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  1. #11981
    Cerberus
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    Quote Originally Posted by Alistrianna View Post
    Didn't Blood Pact: Rage used to have a minimum accuracy of 70% back then too? That doesnt appear to be the case anymore in my recent experiences in Reisinjima.
    lolno.
    Avatars just have large acc. And BPs have a +acc term to them, so they only seemed more accurate than normal.
    But they've never had a minimum capped acc. No more so than any other acc in this game.

    Quote Originally Posted by Sechs View Post
    Truth be said all the tests I read were about Magic Accuracy, so it's entirely possible SMN skill only converts to that and not Physical.
    Altough frankly I wouldn't be particularly surprised even if SE just gave us wrong information in that reply.
    It wouldn't be the first time, would it?
    Exactly. There was something from not too long ago too.... I wanna say last year? Where they said something that conflicted with something we've known about for years.... and then a couple days later they retracted their statement and said what we already knew.
    I wish I could remember what it was exactly... but it was so trivial a thing. XS

    But why I draw the comparison is because it was also over some old mechanic that was changed 8~10 years ago.

  2. #11982
    Relic Horn
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    SE has made several erroneous statements in the past year about enfeebling magic and attributes, only to correct them a short while later.

  3. #11983
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    Quote Originally Posted by Oyama View Post
    It only works in a "true zerg" where you don't mind using 1hrs and you're just trying to down the mob before it downs you. Which is not a practical or viable solution..
    This is the current solution to nearly every Helm NM except that we're using mages instead of melee. Why is it any more practical or viable?

  4. #11984
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    Kinda wondering if removing the ability for elemental WS to SC and instead MB might be appealing. Though, said WS will obviously need some buffs here and there. PLDs would probably love Sanguine Blade for this reason alone.

  5. #11985
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    Quote Originally Posted by arus2001 View Post
    Kinda wondering if removing the ability for elemental WS to SC and instead MB might be appealing. Though, said WS will obviously need some buffs here and there. PLDs would probably love Sanguine Blade for this reason alone.
    Ooooooo I really like this idea. Would give a lot of new sources of Light and Darkness magic damage too.

  6. #11986
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    Quote Originally Posted by arus2001 View Post
    Kinda wondering if removing the ability for elemental WS to SC and instead MB might be appealing. Though, said WS will obviously need some buffs here and there. PLDs would probably love Sanguine Blade for this reason alone.
    Kind of depends on the job and the setup. Jobs with really good elemental ws might not like it since they would be overcapping and might make gearing really weird. I mean normal magic stuff and wsd and mbb together. I'd imagine with setups with a bunch of melees it would be nice so you can keep skillchains coming and multiple people MB the same skillchain. On smaller groups with jobs with good magic ws they might not like it because they did great closing a skillchain with it.

  7. #11987
    HABS SUCK!!!!!
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    Well thats the problem with too much melee; no one can WS since it interrupts skillchains, and therefor lowers damage output. If they can use ele WS to not waste TP, and even get bonus damage on said ele WS without interrupting the SC, it could be extremely beneficial to bringing extra melee.

    Of course, theres still the issue of OHKO AOE.

  8. #11988
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    Quote Originally Posted by FaeQueenCory View Post
    lolno.
    I wish I could remember what it was exactly... but it was so trivial a thing. XS
    Last thing I can remember, which is probably what you're thinking about too, is the thing on stat modifiers for enfeebling spells (MND/INT etc)

  9. #11989
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    Quote Originally Posted by dasva View Post
    Kind of depends on the job and the setup. Jobs with really good elemental ws might not like it since they would be overcapping and might make gearing really weird. I mean normal magic stuff and wsd and mbb together. I'd imagine with setups with a bunch of melees it would be nice so you can keep skillchains coming and multiple people MB the same skillchain. On smaller groups with jobs with good magic ws they might not like it because they did great closing a skillchain with it.
    Leaden salute darkness SC can already do over 100k, so yeah it may be some dmg lose in those situations. That being said, elemental ws being able to MB will make cor DD a lot easier in mage setup. Since there's always a risk to interrupt Skillchain if cor ws between sch sc.

  10. #11990
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    Melees all spamming elemental weaponskills to "magic burst" them is a dumb idea, it would just nerf the damage of any actual nukes due to the NM cumulative resistance mechanics, especially since weaponskills are instant and thus would be more likely to go "first"

  11. #11991
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    Granted they wouldn't do it but the workaround to that would be to split the nerfed damage into WS'es and Spells. WS'es only nerf the cumulative WS modifier, Spells only nerf the cumulative spell modifier. That would actually encourage you to use melees too so that you got more out of each burst.

    If they wanted to be creative, have the cumulative resistance be on a sliding scale. WS MB's increase the WS cumulative resistance but reduce the Magic cumulative resistance and vice versa. Force you to use both in fights because if you rely on one, eventually the damage becomes shitty.

  12. #11992
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    Quote Originally Posted by Viar View Post
    Leaden salute darkness SC can already do over 100k, so yeah it may be some dmg lose in those situations. That being said, elemental ws being able to MB will make cor DD a lot easier in mage setup. Since there's always a risk to interrupt Skillchain if cor ws between sch sc.
    Could always incorporate the cor into the skillchain...

  13. #11993
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    Blood Pacts (2016/2/12)

    I have reconfirmed the information regarding Blood Pacts. Summoning Magic Skill up to the skill cap, as in a blue number on the status screen, will not affect Blood Pacts. However, skill above this cap will affect accuracy. I apologize for the erroneous post I made earlier.

    Generally speaking, it will be more efficient to boost an Avatar’s accuracy directly via Avatar/Pet: Accuracy rather than through Summoning Magic Skill. However, support-type Blood Pacts will have their duration affected by skill over cap, so players may wish to consider this when deciding what equipment to use.
    vivbiibasjiu: 1
    everyone else: 0

    So much for the naysayers scrambling to try to disprove a very well-known and verifiable game mechanic

  14. #11994
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    Quote Originally Posted by vivbiibasjiu View Post
    vivbiibasjiu: 1
    everyone else: 0

    So much for the naysayers scrambling to try to disprove a very well-known and verifiable game mechanic
    Are you fucking kidding me? It would be

    vivi: 1
    everyone else: 1000

    Even this post isn't right, people were saying it hasn't been verified in testing nor has an amount been given for the ratio (which doesn't seem to be 1:1 based on the wording of the dev post)

  15. #11995
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    Quote Originally Posted by geno3302 View Post
    (which doesn't seem to be 1:1 based on the wording of the dev post)
    I admit I thought about that as well when I read that line, but then again I wouldn't use it as proof for anything.
    If it's not 1:1, it's pretty close to that going by the Skill>Macc conversion tests.

  16. #11996
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    It could be 0.9: 1 like other skills

  17. #11997
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    Melee skills are like that but magic skills, as far as I know, are 1:1
    0.9:1 is totally a possibility though, would be perfectly within the error range of those tests I'm thinking of.

  18. #11998
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    Magic is further complicated by the Magic Accuracy Skill stat, which might be equal to Magic Accuracy, to Magic Skill, to neither, or to both.

    Edit: fixed cap to stat.

  19. #11999
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    What magic accuracy skill cap?

    As far as testing go those were all done a long time ago so while they did show 1 to 1 I don't think they got the super high skill levels and it could change like it does for melee

  20. #12000
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    I meant magic accuracy skill stat, not cap. Oops.

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