Natural triple attack is estimated as 5%.Originally Posted by aurik
MNK gets Focus, Kicks, Counter, and even the occasionally useful Chi Blast.
Ok qft?Originally Posted by MikedeeFenrir
Which lands significantly MORE?
Natural triple attack is estimated as 5%.Originally Posted by aurik
MNK gets Focus, Kicks, Counter, and even the occasionally useful Chi Blast.
Ok qft?Originally Posted by MikedeeFenrir
Which lands significantly MORE?
The problem with SE is that they don't know anything about bst and keep on trying to change it's roll without doing anything of merit.
Skills:
A- Axe skill: Fine, Unless NIN and THF get a bonus it's perfectly ok.
Job Abilities:
Charm: It's fine, but +charm should have the same effect as a light staff instead of just adding duration. Loosing tp to charm something is stupid.
Gauge: Fine, not much use but it does it's job.
Tame: Timer is sort of long but works well due to low miss-charm rate with light staff
Sic: If BP timers are lowered so should sic timers, might as well get some better use out of a cactuar jug (200,00gil for 10min...)
Familar: Without a doubt a great farming tool, and that's about it. Familar should either be adjusted to provide burst damage, or at minimum allow a beastmaster to keep a jug pet for 30min.
Killer Instinct: Useless. There are not enough jug pets to make this useful, and the pet requirement makes it pointless.
BST is a killer effects master, it is the only job that can merit that attribute. Instead a bst should be able to aid his or her PT with this ability. Group 2 should be meritable to 5 max per categeroy where killer instinct would increase duration based upon merits. So at level 5 it would give 1min of killer instinct with a 5min recast.
Killer instinct's Killer Effects should be based upon the BST's KE equipment and merits so everyone in the PT gets a KE at the full level of the BST. This includes other Killer effects a bst can gain from food and subjobs.
If this isn't done then the entire merit category is useless.
Feral Howl: It's nice when it lands, but I have never seen it land on anything of relative importance such as kirin or any jailer. The 10min recast and 2-3 second duration makes it worthless. Even with a 5min timer it still would be crap.
Lower timer to 2min, meritable to around 45seconds and keep the duration so it can work similar to 3rd eye. Or keep the timer and increase duration and accuracy with merits.
Traits:
Killer Effects: I like them :D
Resist Slow: Sucks like all the others
Beast Affinity: yay, something worth throwing merits into.
Beast Healer: lol, I mean, this was designed by a crack baby. 1hp/tic regen when I use pet food on a pet that gets hit for 120dmg per round.... yeah that's fucking worth 30,000limits... Change it to something like 25% increase in potency for pet food and I'll consider upgrading it, otherwise hell no.
Equipment:
Ok, this is just retarded. AF1 and AF2 all do the same thing. Apparently the only thing that SE believes a bst does is charm shit. AF2 doesn't help me charm any better than AF1, it helps out when using pet food, but very few bsts even use pet food regularly outside of BC's.
There is no gear that directly enhances pets besides AF2 gloves (and gloves don't help much at all). SE really needs to add some gear that directly enhances the charmed pet.
Feral Peti:
HP +50
"Feral Rage"
LVL. 75 BST
"Feral Rage": STR +7 ATT +30, Pet STR +7, Pet ATT +30 when BST and pet are engaged.
DRG is a supportive DD, practically everything it does aside from swing its weapon is designed to let another job go all out (or take a breather) with less danger attached to it. Especially with super jump having its recast lowered in the upcoming update, I'm gonna see a lot less flails <_<Ok go find a use for DRG then kthx.
Hi there, my name is merits and triple-attack equipment.Originally Posted by Jooeetheplatypus
Guess what? Monk is built around dealing melee damage ^_^ that's like, the whole point of the job. There's benefits -- like that fact we're really efficient in merits -- and drawbacks -- like the fact we have no spells or party-enhancing abilities. It's what makes the job different and unique.
Just like an enhanced Souleater, along with any multihit or even just a low delay weapon, makes DRK uniquely one of the best HNM DDs regardless of HNM defense.
Just like natural triple-attack and position-based damage enhancement JAs, as well as enmity transfer, makes THF a unique job.
Just like a flexible wyvern and "jump" abilities makes DRG a unique job.
All of these jobs have their pros and cons, some are better at certain things than others. You picking on mnk for having the best dmg/delay ratio in the game is like me picking on DRK for having souleater on a 5 minute timer instead of a 20 minute timer. Monk attack speed is an ability that defines the job, it's called Martial Arts Bonus.
You have a very selective memory if you think PoP had bugs and ToAU doesn't. Broken (still) merits, BLU spells, NIN mobs with 0 ninjutsu skill, BLU mobs insta-casting insta-kill breath spells and the massive clusterfuck of besieged come off the top of my head. Coma chocobos... oh yeah, those AREN'T a bug.Originally Posted by Kyreth
Day 1 PoP had more content than ToAU will have 1 year after release. Any bugs were addressed more promptly than new buggy content is being added to FFXI. Climbing Saryn's tower, Ring of Bertoxx, Justice Trials, Nightmare maze, Drunder pit. Lots of memories for PoP and lots of challengeing fights. ToAU isn't a challenge and my only real memory is watching 50 people die to 4k Mijns.
Look at threads of people talking about best moments in MMORPG and they're boss fights or fun dungeons. Karnor trains, Chardok royalty, Sebilis, NToV, Sanctus Seru and the like. ToAU gave us 3 dungeons which people avoid like the plague, and thats a problem. It's given us 2 boss mobs which aren't a challenge and have no real reward for killing, and thats a problem. If you don't agree, thats fine, but my "/sea all" tells me a lot of other people are no longer with us and my best guess is because of those problems. I still remember hitting 60 in EQ, in Sebilis, I have no fucking clue where I got my first job to 75 in FFXI.
Yes because obviously anyone who doesn't share the same results as you must either be lieing or lucky?Originally Posted by Retrieving/C.D/Searain
He brought up the number of people we use to pop it because you assumed that in order to kill multiple towers at once/pump out multiple JoL sets a week we would need over 40 people to farm regularly in sea. We don't even get 40 people for our AV kills, we're a relatively small linkshell. He merely said that you don't need that many (as you accused us of having), it's not a bragging contest, so there's no need to act like it is.
And really, on the topic of him apparently not knowing what he was talking about.. It's not like we didn't successfully farm about 8 JoL sets in the past month, you really think that it's just a spree of luck? The past 4 weeks it's all been the same. In addition, overall in the course of the past however long since sea triggers were added, our drop rate really hasn't changed much at all. Sometimes it sucks, and sometimes it doesn't, but on average it does _not_ come out to anywhere near %10.
For the most part Al'Teaui farming only sucks if you don't have enough TH and don't know how the NMs work, or get extremely unlucky. Most people (not just our LS) are past the whole "sea sucks, NMs never pop, items never drop" thing, sure it was difficult like a year or maybe 3-6 months ago... But really if you just put half as much time into sea as a sky LS used to a year ago, you'll be getting at least one JoL set a week as long as you have TH and know what you're doing. All jailers can repop within 15 minutes of death, and it's not difficult to continue popping them back to back with competant people. Last Friday we killed around 4 or 5 Temperances in a row over the course of a few hours.
It's seriously not much different for sky triggers when they were first released and no one knew what the hell to do. I'm sure most would admit sky is hardly difficult to farm (competition/gilsellers set aside), and odds are that sea will be in the same situation with more time (it's already getting crowded on our server).
The "magical recipe" for getting drops 1/2 or 1/3 of the time instead of 1/10 of the time is called "THF." Get them, and get at least one for each PT. They have this 'magical trait' that helps virtues drop more often.
lol @ arguing for drk to be superpowers in both XP and HNM. Nono let's ignore the fact drk are monsters for HNM and are completely broken with multihit weapons.
Anyway, back to my forbidden love of lolbst :
a) Weapons weapons weapons
Why can I equip Avengers, Why do I have access to all this Racc gear (BST/RNG set is more common than you think), why am I able to hold a bow? If you're not going to give us at least a D skill in these, stop the fucking cockteases. I really do not understand the h2h portion. I mean, none of the h2h weapons will affect charming, will affect monster behaviour, or anything, yet we still can have them equipped. WHY?
b) Why is there nothing different from lvl35>75?
BST is actually pointless to lvl past 35. The only thing you gain are killer effects. We cant charm anything new, we cant do anything special, we get no new abilities, nothing. It's poop. We need as we progress, to unlock new mobs to charm. Example : @ 50 charm higher teir plantoids (Morbol/Goobs), @ 60 charm higher teir birds (Diatrymarama), @ 70 Charm beastmen (woo), @ 75 Charm undead. Hello, I just opened up 234809 new camps and actually made the job useful for places.
c) Realistic Jugpets
Yup.
No I'm not gonna argue that my Paladin based crab needs a fix, despite the fact it does, but why is BST the only job that has a timer on it's pet? Why can a SMN leave it's (free) pet out, why can a drg call it's (free)pet out, and lolpup can too, but we have to pay out the ass for 15-30mins of pet? I was over the moon when I got HQ Lifedrinkerlars, and was stabbed in the face when it went poof (at 96% HP because he's so fucking awesome) after 15 mins. That's just stupid.
Also if they want us to stop using the shitbag crab, release NPCs that hold jugpets.
Come to think of it, why the fuck wasn't Charm+ a meritable thing?Originally Posted by Lordwafik
Would make sense, no? It's on our damn gear >_>
Not saying it would be good, since the formula makes it add so very little time on a Tough, VT, and IT.
That's actually the point. S-E wants people to move out of certain zones and into other ones to reduce the amount of overall players there. You can gather that from when they were desperately trying to reduce the playerbase in Aht Urghan Whitegate and Al Zahbi.Originally Posted by Lithiani
Speaking of which, I have a question that relates to the exact same issue.
Question: Has the development team considered using multiple zones for Beseiged to reduce the horrendous amount of lag that players get while in Beseiged? Lots of creative and interesting things could be done with this.
For example, if the Troll Mercenaries were attacking Al Zahbi, some players could be placed in Wajaom Woodlands with a special level cap status that prevents aggression from non-beseiged monsters. While there, they would be charged with hindering reinforcements from arriving in Al Zahbi. This could be accomplished in the typical way of killing them or in nontraditional ways such as setting traps.
Further, some players could be placed in Halvung and are charged with the task of killing Commanders and, ultimately, the General. Killing the commanders would weaken all of the monsters in Al Zahbi in some unique way (hindering TP gain, shuts down certain TP attacks, lower DEF, lower EVA, etc.). Killing the commanders shouldn't always be straight forward. Some should have to be weakened in some unique way.
Naturally these changes might make some players want to switch to these other areas instead of Al Zahbi, so the development team would have to set some interesting things to occur while there instead of the usual "kill all monsters." Also, the stats of the monsters would have to be adjusted to be lower than that of which they are now.
Immoral NPCs would be placed in certain locations in all of the "Beseiged zones" to provide quick transportation to another Beseiged zone (without the loss of your participation level) and provide provisions for traps or whatever else you may need.
Finally, in accordance with these changes, the system would have to periodically assess how many "Beseiged zones" are needed. This helps to prevent forcing the players from spreading their forces too thin to ultimately accomplish nothing.
The advantages of this idea are that it not only reduces the awful amount of lag in these areas, but it also has a little something for everyone. If you like the "hack and slash" aspect of Beseiged, you can continue to do that. If you want to do something a little different, you have the opportunity to do that as well. Aside from Al Zahbi, the other "Beseiged zones" do not necessarily HAVE to be in the same area that normal players go through. As per my example, these zones could instanced specially for Beseiged and not interfere with the normal areas of Halvung and Wajaom Woodlands.
Forgot to put this in my last response.
Because resist rates and accuracy and all the like are capped, in both directions.Originally Posted by MikedeeFenrir
You can never consistantly hit a mob with more than 95% accuracy on average, even if they're level 1. Likewise, you can never consistantly evade a mob more than 95% of the time, and again even if they're level 1.
In a similiar regard, the same can be said about spells. Ever pass by a low level fighting like a level 5 Mandragora and get slept by the AoE as a 75? Like, I've landed unresisted Absorb/Drain/Aspir/Bind/Sleep on HNMs like Tiamat, Omega, Ultima, etc as a NIN/DRK with like 120 dark magic. It's capped both ways, and sometimes you just get lucky.
There are obviously a few exceptions to this, like mobs that are 100% unsleepable or unstunnable.. But generally the above holds true for most situations.
What he said.Originally Posted by aurik
Also every other job has been getting bonuses out the ass for the last year and it's seems increasingly likely that if MNK gets anything, it'll be some marginal little thing that wont affect us on the whole.
Game balance is getting better with every update. Quicherbitchn.
P.S.: Warrior. There, I just ruined your entire argument.
Do you work for SE? If not, I bet they'll hire you.Originally Posted by Septimus
If they hire septimus, I'm pretty sure the game will take a very INTERESTING turn (not to mention that all galkas will no longer be able equip any armor other than a subligar)
Bercus, I'd start off by sending the questions from your list that you didn't have time for. Maybe even ask the same questions again since we can likely expect different answers. As for the future questions, just open up a thread about a week before you want to send them questions and pick out the good ones. By then we will have had time to read their responses from the previous month and build the new questions from there. Be sure to tell the developers how much we look forward to their responses as well. :D
Originally Posted by Guyverarmor
Subligars if we're lucky. ><;
BST is hardly the only job that has that issue. They just took away the only unique SAM job trait and made it level 20 instead... oh yeah, except lolDemon Killer.Originally Posted by Lordwafik
I realise this may seem petty, given that we at least are geting new /ja's, but when everything we have is subbable, barring the least and most pointless trait in the entire game (with the possible exception of Resist Virus), you really have to question the thinking behind it.
By a roundabout route, this leads to a question for a Dev team: Do you have any plans to improve the Killer effects? Note here that I'm not talking about a lame meritable upgrade, I mean improving thm so they actually do something reliable. A decent proc rate on intimidate would be nice, but some effect that actually helps KILL the target would be appropriate for a KILLER trait, surely?
Crit rate up vs the appropriate monster, say. Given that this would improve the "weaker" Melee (DRK, PLD, BST, SAM - although that last to a lesser extent), surely this would be an easy an sensible fix?
EQ had a solution to that... hold your hat... are you ready? They made a new zone... it was called... ready... The Bazaar. It was off a main city and easily accessible via teleports or teleport stones. Of course, not only would people bazaar mule there but people could pull up a list, much like the AH of all people bazaaring and their prices and it would mark a path to a bazaar that you pick so you didn't have to search through the hundreds and hundreds of people manually.Originally Posted by Iresire
Stick a bazaar zone off Tavnazian Safehold, change the tavnazian ring to be 2 hour reuse, let level 1s use the outpost there, make an airship from Jeuno go there, let the warp taru optionally port you there and tada.
SAM still has a lot going for it. A meditate that isn't gimpy on TP return and can be meritted to 70% recast time is powerful. SAM WS mods are the best in the game. Pair that with a "half decent" multihit weapon, Soboro, and you're actually pumping out a fair bit of WS damage. SAM WS also have some of the best positioning on the LV3 SC chart; most of the WS on the "right side" are shit...yet with Kasha and Gekko SAM can close both in a strong manner.Originally Posted by Lithiani
While most jobs will have to give up other SJs (/thf or /war generally, both which have huge benefits that are hard to give up) to reap the benefit of the SAM boosts, SAMs will have them naturally.
Life isn't that bad for a Samurai.
While you may not get any new abilities or be able to charm any more kinds of mobs, there actually is a point to level BST past 35. The higher level you are, the higher level of monster you can charm. It also works while subbing, so if you level BST to 75, you can be RDM/BST and be the ultimate in crowd control in certain situations.Originally Posted by Lordwafik
Yes yes, I know, but the way it was phrased bothered me.
Although subbing /BST when you have a lv75 BST does indeed help, Apollo's Staff is beyond broken for Cham, which makes up for the 38 level difference, well kind of.Originally Posted by Khamsin