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Thread: Test Server Findings     submit to reddit submit to twitter

  1. #781
    Ridill
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    Preach on, brother Septy.

    As for SCH, I still have the inkling SE has more in mind for them since you still have people questioning the need to have them around despite the potential of stronger regens and improved Helix spells. The reduced level on the Helix line is just screaming the possible implementation of T2s. Question is whether or not they'll all be like level 99 learned, spread out over 50+, or in a worst case scenario, scattered over whatever they have in mind for the T3 merit system. The only thing I'd probably say that's left to cover in their offensive potential would be Storms gaining double weather effect somehow. The support end of the class is a bit trickier. "GIVE THEM CURE V!" is one of the more regrettable possibilities, but with an Addendum req, I'd certainly be more inclined to give it to them over RDM despite all the QQ over how RDM learned stuff sooner, blah blah.

    With all the enhancement duration buffs rdm has access to, its not as bad as you're making it sound. cape and full AF3+2 set with composure up makes buffs last 80% longer. Making Haste last 5 1/2 minutes instead 3 minutes goes a long way.
    Sometimes I wonder what the point even is given how dispel(ga) happy some things are.

  2. #782
    Ridill
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    Yeah but sch can double haste duratoin!

  3. #783
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    Quote Originally Posted by arus2001 View Post
    Sometimes I wonder what the point even is given how dispel(ga) happy some things are.
    Tanaka'd
    "Have all mobs cast dispelga on a 60 second timer...if they're casting they can cast 2 spells at once!"

  4. #784
    xXNyteFyreXx420Sharingan
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    Quote Originally Posted by Foldypaws View Post
    Helix base duration seems to be based on main job level, not subjob level. Both SCH95 and RDM95 had 1m helix under no arts. SCH95 appears to have 2m helix under DA.
    Pretty sure the notes said duration bonus was dependent on having Dark Arts active?

  5. #785
    First invited, last in the zone.
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    Quote Originally Posted by Nightfyre View Post
    Pretty sure the notes said duration bonus was dependent on having Dark Arts active?
    I'm not talking about the DA bonus, I'm talking about "The effect duration of helix spells will gradually increase to their original values by level 60."

    It's apparently main job 60, not just SCH 60.

  6. #786
    Sea Torques
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    Quote Originally Posted by Septimus View Post
    No fuck that no, not the fuck ever again.

    Red Mages do not need another god damn spell the cycle through; I did that shit for 5 fucking years, I will choke a lamb before I do that shit again.

    They need to make enfeebles worth a shit, give RDMs more enfeebles so they are worth bringing, and make enhancing spell auras on RDM so we don't have to cast shit over and over and the fuck over again.
    You're right, it would be terrible if you actually a) had a job that was worth doing and b) actually did it. Who cares what buttons you press? Or maybe you prefer being able to read message boards in the middle of events like BRD can get away with?

    Instead of crying "I don't want to cast buffs" (ie. your job), you should be crying "what good is having access to Accession if there's nothing worth pairing it with?"

  7. #787
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    What's worse is that every job can sub RDM and get a full strength Convert but nothing RDM subs gets anything full strength. Ni is 3 shadows, /WHM doesn't give Afflatus, /SCH won't give bonuses to regens. Yet /RDM's Refresh1 is 3mp/tick and Convert is 1:1. SCH can Accession Phalanx1 as SCH/RDM and trump RDM's own Phalanx II. At 99 BRD or WHM can sub SMN and Hastega everyone too. RDM need:

    Slow III
    Paralyze III
    Curse(HP/MP Down and grav)
    Poison III
    Poison IV
    Bio IV
    Dia IV(We learn Dia 1 at Level 1, we should get higher tiers of this)
    Refresh III(I dont see why SCH and WHM can get Regen IV but we're stuck with Refresh2)
    Haste II(Increased potency)
    Stoneskin II(500-600 HP cap, castable on others)
    Blink II(5-7 Shadows, castable on others)
    Faith(A self buff that enhances Cure potency that exceeds gear cap)
    A Mag.Def lowering debuff.


    Basically RDM should be one of the best at Enfeebling and Enhancing. We're already technically the best enfeebler but really if everyone else is an D or F at Enfeebling in terms of effectiveness, RDM is like a C. Compared to everyone everyone being a D or C at healing and WHM is A++++. Seriously RDM's enfeebles needs to outclass other debuffs way more than they do currently. Difference between Para1/Para2 is hard to see because I've landed Saboteur ParaII on mobs with +200ish MND in abyssea and have seen 1-2 procs before it wore off.

    RDM is like a catch-22. All of our enhancing spells are self cast, but to what end? How does it help the alliance that the RDM can Barfire and Barparalyze himself? It's pointless. I can see that it helps RDM survive well but it doesn't help the alliance, it's a very selfish job.

    Why does WHM get AoE enhancing spells AND AoE Heals? Why does BLM get AoE nukes AND AoE Enfeebles? Should'nt it make more sense that WHM=AoE Cures BLM=AoE Nukes RDM= AoE Enfeebles/Enhancing? It would match up more with skills caps and theme!

  8. #788
    Ridill
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    If they actually more buffs potency based on enhancing skill it would be nice to. Kinda lame that a bst/whm provides almost as good support as rdm/anything

  9. #789
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    Quote Originally Posted by dasva View Post
    If they actually more buffs potency based on enhancing skill it would be nice to. Kinda lame that a bst/whm provides almost as good support as rdm/anything
    That's one of the things I like about Boost (and lolGain) spells - they really scale hugely with Enhancing skill. Only WHM gets Boost, though, so lulz.

  10. #790
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    Restraint caps at +25% on the Test Server (real server is +50%). SE is in ur house, nerfin ur warrios.
    Spirits : 300 TP : 1383 HP = 810 damage (full Restraint Charge, 4 minutes of constant attacking)
    Spirits : 300 TP : 1379 HP = 646 damage (Restraint off)

    Spirits : 300 TP : 1390 HP = 677 damage (10 first-swings connected with Restraint up, 224 delay)
    This thread has 218 delay being about an 8% boost with 10 swings. We are seeing approximately a 4~5% boost, so it's probably safe to say that they lowered both the slope and cap by a factor of 2.

  11. #791
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    Figured it would be halved, didn't expect the slope drop as well, but like I said when it comes to nerfs SE doesn't believe in slight.

    I doubt this will make a huge impact at all, no one seriously fully charges restraint.

  12. #792
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    Quote Originally Posted by Neisan View Post
    Figured it would be halved, didn't expect the slope drop as well, but like I said when it comes to nerfs SE doesn't believe in slight.

    I doubt this will make a huge impact at all, no one seriously fully charges restraint.
    If they hadn't changed the slope, it wouldn't have mattered at all. Because they change the slope, it matters even if you don't fully charge it.

    Spirits: 1372 HP : AF3+2 hands on the whole time - 835 damage (~+30%) <-- repeated with the same effect

    I can't find any mention of whether/how much the AF3+2 hands used to increase the damage cap, but it looks like about +5% from this test.

    Spirits: 1372 HP : AF3+2 hands for the 10 hits of Restraint - 700 damage (~+9%?) So it still doubles the slope

    Spirits: 1523 HP : AF3+2 hands for 10 hits of Restraint - 784 damage (+10%)
    Spirits: 1523 HP : No Restraint - 713 damage

    So it looks like it works the same, with the slope halved.

  13. #793
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    Think it used to be 50% boost to restraint bonus from +1 Mufflers and double from +2? Was in Eijin's tests wasn't it?

  14. #794
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    Yeah, he found that the +2s double the slope. Nevermind my above skepticism, I divided by the wrong thing. Also, I can't find any testing on whether Ravager's Mufflers +2 increase the total cap, so perhaps they have always done that.

  15. #795
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    Did you try going past 10 hits? Maybe the cap is 15 or 20 hits now?

  16. #796
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    10 hits wasn't the cap before, it was just an arbitrary number of hits picked by Ejin when testing. I just used 10 so I could compare to his numbers. It caps at a value related to the delay of the weapon you're using.

    The approximation from Ejin's data is:
    50 = N * (Round Delay - 60)/200
    10000/(Round Delay - 60) = N

    So, for a 480 delay Great Axe, you cap your bonus after 24 hits. Because they lowered the slope and the cap by the same amount, this will still be true after the patch.

  17. #797
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    Quote Originally Posted by Foldypaws View Post
    Helix base duration seems to be based on main job level, not subjob level. Both SCH95 and RDM95 had 1m helix under no arts. SCH95 appears to have 2m helix under DA.
    I don't think that change has been implemented yet. The job adjustment notes from Friday said, "*Planned future adjustments call for the effect duration of these spells to vary by job level, starting at a shorter duration and gradually increasing to its original duration at level 60."

  18. #798
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    Anyone try the new KCNM fights? I'm anxious to discover if they drop more freaking scrolls!

  19. #799
    RIDE ARMOR
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    Quote Originally Posted by Byrthnoth View Post
    Restraint caps at +25% on the Test Server (real server is +50%). SE is in ur house, nerfin ur warrios.
    Spirits : 300 TP : 1383 HP = 810 damage (full Restraint Charge, 4 minutes of constant attacking)
    Spirits : 300 TP : 1379 HP = 646 damage (Restraint off)

    Spirits : 300 TP : 1390 HP = 677 damage (10 first-swings connected with Restraint up, 224 delay)
    This thread has 218 delay being about an 8% boost with 10 swings. We are seeing approximately a 4~5% boost, so it's probably safe to say that they lowered both the slope and cap by a factor of 2.
    Quote Originally Posted by Byrthnoth View Post
    If they hadn't changed the slope, it wouldn't have mattered at all. Because they change the slope, it matters even if you don't fully charge it.

    Spirits: 1372 HP : AF3+2 hands on the whole time - 835 damage (~+30%) <-- repeated with the same effect

    I can't find any mention of whether/how much the AF3+2 hands used to increase the damage cap, but it looks like about +5% from this test.

    Spirits: 1372 HP : AF3+2 hands for the 10 hits of Restraint - 700 damage (~+9%?) So it still doubles the slope

    Spirits: 1523 HP : AF3+2 hands for 10 hits of Restraint - 784 damage (+10%)
    Spirits: 1523 HP : No Restraint - 713 damage

    So it looks like it works the same, with the slope halved.
    According to this page Restraint should only increase ws damage in whole point increments, so I guess that was never true? It would also round up anything past tenths instead of flooring it.

    So, we're seeing a 46% decrease in how restraint calculates damage, correct? According to the 8.87 boost on the same weapon delay and it now being at 4.798~ in the same test. Would put the calcuations at (attack delay - 87.6)/292? I seem to be a little off, busy atm. Will look at this more later.

  20. #800
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    Spirits Within also doesn't scale perfectly with HP and TP. It has small steps. I couldn't find the link to CDF's equation for exactly how it works, but the last time I did I ended up working out that every increase people had reported was a whole-percentage multiple of the value they should have gotten. In my last testing, I just estimated what I thought that whole-percentage was using a rougher equation for Spirits Within.

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