Yeah after just coming back and seeing vidohunir doing substantial damage, I must say all of these updates are really solid compared to what we used to get.
Yeah after just coming back and seeing vidohunir doing substantial damage, I must say all of these updates are really solid compared to what we used to get.
So, is BLM Melee gonna be a thing? Because I want to try not to chuckle. >.>
Delve do you need it? BLM melee only.
Not really, but it's funny.
I already melee SCH in delve. :3 Though only on Cracklaw to prep it while the two monks kill the Pugil. Lumino > Stone > 2k Shattersoul > 3k Darkness Skillchain. Then I repeat that until they come to kill it. By the time they get to me I've usually worked up to 16k Shattersouls > 24k Darkness Skillchain. I love Shattersoul.
Don't think any of the relic ws got anything else except ws mod. I think the tp bonus thing refers to whatever bonus the ws gets at varying tp levels. So if it says TP bonus increased at 1000 TP and 3000 TP for piercing shit. It means whatever bonus the ws gets(in this case, ignores def) is increased at 1000 and 3000tp. For ws that get bonuses at 2000(most melee ws) it means their tp modifier(damage varies with tp aka FTP) is increased at 2000. Also, they're doing away with TP as a percent. So it's not longer 100% TP it's 1000 TP. No more "percent" as saying 3000% is silly, so just 3000.
Well, on the mage melee end, I'll profess some curiosity toward Death Blossom since they specifically mentioned upping its attack value. RDM's low attack values were always a strike against it, which also diminished the potential of Req and CDC once those came about, too. Then again, I wouldn't be surprised if the secondary effect is also bugging out like some other WS/BLU spells.
Atonement - TP bonus will henceforth be dependent upon enmity The calculation used for determining maximum damage will be adjusted.
Think they'll be raising the cap on max damage as well?
No change to Drakesbane's attack penalty![]()
Catastrophe just got crazier, assuming they didn't take out the weird attack formula on it.
A lot of nice changes here ;o
0 buff to apex time to unmerit it!
Wondering how exactly "'The potency of the following weapons skills will now increase depending on players' levels and main hand weapon item levels" will work... from the sounds of it they probably just went the easy route and replaced the level portion of the equation with main hand ilvl weapon... which is kinda what magical weaponskills use in place of base dmg compared to physical... the problem is weapons have gained like what 40-80% base dmg while ilvl is only ~20% higher than 99.... I mean I'll take it but outside of the jobs that get a bunch of base dmg anyways from ilvl staffs and such it's less than what it needs... also I hope ranged ones are going to be based on the gun...
Also wonder about heavy shot... it is actually fairly decent in abyssea where you can get your crit rate up so if the tp bonus boost raises that a lot on top of the base dmg increase maybe give last stand a run for it's money
Some magic WSs are heavily affected by the change and some hardly changed. I suspect the formula is still the same. I agree that they likely just put iLevel in instead of Level.
So Rune Fencer's ergon weaponskill is going to be 80% DEX and it seems to be getting a TP bonus. This is.. really really odd for Greatsword. Doesn't seem to be an atonement parallel either like some had thought, since they would likely have stated the same thing that they did for Atonement in Dimidiation's boxes. Changing Geirskogul from AGI to DEX still doesn't really make me want to use it, especially with the adjustment to Camlann's Torment; and Drakesbane seems to be unchanged attack penalty wise.. Gross, guess I have to go unlock Camlann's now.
So from this, it sounds like 2H have nothing to fear from the TP gain adjustment; can only go up from what it is now. While MNK and probably 1H jobs will get little to 0 increase.Originally Posted by KincardDevTranslation