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  1. #12081
    Impossiblu
    Join Date
    Mar 2010
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    FFXIV Character
    Prothescar Centursa
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    Balmung
    FFXI Server
    Valefor

    It's more than incredibly unlikely to be a nerf; it's 99.99% a buff to have blue magic D sit in line with new weapon Ds. I foresee them just multiplying D by x2~4 at the end of calculation, which would put us in between axes and great katanas. Would also heavily increase the value of skill over WSC. WSC needs a change across the board, it's quickly losing value for basically everything.

    That aside, we need attack calculation adjusted or other ways to get blue magic attack like normal melee buffs carrying over. Maybe one of our new spells will double/triple blue attack

  2. #12082
    Ridill
    Join Date
    Apr 2011
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    Bahamut

    Just an overall adjustment that lets att buffs that effect all other physical dmg that uses pdif to effect blu physical spells too

  3. #12083
    CoP Dynamis
    Join Date
    Jul 2010
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    280
    BG Level
    4
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    Bahamut

    On one hand; Oh hell yes.

    On the other; aw fuck now I might need to update my spell sets.

  4. #12084
    An exploitable mess of a card game
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    Sep 2008
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    13,197
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    FFXIV Character
    Gouka Mekkyaku
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    Gilgamesh
    FFXI Server
    Diabolos

    I hope they remove D value caps while at this.

  5. #12085
    E. Body
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    May 2008
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    Siren

    It'd be nice if they addressed BLU nukes as well.

  6. #12086
    Yoshi P
    Join Date
    Dec 2006
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    Arthas

    I'd be surprised if they ever update our existing nukes at all. Unlike the formulaic elemental changes, and physical damage adjustments that will probably just be a multiplier, our nukes would need to be fixed on a spell by spell basis.

  7. #12087
    Ridill
    Join Date
    Apr 2011
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    Bahamut

    Quote Originally Posted by fantasticdan View Post
    I'd be surprised if they ever update our existing nukes at all. Unlike the formulaic elemental changes, and physical damage adjustments that will probably just be a multiplier, our nukes would need to be fixed on a spell by spell basis.
    Not necessarily. Part of the reason of the outclassing of blu physical spells is because of the huge Ds on weapons... solution to fix physical was to adjust there Ds probably via the skill multiple. They could do the same to magical but instead the portion that takes the place of that ie the lvl+2 part. In fact they should do the same to magical ws since they are suffering from the same problem for the same reason

  8. #12088
    Impossiblu
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    Mar 2010
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    Prothescar Centursa
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    Balmung
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    Valefor

    their solution to fixing magical spells will probably be adding new magical spells. probably more fire, water, and dark ones because we obviously don't have enough of those and have plenty of every other element atm. obviously.

  9. #12089
    Yoshi P
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    Dec 2006
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    Arthas

    Quote Originally Posted by dasva View Post
    Not necessarily. Part of the reason of the outclassing of blu physical spells is because of the huge Ds on weapons... solution to fix physical was to adjust there Ds probably via the skill multiple. They could do the same to magical but instead the portion that takes the place of that ie the lvl+2 part. In fact they should do the same to magical ws since they are suffering from the same problem for the same reason
    It's not just damage that's the problem with magical blue magic thou, the mp costs, casting times, and casting ranges are completely out of whack for almost everything pre-wotg. And not all magic spells all need the same level of damage improvement either. IE: spells like ice break, mysterious light, maelstrom, leaf storm, etc. obviously need a lot more adjustment than charged whisker, grudge/dark orb, or regurgitation.

  10. #12090
    E. Body
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    May 2008
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    Siren

    I think the main reason why I'd like to see an adjustment, rather than just new spells, is that some of the older ones have unique properties that might not get replicated in a new set. I'm mostly referring to Regurgitation; its long range, bind feature, and fixed hate made it more or less perfect at 75 cap. I agree though- its highly unlikely that they'll touch magicals in their fix.

  11. #12091
    Yoshi P
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    Dec 2006
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    Arthas

    I completely agree, we have tons of cool concept spells that could be adjusted to be awesome, but I don't think it will ever happen. It's not just nukes either, we have tons of buffs/enfeebles/drains that were killed preemptively by ridiculous mp costs/poor durations/casting times and ranges. Imagine if vorcacious trunk had the same casting cost/time as absorb attribute, if plasma charge/demoralizing roar lasted 3-5 minutes instead of ~1, etc.

  12. #12092
    New Merits
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    Dec 2010
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    213
    BG Level
    4
    FFXI Server
    Cerberus

    Quote Originally Posted by fantasticdan View Post
    I completely agree, we have tons of cool concept spells that could be adjusted to be awesome, but I don't think it will ever happen. It's not just nukes either, we have tons of buffs/enfeebles/drains that were killed preemptively by ridiculous mp costs/poor durations/casting times and ranges. Imagine if vorcacious trunk had the same casting cost/time as absorb attribute, if plasma charge/demoralizing roar lasted 3-5 minutes instead of ~1, etc.
    If they were the case, I might occasionally bother to set spells like Triumphant Roar and Orchish Counterstance. Both are nice....in theory.

  13. #12093
    Puppetmaster
    Join Date
    Sep 2012
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    55
    BG Level
    2
    FFXI Server
    Shiva

    and breath spells are just stupid bad...

  14. #12094
    Puppetmaster
    Join Date
    Apr 2013
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    63
    BG Level
    2
    FFXI Server
    Asura

    Question about absolute terror on delve NMs, cast with macc gear and staff? I heard it worked well cast.it twice and had it miss, i was so disappointed, wondered if geared it wrong, capped Blu with 100% spells, not Aby btw

  15. #12095
    Sea Torques
    Join Date
    Oct 2006
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    566
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    FFXI Server
    Sylph

    Quote Originally Posted by Yamoman View Post
    Question about absolute terror on delve NMs, cast with macc gear and staff? I heard it worked well cast.it twice and had it miss, i was so disappointed, wondered if geared it wrong, capped Blu with 100% spells, not Aby btw
    Depends on the NM. I was able to land it on some of them without any gear, but for the higher tiers I used a staff and the MACC gear I had on me (worked on the Orobon without, Moth with, and not the Peiste). No where near a full accuracy set, though.

  16. #12096
    Ridill
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    Bahamut

    Yeah absolute terror is fairly accurate. But like still doubt you will land jettatura on anything. Alsowill depend on mob elements/types iirc terror is earth based?

  17. #12097
    CoP Dynamis
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    Jul 2010
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    Bahamut

    Jettatura is basically worthless because it wears nearly instantly.

    Absolute Terror does well on Orobon, Matamata, Wamoura and Raptor off the top of my head.

    Adamantoise, Krab and Peiste seem to resist it outright.

    I don't remember about the Eft and Twitherym.

  18. #12098
    Puppetmaster
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    Apr 2013
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    Asura

    Okay thx, now about gear, stick to dtier of 490 or stack on as much macc as possible, or blend of both, thinking macc more important then the blue skill tier, but idk because SE has a strange way of treating blue/bluemagic

  19. #12099
    Yoshi P
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    Dec 2006
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    Arthas

    Assuming blue skill works the same as elemental/enfeebling/etc., macc and blue skill should be equal point for point, with whatever base stat it uses (probably int?) being half as effective.

  20. #12100
    Ridill
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    Apr 2011
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    Bahamut

    And if too worried use burst affinity

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