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  1. #12281
    New Merits
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    Quote Originally Posted by Ophannus View Post
    The thing is, if our blue-attack was capped, our Heavy Strikes/Quadratics/Amorphics would be hitting Delve shit for like 3-4k with the base damage we have now. The fact that these spells are virtually spammable would kind of break things. On the other hand because we lack so much blue-attack (like 550-600 at best compared to NMs with 1000 def) they're hitting for 800-1600 maybe 2.2k with abilities. If they give us too much BLU attack, we virtually have spammable 3-5k damage spells which would upset things since we could do like a HS/QC/AS/DT before a MNK could get off one Shijin.


    We're almost reached the point where we're as strong outside Abyssea as we were inside, minus the crit rate.
    First off, you wont be hitting for 3-4k with capped attack (without JA) on our spells. Go Heavy Strike some LVL 0 stuff to figure that out (heavy strike will hit for less than 2k, amorphic will cap around 2300). So that's a pretty significant difference.
    Additionally you would need more than double the amount of attack on many of our spells to cap ratio on delve fodder (roughly 600-700 def depending on mob). So I think a zerk type (+25%) JA for blue spells isn't a lot to ask for.

  2. #12282
    Ridill
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    Bahamut

    ^^ plus a +% blu attack ja/spell whatever would most likely add together with most the native attack boost most spells have so it wouldn't be as big of a difference as you'd think (though still nice). I mean I see no problem with having 1k blue attack when the melees are rocking 1.5-2k in there tp sets

  3. #12283
    Old Odin
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    Asura

    Quote Originally Posted by Ophannus View Post
    The thing is, if our blue-attack was capped, our Heavy Strikes/Quadratics/Amorphics would be hitting Delve shit for like 3-4k with the base damage we have now. The fact that these spells are virtually spammable would kind of break things. On the other hand because we lack so much blue-attack (like 550-600 at best compared to NMs with 1000 def) they're hitting for 800-1600 maybe 2.2k with abilities. If they give us too much BLU attack, we virtually have spammable 3-5k damage spells which would upset things since we could do like a HS/QC/AS/DT before a MNK could get off one Shijin.


    We're almost reached the point where we're as strong outside Abyssea as we were inside, minus the crit rate.
    I really dont see how that would make BLU so OP. maybe in low buff situations, but in high buff situations Bluemagic is a DPS loss in most cases (and a pritty big one). So makeing our spells actually usefull for dmg would help tons. I dont see the difference between SAM/WAR/MNK etc spammeing 5k+ WSs in high buff siutations vs a blu spamming 3-4k spells (and running out of MP).

  4. #12284
    Puppetmaster
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    Shiva

    I remember sometime ago when the problem of tourbillion, barbed, etc was first introduced that someone said they were fixed but only on the test server. Can anyone confirm this? At school or else I'd check.

  5. #12285
    E. Body
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    Siren

    As far as I can remember, they've always worked on the test server but never on the live server. There might have been some segment of time where they were broken on the test server, too.

  6. #12286
    Ridill
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    Bahamut

    blu debuff macc issue got ignored again in the bug forums

  7. #12287
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    Diabolos

    Quote Originally Posted by dasva View Post
    blu debuff macc issue got ignored again in the bug forums
    The way they ignore it and Weaponskill debuffs, they must be related somehow. Some unchecked slip of status effect code in live, buried in the spaghetti, that isn't in the test server code. Every time they look at it from the development side they don't see anything, but it sneaks into every production build...

  8. #12288
    Impossiblu
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    or it's intentional and they don't have the balls to tell us

  9. #12289
    D. Ring
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    Phoenix

    Their method of keeping dragoon relevant.

  10. #12290
    Ridill
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    Bahamut

    Often they just seem to act like it isn't an issue. Like some things in the game just shouldn't work at all

  11. #12291
    Salvage Bans
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    Quote Originally Posted by dasva View Post
    Often they just seem to act like it isn't an issue. Like some things in the game just shouldn't work at all
    Not enough JP players care about blu I guess >.>....

  12. #12292
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    Diabolos

    Quote Originally Posted by Prothescar View Post
    or it's intentional and they don't have the balls to tell us
    Quote Originally Posted by dasva View Post
    Often they just seem to act like it isn't an issue. Like some things in the game just shouldn't work at all
    Pretty damned good case for Hanlon's Razor.

  13. #12293
    Impossiblu
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    The issue has existed for over three years now, going on four, and it's a pretty major problem. Not unreasonable to assume that they want it to be this way.

  14. #12294
    Yoshi P
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    Arthas

    If these spells/ws just had a moderate macc penalty I could see it, but the way they're basically just auto-floored, I doubt it

  15. #12295
    E. Body
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    Siren

    I really don't want SAMs to have a fully-functional Ageha though =(

  16. #12296
    Yoshi P
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    My current tp set is:

    hurkan cap/asperity/suppa/brutal
    thaumas/iuitl/rajas/eponas
    atheling/windbuffet/iuitl/iuitl

    which is exactly 25% haste. If I swap out thaumas body to hagondes for defensive stats/refresh, that leaves me at 24%. Without outside buffs, am I better off using twilight belt to cap haste or sticking with windbuffet in that case?

    Also, are af1 body/af3 legs still worth using for physical spells?

  17. #12297
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    Cerberus

    I would vote that you drop the cap from Hurkan for Iuitl headgear on TP.

    Without outside Buffs 1.6% haste and 2 DA ought to lose slightly to 1QA, 2TA.

    AF Body and AF3 legs no longer serve a very strong function as the Dvalue on all spells we have caps with currently higher lvl sword options (ie the blue skill is only good the macc if needed to land a debuff). The +att from the skill is beaten out by large STR bonuses and spell smods on other pieces (Iuitl,ect).

  18. #12298
    Relic Horn
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    Sylph

    Ionis gives ~2% haste, so you're capped either way, assuming you're in Adoulin.

  19. #12299
    Yoshi P
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    Quote Originally Posted by doctorugh View Post
    I would vote that you drop the cap from Hurkan for Iuitl headgear on TP.
    Will iuitl head win even without a relevant DD augment?

    AF Body and AF3 legs no longer serve a very strong function as the Dvalue on all spells we have caps with currently higher lvl sword options (ie the blue skill is only good the macc if needed to land a debuff). The +att from the skill is beaten out by large STR bonuses and spell smods on other pieces (Iuitl,ect).
    That's what I figured, I switched to iuitl in both slots for phys spells, just making sure I'm not doing it wrong.

    Quote Originally Posted by Fwahm View Post
    Ionis gives ~2% haste, so you're capped either way, assuming you're in Adoulin.
    Forgot about ionis haste, that solves that, in andoulin anyway.

  20. #12300
    Impossiblu
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    Sticking to this at the moment myself:

    Thurandaut chapeau/Asperity necklace/Brutal earring/Suppanomimi
    Thaumas coat/Nomkhapa mitts/Rajas ring/Epona's ring
    Atheling mantle/Twilight belt/Iuitl tights/Manibozho boots


    Not sure what the "good" augments on Iuitl are, haven't seen it mentioned. If the hands can get DA then Nomkhapa can be replaced. The 5% dual wield should be capable of edging out the additional 1QA and 2TA by a small amount with just self buffs.

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