But but... https://www.bg-wiki.com/bg/Resist_Amnesia
But but... https://www.bg-wiki.com/bg/Resist_Amnesia
I'm wondering about the way rune spell damage will work. Like, what determines base damage of the enspell? And is it affected by MAB? Should be something interesting to test on release anyway.
From the video, the range was 15-39 with 3 Runes, so I wouldn't put it past SE to make the calculation similar to how the max value for drain samba is based off of the weapon delay but with a minimum 15.
Example of Max Enspell Value:
1 Rune = Delay*5/100
2 Runes = Delay*7/100
3 Runes = Delay*9/100
They did say a well geared RUN would trump an Aegis PLD at 75+ with consideration for merits right? Also comes with more group buff option.
Expectations a bit skewed but I want a good RUN to flat out resist an element the way BST pets with innate elemental resistance block elemental dmg, at least when supported by barelement and carol, and somewhat less without it.
The thing is RUN's AoE stuff doesn't apply if there's only 1 tank in the alliance since the current paradigm of party formation is 1 tank party and 2 DD parties with each DD party having a WHM and brds/cors rotated or whatever. Sticking a RUN in each DD party seems a bit superfluous when you can just buff them with Shell5, barspell and DDs have PDT/MDT sets and stun big TP moves/spells. I can see it working in small scale fights but not so well in larger fights. Perhaps I'll hold until I see how new NM mechanics work, because looking at RUN in respect to the old model of HNM battles, it doesn't fit too well mainly because mobs don't use many magic AoEs and most are stunabble if that. There aren't very many single target massive damage MAGIC TP moves but there are plenty of massive damage single target PHYSICAL TP moves which will probably wreck RUNs.
That would really depend on how alliances function in SoA. Given that RUN seems like it can hold its own as a DD it's not exactly a wasted spot if they can keep everyone else alive too
From what SE has said about RUN they envision the tank party as being lead by a RUN supported by 2 DD alongside the support line rather than stacking two tanks in a party surrounded by support. I assume this is in reaction to the new reality that DD parties are tank parties and that even with an enmity fix DD will be off-tanking alongside a dedicated tank be that a RUN or PLD.
So you can either choose a RUN to help support the DD in the "tank" party or use a PLD for the safe option of being near invulnerable but leaving the other DD to their own AOE damage.
The implication that physical TP moves and the like will somehow cripple RUN comes off as absurd to me. By that logic no DDs would ever survive in Hall of Mul. Through the glory of PDT or hybrid sets, you too can own your very own "never be one shotted by stupid shit again" t-shirt
DRKs can survive Mul. If a DRK can survive it, why would you use a RUN?
Was an example, not a "use RUN over a DD" post. THere's no reason to imply that physical damage from TP moves will for some reason neuter RUN into uselessness, as it's a illogical misstep.
If you think they're going to make monsters that require a tank job, then you're implying that DDs won't be able to tank them. So no, it's not making a logical misstep.
You're missing the point entirely as it has nothing to do with the relevancy of the job's role (which I'll remind you we still haven't got a clear vision of yet as the job could be completely sufficient as a DD as well), it has to do with the doomsaying of RUN's supposed physical frailty. There's ways to mitigate physical damage even for the squishiest of DDs, there's no point in assuming that Rune Fencer, a supposed tank job, will not have the same option and thus be eradicated when a monster breathes on them.
didnt someone post that SE said RUN wont get all the damage mitigation thats available?
Unlikely considering every job in the game can cap DT. I'm really curious if RUN will be on thaumas or phorcys gear though.
PUP being on mage gear is still probably one of the most retarded things in the game to date.
The implication that physical TP moves and the like will somehow cripple RUN comes off as absurd to me. By that logic no DDs would ever survive in Hall of Mul. Through the glory of PDT or hybrid sets, you too can own your very own "never be one shotted by stupid shit again" t-shirt
I didn't really explore the math of them fucking with the def/damage formulas but the way I interpreted it was jobs with low defense will take increased damage and jobs with higher defense will take less--or something along those lines. They made it seem like soon when that formula change is implemented, jobs like SAM DRG WAR and DRK will take increased damage than ever before and jobs like PLD will take less, so RUN would probably be with the former rather than the later I'd assume.
There's plenty of dumb gear choices SE makes. Here's one small example:
http://www.ffxiah.com/search/item?&jobs[]=32&jobs[]=16384&level[0]=1&level[1]=75&delay[0]=221&delay[1]=221&skill_id=3#adv
There's a few other ones not listed like Royal Guard Fleuret which is also RDM/DRG only. Not sure why Fleurets are exclusive to DRGs and RDMs, maybe it makes sense from a lore perspective. I guess fleurets are San'Dorian and DRG and RDM are associated with Sandy, dunno. Still stupid though.
Will be in none. Putting them in the best sets in the game will mean a lot of players will have them pretty well geared from day 1, and that's unacceptable if you want people to spend time and subscription money to gear their new jobs.
Same as what happened with SCH and DNC with old Salvage gear, basically.
Well they could you know, actually put some work in and make moderately hard to get gear that outclasses it.