescat has no element, it’s an effective weapon skill against monsters that are immune to physical attacks. Considering that it has an attack boost and double attack effects, we decided that an adjustment was unnecessary.

    We’ll make the above adjustments in the next version update and will look into implementing further adjustments following the version update as necessary.
    Hurrrrgh. I hate being right.

  13. #2693
    Sea Torques
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    Wait, I thought Requiescat had an attack penalty as well...

    In any case,

  14. #2694
    Cerberus
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    shoha's totally fine, though

  15. #2695
    Yoshi P
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    So now all of them will be bad except sword against like elementals and skeletons? Well and gkt.

  16. #2696
    Sea Torques
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    Really depends on what they do with the GS modifications. Also, dagger was alright, and the ranged WSs are still not bad as well. I forget if any more of them were worth using though.

  17. #2697
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    http://forum.square-enix.com/ffxi/th...053#post241053
    Quote Originally Posted by Bayohne
    Greetings! I have some information to pass along in regards to the merit point adjustments! We looked into both groups 1 and 2 of the merit points and decided to make the following adjustments:
     
    • Group 1
      As the first step we take, we’ll be reviewing point increases.
       
    • Group 2
      1. Abilities with an increased effect from the second step on
        We have no plans for adjustments for now.
         
      2. Abilities with a shorter recast time from the second step on
        We plan on adjusting these abilities so that their effects are increased with each step, instead of having their recast time shortened with each step. The recast time that has been shortened up to the fifth step will be used.
         
        The following are adjustments that do not deal with the effects of merit points.
        The below examples are for ease of reference.
        Ex 1: Devotion is raised to the fifth step
        Before: The recast time is shortened from 20 minutes to 10 minutes

        After: Increased MP recovery
        *The recast time is fixed at 10 minutes
        Ex 2: Sange is raised to the fifth step
        Before: The recast time is shortened from 15 minutes to 5 minutes

        After: Shadow images are no longer consumed
        *The recast time is fixed at 5 minutes
        *We are considering adding new shuriken
      3. Other
        If the above adjustments do not solve all of the problems, we'll look into adjusting the effects themselves.



    Upon further development and consideration, the adjustments may change, but for now we plan on making the above adjustments. We will let you know when we decide on the details.
    Here is the merit point page for bgwiki.

    Warrior's Charge, Martyr, Devotion, Feint, Assassin's Charge, Fealty, Chivalry, Dark Seal, Diabolic Eye, Feral Howl, Killer Instinct, Nightingale, Troubadour, Flashy Shot, Shikikiyo, Blade Bash, Sange, Deep Breathing, Diffusion, Snake Eye, Fold, Role Reversal, Ventrioloquy, Saber Dance, Fan Dance, Enlightenment

  18. #2698
    Pens win! Pens Win!!! PENS WIN!!!!!
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    Id have to think about it but i dunno if this would really change merits around for many jobs. I mean, you could get a nice little bonus now having stuff at 5/5 that you already have anyways.

  19. #2699
    D. Ring
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    Clearly these merit changes are why aura steal is so overpowered. Soon we shall see thf being able to steal brd songs in the future.

  20. #2700
    Sea Torques
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    For some of them, they'd probably have to add some sort of effect, like for Fold or Snake Eye.

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