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Thread: Dev Tracker: Discussion     submit to reddit submit to twitter

  1. #6461
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    I don't know. I'd give a lot for a Magic Evasion- Indi spell against bosses on runs where we only have one GEO. Wouldn't really matter to me if it wasn't as strong as possible. Seems weird that they're introducing kind of a halfassed JA, though. Were they just too lazy to implement it properly or something? Those seem like weird restrictions for it.

    Still a little angry about Dual Wield.

  2. #6462
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    Quote Originally Posted by ccl View Post
    Gives approximately 28% Haste; still cap magic haste with haste I so yeah.
    Yeah, it is that strong, checked back when it was added, was thinking it was closer to 25%. Suppose that's one use, but still can't imagine many instances where going that route for 3-3:45/10 minutes would be worthwhile. Switch to it instead of using a full potency haste (typically overkill anyways, unless you're using it to cancel out slow) so you can use something else at full potency. idk, feels like it'd be clunky to go that far to optimize for it, but something to keep in mind at least.

    I'd agree on the -MEva/+MAcc, finally broke into 128 Incursions off of pugs, and Gramk starts resisting stun under 25%, Entrusting a buff to MAcc should last long enough for the kill, as long as it's enough to make stuns no longer resist.

  3. #6463
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    Was the TP loss from DW really hurting that much. especially for anybody using Gearswap?

    I'm sure all the Ninjas are happy getting a better JT out of it instead of just the option of being lazier with their TP sets, though.

  4. #6464
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    See, SE sets it up as if it was an "either-or" choice when it wasn't. It's great that Ninja got something nice, but they didn't need to also not adjust dual wield.

    IIRC the DW changes would have resulted in something like a 20% increase in delay/hit for DNC, which has less of an effect on our DPS than you might think both because of how the TP/hit formulas work and because WS delay is such a severe limiter at the moment.

    Yeah, going back and checking it was a 3~4% increase in DPS for Dancer. It would have been a bit better for NIN because you guys have more trait and higher delay to start with. I don't feel like pulling down the spreadsheet, but I'd guess 5-7%.

  5. #6465
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    edit

  6. #6466
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    Oh yeah, I definitely would've loved to have both, but SE's always been dumb with how they "balance" the one-hander jobs. They seem to still be under the impression that if they gave one-handers a bit more they'll just instantly overtake two-handers and being overly cautious with how they handle any adjustments to them.

  7. #6467
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    I was a lot less bothered about the lack of direct THF adjustments before they scraped the DW changes.

  8. #6468
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    The Geo update is amazing. I can finally use Indi Haste for melees without hurting the mages :D

  9. #6469
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    Quote Originally Posted by Toth View Post
    The Geo update is amazing. I can finally use Indi Haste for melees without hurting the mages :D
    ...once every 10 minutes.

  10. #6470
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    Well, once every 5 minutes or so since it should last around half the duration XD

  11. #6471
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    I kinda what the fucked about the Dual Wield changes too... SE what about THF, DNC, BLU? They need to change their minds on that unless they plan to give an equivalent of Daken to those jobs..... -.-

    I get that might be the feeling.. "Let's not fix DW and just give NIN Daken then if it's a hit we'll give a daken-like trait to the other DW jobs... yay!!! we so smrt"

    Quote Originally Posted by Toth View Post
    Well, once every 5 minutes or so since it should last around half the duration XD
    Might be a recast lowering job point and/or gear in the future too since GEO doesn't have empy-version armor yet so we can hope for that too

  12. #6472
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    Looking at the spreadsheets, if the CHR boost to the Flourishes III category just adds CHR in like SE currently adds DEX/AGI in for SA/TA, it will result in about a 10% increase to Climactic -> Rudra's Storm damage. Hardly groundbreaking.

  13. #6473
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    Quote Originally Posted by Toth View Post
    Well, once every 5 minutes or so since it should last around half the duration XD
    Even with gear, Indi-spells last <4 minutes, and given that +Geomany doesn't work on ones you cast on other targets, I wouldn't hold your breath for +duration working on it either. So you're looking at 3 minutes out of 10.

  14. #6474
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    Looking at the spreadsheets, if the CHR boost to the Flourishes III category just adds CHR in like SE currently adds DEX/AGI in for SA/TA, it will result in about a 10% increase to Climactic -> Rudra's Storm damage. Hardly groundbreaking.
    So a 150~ish boost to Base damage(1chr=1dmg) would only boost rudra by 10%? Doesnt SA force crit and that add dex as a 100% wsc or rather convert it into base dmg or something? *shrug*

  15. #6475
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    Quote Originally Posted by Ophannus View Post
    So a 150~ish boost to Base damage(1chr=1dmg) would only boost rudra by 10%? Doesnt SA force crit and that add dex as a 100% wsc or rather convert it into base dmg or something? *shrug*
    SA forces a crit and adds (in total) dex*cRatio as damage. So 150 stat would add, at capped cRatio, ~450 damage.* It does not get multiplied by fTP.

    *(Technically this could be higher with crit damage + or WSD, but dnc doesn't use much of either.)

  16. #6476
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    Quote Originally Posted by Toth View Post
    The Geo update is amazing. I can finally use Indi Haste for melees without hurting the mages :D

    the potency will be lacking... without geomancy + equpipment affecting the indi-spell on the other persons, some geo-spells will lack in potency. not saying they are bad they are still good, but indi-haste would give like 28% haste instead of 33% or 40%~ etc. however not complaining, its still a nice addition


    what is a slap in the face is the DW adjustments not being done. its not like only Nin has the DW issue, noooo lets forget the 2-3 other jobs that have the same problem too!

  17. #6477
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    Quote Originally Posted by Foldypaws View Post
    SA forces a crit and adds (in total) dex*cRatio as damage. So 150 stat would add, at capped cRatio, ~450 damage.* It does not get multiplied by fTP.

    *(Technically this could be higher with crit damage + or WSD, but dnc doesn't use much of either.)
    Yeah, I ended up with 186 CHR in my Rudra's set and it boosted WS damage by 10% at 1000TP. Standard stuff (Moonshade and such).

    The added DEX and AGI for SA and TA are also a pretty insignificant portion of the total WS damage:
    http://forum.square-enix.com/ffxi/th...l=1#post527047

  18. #6478
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    There is a possibility you only need to have the CHR equipped when you activate the JA. How much dex did you have to sacrifice to get that much CHR into your rudra set?

  19. #6479
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    I didn't change anything about my Rudra's set. There isn't anything worth changing for the amount of benefit that it gives.

    1 point of CHR = +1 base damage to the main hit
    1 point of DEX = +3.1 base damage to all hits

    So I'd need to be getting more than 3 CHR per 1 DEX sacrificed.


    If you only need the CHR on when you activate the JA, I can maybe push it up to 250 CHR or so and get a 13% increase in Climactic Rudra's damage.

  20. #6480
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    So Geomancer gets 3 bubbles - 2.5 if you want to nitpick - and Corsair gets... dick? Not even a skill increase? That 3 roll thing is paging the dev team, it wants to know when it'll be a thing. At least SE has been steadily improving the class, that's nice.

    Welp pirates, it looks like the job is walking the plank into the briny deep.

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