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  1. #161
    Sea Torques
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by LD
    The way that piece is worded is similar to Hasso, meaning it will probably act like Haste and wont lower your TP return, just your delay.
    Eh, not really.

    Hasso in-game help text: Grants a bonus to attack speed, accuracy, and Strength [... etc]

    The grip specifically mentions lowering Delay, and as we all know TP is based off of Delay. I'm not saying this is concrete evidence that grips will affect TP, because we can never know for sure what SE is gonna do. But still its something to consider.

  2. #162
    LD
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by theo
    Quote Originally Posted by LD
    The way that piece is worded is similar to Hasso, meaning it will probably act like Haste and wont lower your TP return, just your delay.
    Eh, not really.

    Hasso in-game help text: Grants a bonus to attack speed, accuracy, and Strength [... etc]

    The grip specifically mentions lowering Delay, and as we all know TP is based off of Delay. I'm not saying this is concrete evidence that grips will affect TP, because we can never know for sure what SE is gonna do. But still its something to consider.
    Ah, that's a good point.

    Well, you're fucked then, I'm glad I'm a MNK. AHAHAHAHAHAHAHAHA.


    Note: I say that knowing full well that MNK wont get a damn thing for the rest of measurable time.

  3. #163
    Ridill
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    Re: Battle System Adjustments (08/14/2007)

    Desperate blows says it reduces delay but actually it gives haste.

  4. #164
    Sea Torques
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    Re: Battle System Adjustments (08/14/2007)

    Aha, Aurik to the rescue :D

    I'm going to stay optimistic. Even if the grips are bad for SAM, we're still getting an improved damage formula which is pretty cool. I think SAM already performs pretty well in merit parties to begin with so I'm not a complainer.

    And hey, the note about mages getting to use grips was totally unexpected as well, maybe RDM will get something neat.

  5. #165
    Hydra
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    Re: Battle System Adjustments (08/14/2007)

    well however they chose to word it, if its haste or maybe it will fall under the hasso catergory, id like to see that drk with relic scythe vid again with this grip thing...maybe full time hundred fist lol

    But what about the mage grips? Magic attack bonus anyone?

  6. #166
    Ridill
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by theo
    Aha, Aurik to the rescue :D

    I'm going to stay optimistic. Even if the grips are bad for SAM, we're still getting an improved damage formula which is pretty cool. I think SAM already performs pretty well in merit parties to begin with so I'm not a complainer.

    And hey, the note about mages getting to use grips was totally unexpected as well, maybe RDM will get something neat.
    Latent Effect: Enfeebling Skill +5

    Latent active Full Moon Darksday from 8:00 - 8:37

  7. #167
    Sea Torques
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    Re: Battle System Adjustments (08/14/2007)

    Warlock's Grip: Magic Acc +5, MND +5

    Yes please :D

    But of course we all know that its actually gonna be a Wise Grip: Magic Acc +3, Ranged Acc +3.

  8. #168
    Salvage Bans
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    Re: Battle System Adjustments (08/14/2007)

    Yeah, now they might have actually fixed two handers

  9. #169
    Chram
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by theo
    Aha, Aurik to the rescue :D

    I'm going to stay optimistic. Even if the grips are bad for SAM, we're still getting an improved damage formula which is pretty cool. I think SAM already performs pretty well in merit parties to begin with so I'm not a complainer.

    And hey, the note about mages getting to use grips was totally unexpected as well, maybe RDM will get something neat.
    I'm sure there will be melee grips beyond just delay reductions. I'm also sure they'll continue to introduce grips in future patches, so this is a win for every two handed job.

    as far as sam ws go: I'd like to see koki made AOE just for farming/chigoe clearing purposes (several assaults benefit from aoe weaponskills and it pains me to have to use a dagger or staff hah) and maybe a boost to yuki/gekko/kasha @100TP to encourage wielding gkt's that aren't hagun, although that's just a wish really (I find the model and the dependency on exactly one weapon for 80% of situations disappointing - I'd much rather have a situation like ninja and warrior where there's four or so decent weapons to choose from.)

  10. #170
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by Sev
    Quote Originally Posted by Whatinthe
    Quote Originally Posted by alphacat
    Believe it or not, drg PTs are very popular among JPs on my server. They're called heal-breath PT, and it's basically 5drg + 1brd/cor. Very fun as well.
    Usually, the ones on my server usually involve 2 or 3 MNK/WARs. DRGs just don't put out enough damage, especially if you go as DRG/mage which is required for a heal-breath.
    A heal-breath pt is all drgs maybe a brd or cor. They target Greater Colbiri which are piercing weak, even /mage, drg burns can pull easy 16k+/hr off these. I use to wyvern burn all the time was good fun exp, then I headed shotted my drg.
    this isnt necessarily true. I've joined alot of healbreath PTs as drg and the central concept is that Dragoons are the main healers...
    those with 5 drgs are more towards drg poleburns... and are less effective than healbreath pts.
    the most common setup (and more preferred) is 3 MNK/WAR, 2 DRG/WHM and 1 BRD... I've found that the best camp is usually Trolls because not that many favor camping there so you'll always have enough to pull. They also seldom have any heavy damage WS moves. Monks are ideal because their HP is very high, and even when they get to 50% which you require to activate Healing Breath, they're still siting at pretty safe HP counts (especially Galkas).

    The dragoons are pretty self sufficient if you get them Sanction refresh and the better their EQ for healing the more efficient they'll become (Wyvern Mail, Wyrm Armet, Wyvern+HP gear, Deep Breathing). Minimal MP gear is required as you're most likely spamming something like Poisona. Ballad can be used every now and then if the DRGs MP get depleted. The best part is that they can still do decent damage for main healers, so you'll have 3 MNK/WARs who can go all out and do damage, trading vokes if they have to... and 2 main healers who can easily support the excessive healing required by those monks, whilst doing some damage of their own.

  11. #171
    Hydra
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    Re: Battle System Adjustments (08/14/2007)

    So would something like a:
    virtue grip
    with virtue stones equipped, occasionally attacks twice.

    fix 2 handed relic weapons?

    (of course you know it would be an AV drop)

  12. #172
    Sea Torques
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by Siatdiat
    Quote Originally Posted by Cookiemonster
    It would be nice to see a grip that cancelled/reduces the damage from aoe.
    Go go Pld/nin w/ GS and the super invincibility mode grip.

    That wouldnt be overpowered at all.
    if you're giving up shield, why wouldn't you use an earth staff + a grip for even more super powered action?

    im one of those sams who is feeling a tingly feeling in my special place because of this, but would be very much bummed if it meant giving up a 6 hit build.

  13. #173
    Chram
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by Thranduil
    So would something like a:
    virtue grip
    with virtue stones equipped, occasionally attacks twice.

    fix 2 handed relic weapons?

    (of course you know it would be an AV drop)
    you'll never fix claustrum that way.






    one of the best relic weapons *is* two handed (great katana) not least because the weaponskill it grants is actually *good*.

    I'd rather see them all have great weaponskills (lolcata) with relevant WSC mods (lolgierskogul) than have another thing that eats virtue stones and requires *another* lame drop rate to make a relic worthwhile.

  14. #174
    CoP Dynamis
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    Re: Battle System Adjustments (08/14/2007)

    Seems very interesting... I wonder how much attention they will show staves. >_>; The news about grips for mages makes me want to /wrist though, I only have so much inventory space, SE. >< Hinthintmoregobbiebagsplease.; ;

  15. #175
    New Merits
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by Siatdiat
    Quote Originally Posted by Cookiemonster
    It would be nice to see a grip that cancelled/reduces the damage from aoe.
    Go go Pld/nin w/ GS and the super invincibility mode grip.

    That wouldnt be overpowered at all.
    They don't have to let pld use it
    One of the things that nin sub has on other subs is it absorbs some aoe.

  16. #176
    LD
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    Re: Battle System Adjustments (08/14/2007)

    Fixing Relic WS would be nice. I mean, Subtle Blow? Shock Spikes? Yea, great added effects for what're supposed to be the most powerful weapons and weapon skills in the game.

  17. #177
    Yoshi P
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by LD
    Fixing Relic WS would be nice. I mean, Subtle Blow? Shock Spikes? Yea, great added effects for what're supposed to be the most powerful weapons and weapon skills in the game.
    Not to mention that some of the effects seem like they may not even be there at all. Mercy Stroke needs to give you like Crit+50% for 20 seconds or something. As it is stands now, the added effect could be a myth for all I know, it's indistinguishable on any parse.

  18. #178
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    Re: Battle System Adjustments (08/14/2007)

    and no -ava prep or potency bonus on the staff. http://www.websmileys.com/sm/mad/1327.gif

  19. #179
    Ridill
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    Re: Battle System Adjustments (08/14/2007)

    Quote Originally Posted by theo
    Warlock's Grip: Magic Acc +5, MND +5

    Yes please :D

    But of course we all know that its actually gonna be a Wise Grip: Magic Acc +3, Ranged Acc +3.
    Nope, way too useful.

    Wise Grip: Accuracy +3 Ranged Accuracy +3

    And is it too much to hope that Square will get confused while working on weapon skills and make Savage Blade suck less?

  20. #180
    Relic Shield
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    Re: Battle System Adjustments (08/14/2007)

    Something with Avatar Perpetuation Cost -2 would be great for SMN....or even Adds: Refresh. But I don't see them actually adding something like that or if they do it'll be impossible to actually get. :D

    edit:
    Quote Originally Posted by Septimus
    And is it too much to hope that Square will get confused while working on weapon skills and make Savage Blade suck less?
    Blade: Ku plz too.

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