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  1. #41
    BRP
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    Re: FFXI Suggestion / Random Idea Thread

    I agree on collision detection.

    As for healing skill, there's a lot of potential. The Regen potency being related is great, I've never considered it before. Other options would be -enmity, but this hurts PLD, or nerfing cures a few % that can gained back and more with healing skill(improves /SCH). Anther option would be increasing the soft cap so you get something like Healing Skill vs MND, not too far off like Stoneskin. One option I had, if you see above, was buffing spells which potency was based on Healing Skill(despite being an Enhancing Spell).

    Concerning Salvage and Assaults(including Nyzul), people tend to want to both and I agree that should be possible. It already is if you limit use of both. I still think there should be some limit to how much you can do both(so you can't basically do both everyday). I heard the idea of Tokens being used instead of AP, but I can't say I honestly agree with that. I'd prefer Captain rank lowering Salvage cost... this forces people to touch every piece of Salvage content once. I think someone suggested down to 1000, which sounds fair.

    I noticed I forgot MP costs for previous spells, I'll go and edit that after this post.


    Job Changes pt2
    : (Again, my idea of SCH plays a big role in this)

    *Duration of Haste and Refresh are increased to 4:00.

    *MP gained from WSes like Energy Steal and Starlight/Moonlight are greatly enhanced to become a bit more respectable at later levels.


    -BLM

    *Unique to the BLM main job only, increase the proc rate of Paralyze and Stun from Ice and Shock Spikes. Perhaps make the proc rate get a boost from Elemental Skill. (Similar to how some BLU spells gets an additional boost from healing skill).

    *Spell: Magnet (Enhancing). Lv 40, Recast: 0:30, Duration: 3:00. Conserve MP +5 to +25. Potency based on enhancing skill. 28 MP. Self-only (unless a SCH makes it AoE).

    *Spell: Hex (Dark). Lv 48, Recast: 0:40, Duration: 0:15 to 1:00. Lower Defense -10 to -30% on target. Potency based on Dark Skill. 34 MP.

    *Spell: Hold (Dark). Lv 58, Recast: 0:40, Duration: 0:15 to 1:00. Lower Evasion -10 to -40 on target. Potency based on Dark Skill. 36 MP.

    *Spell: Counterspell (Enhancing). Lv 61, Recast: 1:15, Duration: 2:30. Next spell on target party member is nullified. Concerning -aga spells: Only nullified if the spell is targeted on the person with the buff. Counts as "Blink", doesn't stack with other blink effects(including Utsusemi). 65 MP.

    *Spell: Curse (Dark). Lv 65, Recast: 2:00, Duration: 0:30 to 2:00. Target monster is cursed. Potency is based on Dark Skill. 1-15% Maximum HP loss. On monsters that check as "Impossible to Gauge" the maximum HP loss is limited to 1200. Spell is notoriously easy to resist, meaning a BLM would have to focus entirely on magic accuracy and dark skill when casting it. 90 MP.

    *Ability: Elemental Strike, Lv 55, Recast: 10:00, Duration: 1:00(or next spell). Next elemental spell cast on a target with a weakness against the element receives a boost to base damage to be equal to the current highest damage spell of that tier(for example, at level 75, Thunder IV wouldn't be any different) and receive a +15% MAB bonus. Only works with single target spells.

    *Ability: Spell Chain, Lv 65, Recast: 10:00, Duration: 1:00(or next spell). Next elemental spell gains a Level 1 skillchain property and can be used to open or close a skillchain (including with another use of this ability). The spell receives a -15% MAB penalty. Only works with single target spells.

    *Trait: Wizard, Lv 30. -50% enmity on MBs.

    *Trait: Sorcerer, Lv 60. Elemental, Dark, and Enfeebling spells can not be interrupted while "Elemental Seal" is on.



    -RDM

    *Enspell duration is doubled, becoming 6 minutes in duration.

    *Refresh(with now 4:00 duration) is renamed to Refresh II.

    *Spell: Refresh I (Enhancing). Lv 24, Recast: 0:18, Duration: 2:30. 1/tick Refresh on target party member. 18 MP.

    *Spell: Virus (Enfeebling). Lv 34, Recast: 0:20, Duration: 0:30 to 2:00. Lowers Regen/Refresh/Regain on target. 40 MP.

    *Spell: Disease (Enfeebling). Lv 58, Recast: 0:25, Duration: 0:30 to 2:00. MP and TP DoT on target. 35 MP.

    *Concentration (Enhancing). Lv 63, Recast: 0:30, Duration 3:00. +1 to 15 Fast Cast. Self-only (unless a SCH makes it AoE).

    *Ability: Duel Stance. Lv 50, Recast: 4:00, Duration: 3:00. +20 Accuracy, En-spell damage+5, and enhances the chance of parrying a great deal. Will only work if the RDM has only one weapon equipped that is either a dagger or sword.

    *Trait: Duelist, Lv 40. En-spells have a chance of increasing the potency of a status effect of the same element(very similar to Quick Draw).



    -COR

    *Recast timer for Quick Draw will be lowered to 0:30.

    *Light and Dark shot will still do damage.

    *Thunder Shot gives a stun effect.

    *Water Shot reduces defense by 10%(physical type bonus).

    *Ability: Face Card, Lv 65. Recast: 10:00, Duration: 4:00. Pick one of the 8 elements and consume a card of that element. AoE MDB against that element of +5 to +10(random). When Light Card is used, players also gain a Regen of 3/tick(doesn't stack with spell Regen and easily overwritten).



    -SMN

    *Weapons with the avatar name in it will give a -perp rate of that avatar to party members. This includes weapons obtained in the fork quest(-2) or Waking the Beast(-3). The bonus can only be granted once(so two people with a Shiva's Shotel will only give perp rate-3 still).

    *INT, MND, and CHR of the summoner play bigger roles in Avatar stats. Accuracy and Magic Accuracy will be influenced by MND. Damage and Magic Damage will be influenced by INT. Evasion and Defense will be influenced by CHR.

    *Carbuncle's Glittering Ruby is based on day, with Darksday being random.

    *Carbuncle's Cuffs effect is changed so that it applies the effect of Regen to Shining Ruby if the SMN is currently wearing a pair.

    *Ifrit's Crimson Howl is no longer consider "Warcry" and is simply a +15% attack bonus. Base duration is extended to 1:30.

    *Greatly increase potency/accuracy of enspell/spike buffs as if the character had enhancing skill equal to the Summoner's summon skill.

    *"Assault" can be used with Elemental Spirits.

    *"Ward" and "Rage" can be used on Elemental Spirits to have them focus only on offensive or defensive spells with faster spell casting.

    *Ability: Sacrifice. Lv 40, Recast: 10:00. Lose 50% of max HP to reset the Ward bloodpact timer.

    *Ability: Astral Projection. Lv 50, Recast: 6:00. Convert Avatar or Spirit TP into MP at the following rate:

    TP/13 * Original Perp Rate(without merits or equipment changing it) = MP gained. +5% for weather(10% for two), +10% for day. 75% Avatar/Spirit TP is consumed in with this method.

    *Two Abilities: "Tune In" and "Tune Out". Lv 60, Recast: 5:00, Duration: 10:00(Tune In). When a SMN uses Tune In, it absorbs 50% of the Avatar or Spirit TP and gains a "Focused" status effect that prevents them from using WSes or Dances or gain TP in any other method. The focused status effect can be canceled in which the Summoner will lose all of his or her current TP. When the Summoner uses "Tune Out" that TP is transfered to the current avatar or spirit.

    *Trait: Envoker, Lv 30 (Main job SMN only). INT will decrease the MP consumed with Rage bloodpacts at a rate of MP Cost/20% of INT. MND will decrease MP consumed with Ward bloodpacts at a rate of MP Cost/20% of MND.

  2. #42
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    Re: FFXI Suggestion / Random Idea Thread

    SE should give Summoners Bahumat and his 2hr should be Terraflare. Also a B+ skill in Elemental and Healing Magic, and all a RDM's spells except Enspells, Refresh, and Haste.

  3. #43
    Hydra
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    Re: FFXI Suggestion / Random Idea Thread

    COR
    For the COR suggestion, might as well give a debuff each to each element.

    My own suggestion:
    Fire: Plague - COR could use something unique since I still find them a bit short in term of being a support, especially in situation where you are in a small group. BRD has Elegy and powerful buff, RDM has infinite MP(good RDM), good healing ability and best at magic debuff, COR has strong buff.... and that's it.
    Earth: Slow
    Wind: Silence
    Ice: Paralyze
    Water: Poison
    Lightning: Stun(more potent than BLM's, may be?)
    The effect don't need to be very strong, but kinda want to do more than nothing with COR's Quickdraw. Or could do what BRP say, but give an effect for the other element as well, defense down with fire or wind?

    They could also add debuff rolls to stay with the Luck concept of COR, busting would result in COR taking the debuff(in its lowest form) or something, the roll's effect will be affected by weather and day, so to give more reason for SCH to weather buff someone that is not BLM, BLM and BLM.

    For SCH:
    Storm spells adding status bonus, for example, Fire would be STR, because at the moment, it's mostly a built-for-BLM spell. Or alternately, storm spell could add a bar-element effect that can co-exist with WHM's bar-spells?

    On the storage NPC part:
    Well, now I see why signiture is removed, but still don't see why we can't store HQ set(as in whole set of HQ and not mix and match with NQ).

    Equipment-related:
    Pet jobs should get more equips that grants bonus to their pet, when PUP was first released, SE said something along the line of "The Automaton should be better than the Puppetmaster, and the puppetmaster is only a support for the automaton.", with that said, where is the logic behind giving PUP Usukane, a heavy melee DD set that give no buff to the automaton and it's an armor type that PUP aren't able to use normally, why did they go out of the way to make such an exception in their usual pattern? The same for BST and SMN really, the lack of equips that help the pet is getting amazing that SE even said that about PUP, pet jobs are supposed to be relying on pet, but would only make sense if we get more equips that enhance the pet and not the master. How many SMN actually want the Marduk set over their one and only YY robe + AF2 setup? How many BST actually want Skadi set?

    Since SE already broke their usual pattern of limiting job's armor choice to the armor type that they are designed to wear, I see no reason why for Salvage and such, that SMN/BST/PUP shouldn't be grouped into one group and get some hyper armor set that grant bonus to their pet(and not their master).

  4. #44
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by BRP
    *Spell: Disease (Enfeebling). Lv 58, Recast: 0:25, Duration: 0:30 to 2:00. MP and TP DoT on target. 35 MP.
    I think I would love to see this spell introduced, all good ideas but this one really stood out for me.

  5. #45
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by BRP
    I agree on collision detection.

    As for healing skill, there's a lot of potential. The Regen potency being related is great, I've never considered it before. Other options would be -enmity, but this hurts PLD, or nerfing cures a few % that can gained back and more with healing skill(improves /SCH). Anther option would be increasing the soft cap so you get something like Healing Skill vs MND, not too far off like Stoneskin. One option I had, if you see above, was buffing spells which potency was based on Healing Skill(despite being an Enhancing Spell).

    -BLM

    *Unique to the BLM main job only, increase the proc rate of Paralyze and Stun from Ice and Shock Spikes. Perhaps make the proc rate get a boost from Elemental Skill. (Similar to how some BLU spells gets an additional boost from healing skill).

    *Spell: Magnet (Enhancing). Lv 40, Recast: 0:30, Duration: 3:00. Conserve MP +5 to +25. Potency based on enhancing skill. 28 MP. Self-only (unless a SCH makes it AoE).

    *Spell: Hex (Dark). Lv 48, Recast: 0:40, Duration: 0:15 to 1:00. Lower Defense -10 to -30% on target. Potency based on Dark Skill. 34 MP.

    *Spell: Hold (Dark). Lv 58, Recast: 0:40, Duration: 0:15 to 1:00. Lower Evasion -10 to -40 on target. Potency based on Dark Skill. 36 MP.

    *Spell: Counterspell (Enhancing). Lv 61, Recast: 1:15, Duration: 2:30. Next spell on target party member is nullified. Concerning -aga spells: Only nullified if the spell is targeted on the person with the buff. Counts as "Blink", doesn't stack with other blink effects(including Utsusemi). 65 MP.

    *Spell: Curse (Dark). Lv 65, Recast: 2:00, Duration: 0:30 to 2:00. Target monster is cursed. Potency is based on Dark Skill. 1-15% Maximum HP loss. On monsters that check as "Impossible to Gauge" the maximum HP loss is limited to 1200. Spell is notoriously easy to resist, meaning a BLM would have to focus entirely on magic accuracy and dark skill when casting it. 90 MP.

    *Ability: Elemental Strike, Lv 55, Recast: 10:00, Duration: 1:00(or next spell). Next elemental spell cast on a target with a weakness against the element receives a boost to base damage to be equal to the current highest damage spell of that tier(for example, at level 75, Thunder IV wouldn't be any different) and receive a +15% MAB bonus. Only works with single target spells.

    *Ability: Spell Chain, Lv 65, Recast: 10:00, Duration: 1:00(or next spell). Next elemental spell gains a Level 1 skillchain property and can be used to open or close a skillchain (including with another use of this ability). The spell receives a -15% MAB penalty. Only works with single target spells.

    *Trait: Wizard, Lv 30. -50% enmity on MBs.

    *Trait: Sorcerer, Lv 60. Elemental, Dark, and Enfeebling spells can not be interrupted while "Elemental Seal" is on.



    -RDM

    *Enspell duration is doubled, becoming 6 minutes in duration.

    *Refresh(with now 4:00 duration) is renamed to Refresh II.

    *Spell: Refresh I (Enhancing). Lv 24, Recast: 0:18, Duration: 2:30. 1/tick Refresh on target party member. 18 MP.

    *Spell: Virus (Enfeebling). Lv 34, Recast: 0:20, Duration: 0:30 to 2:00. Lowers Regen/Refresh/Regain on target. 40 MP.

    *Spell: Disease (Enfeebling). Lv 58, Recast: 0:25, Duration: 0:30 to 2:00. MP and TP DoT on target. 35 MP.

    *Concentration (Enhancing). Lv 63, Recast: 0:30, Duration 3:00. +1 to 15 Fast Cast. Self-only (unless a SCH makes it AoE).

    *Ability: Duel Stance. Lv 50, Recast: 4:00, Duration: 3:00. +20 Accuracy, En-spell damage+5, and enhances the chance of parrying a great deal. Will only work if the RDM has only one weapon equipped that is either a dagger or sword.

    *Trait: Duelist, Lv 40. En-spells have a chance of increasing the potency of a status effect of the same element(very similar to Quick Draw).
    i thought these were all exceptional ideas... the other one that i saw that really has popped about my head for some time is MAB food. there's a new sushi that came out that gives +5 int, which would be lovely for skilling staff on drain and aspir mobs. but assuming that you had say +29 mab(yigit head, weskit, zmitts, yigit feet, uggalepih pendant, sorcerer's ring, moldavite would be the standard i'd think... you'd have another +4 available from fed. headpiece as appropriate, or +7 from novio possible, but for the sake of arguement, we'll leave it at rare use/rare to obtain items out of it for the moment...

    imagine a food that gave say 30% mab, capped at 10-12%, the same way meat gives a percentage and a cap. include no int(making it more of an exp food rather than hnm food), and maybe 25mp, +3 hmp, it'd be a lovely boost to our damage, generally adding say 150-200 dmg per t4 nukes at puddings. that's what i'd love to see.

  6. #46
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    Re: FFXI Suggestion / Random Idea Thread

    lol @ increasing Refresh/Haste durations.. would make RDM less fun :<
    I <3 playing RDM due to how busy it is.

  7. #47
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Not Seditedi
    lol @ increasing Refresh/Haste durations.. would make RDM less fun :<
    I <3 playing RDM due to how busy it is.
    qft

  8. #48
    BRP
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Not Seditedi
    lol @ increasing Refresh/Haste durations.. would make RDM less fun :<
    I <3 playing RDM due to how busy it is.
    The way I see it, if SE says they want them to melee, this probably is a good direction to go in... a RDM could always start casting an occasional enfeeble with how much MP they'd save!


    Yeah, SE is pretty generous to melee with food, but leave out a lot of mage useful stats like cure potency or MAB or especially Magic Accuracy. I think MAB food might need to be a little weaker than you've said because you got to remember the huge MAB traits BLM has installed. A series of MAB and Magic Accuracy food could be released to give BLM choices, like Sushi vs Meat.

  9. #49
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    Re: FFXI Suggestion / Random Idea Thread

    lol i was so tired when i posted i completely forgot about native traits we as blms and rdms get.

    i was trying to imply a cap in the same way that say a meat mithkabob is appropriate for the attack of a mid 40s melee, whereas by 60, should meat be appropriate, most will move onto a coeurl sub, and by 75, the meat pies, etc. its just that i had forgetten in my tiredness that magic attack bonus percentages are multiplicative, so even a flat 10% boost could be a bit more than i was thinking. i've always treated INT as the magic accuracy of black mages, simply because aside from elemental skill(and as many have pointed out, at a certain point, i think 330?), there reaches a point where the comparable 95% melee acc that is discussed is reached in terms of resists. it would be nice to pop a 'skill sushi' as it were, but even then, it would only really allow for blms to use zenith mitts, af1/af+1/yigit/circlet, etc. on mobs like khim, cerb, etc where we use our af2 head, af1 hands etc.

    so essentially i was agreeing with you, just my math wasn't as strong as yours but the concept of a magic attack bonus food would be really nice for stuff like exp, kb/behemoth, etc. but as you pointed out, unless they changed the entire mathematical structure of calculating magic attack bonus, it would be more efficient to not create a scaling % boost, but rather a flat one. even a 5-8% boost would be nice, particularly on sea mobs, wamora, etc, where blm spells do very well, but don't have the zomg factor of puddings, which at least on alexander, are crowded enough that i spend more time getting my merits on phuabos, and when i need to make money, buffalo. otherwise i just merit on samurai because finding a group willing to even kick it old school in krt, or god forbid, aerns, is such a pain in the ass lol.

    also, i'd love to see a food that gave a fast cast trait... it wouldn't even have to be that significant, but a 5% fast cast, some mp and a little int would be lovely.

    my only problem with a magic accuracy food is(and mind you at the moment im too lazy to look up a comprehensive list) that there simply isn't enough gear to back up said magic accuracy unless the food gave a very large boost. as i recall from another thread about magic accuracy and red mages and bards, skill generally wins because you can't stack enough accuracy without sacrificing skill and potency. black mages get even less choices, with golliard hands and feet both being excellent pieces, but only giving +7 acc if i recall combined? (4 on hands, 3 on feet? those numbers might not be right)

    nonetheless, some sort of food that gave black mages more choices than 5 int max in a short term food, or 7 int for a 3 hour food(tho my god, ambrosia is amazing when you make the trek up the range and spend the day on buffalo) would be very nice, as i have a habit of getting roared by fafhogg whenever i use anything that cost me more than 10k lol.

  10. #50
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Martinius
    my only problem with a magic accuracy food is(and mind you at the moment im too lazy to look up a comprehensive list) that there simply isn't enough gear to back up said magic accuracy unless the food gave a very large boost.
    Accuracy is determined by your skill level for melee at least, I assume that it would be for magic acc too so having a % based food should still be ok.

  11. #51
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by evilpaul
    SE should give Summoners Bahumat and his 2hr should be Terraflare. Also a B+ skill in Elemental and Healing Magic, and all a RDM's spells except Enspells, Refresh, and Haste.
    Better yet, let's give Summoner all of RDM's spells, all of WHM's spells, all of BLM's spells, and A++++ skill in all magical categories!

    Can we try to keep the ideas not amazingly unbalanced? Otherwise I will start talking about enflarega III.

  12. #52
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    Re: FFXI Suggestion / Random Idea Thread

    I want that spell now. Damn you.

  13. #53
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    Re: FFXI Suggestion / Random Idea Thread

    Make BST's Snarl available to all kinds of pet not only jug pets.

  14. #54
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by SamanosukeShiva
    Make BST's Snarl available to all kinds of pet not only jug pets.
    Quoted for great justice.

    Also a "gimp" refresh to WHMs "Prayer, lvl 55, 2mp/tic self only, 37 mp lasts 3:00" does not stack with RDM refresh (same icon) but does with ballad/evoker.

    Will help a lot levelling thru those sloooooooow levels

  15. #55
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Septimus
    Quote Originally Posted by Yuri-G
    I think SE should incorporate Healing Skill into Regen the same way Dark Skill affects Bio. If you spread out the caps enough it wouldn't be overpowered but it would make a nearly useless skill useful.
    The Regen line is enhancing magic skill. (It was originally a RDM-only spell, but you know, fuck RDMs.)

    But more skill should have more of an effect on more healing/enhancing magic spells.
    I swear I knew that...

    Oh well, then I have nothing useful to suggest other than Enlight, Endark, and Enspell IIs.

  16. #56
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Septimus
    Quote Originally Posted by evilpaul
    SE should give Summoners Bahumat and his 2hr should be Terraflare. Also a B+ skill in Elemental and Healing Magic, and all a RDM's spells except Enspells, Refresh, and Haste.
    Better yet, let's give Summoner all of RDM's spells, all of WHM's spells, all of BLM's spells, and A++++ skill in all magical categories!

    Can we try to keep the ideas not amazingly unbalanced? Otherwise I will start talking about enflarega III.
    I would say enpetrify and endeath that has 25% trigger rate(works on everything, obviously) with uncap enhancing skill(Higher proc with capped enhancing skill, even higher with meritted enhancing) would be the best.

    Back on topic, for THF:

    Mug - Lower timer to 5 minutes, make it work with Aura Steal. The amount of gil we steal with Mug is miserable, there is no reason why it should be on such a long timer.

    Perfect Dodge - Add effect on Sneak Attack and Trick Attack, much like how Spirit Surge has an effect on all jumps. For example:
    Sneak Attack: Defense down
    Trick Attack: Attack down
    Alternately, increase the effective area of Sneak Attack and Trick Attack(bring back the side-SATA(whatever it was called, yokotama?)), idea is that the THF is moving fast that he confuses the enemy, I guess?
    At the moment, Perfect Dodge is just an Invincible-1(neither can block magic, but Perfect Dodge can't even dodge ranged, and it generates no hate).

  17. #57
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    Re: FFXI Suggestion / Random Idea Thread

    -BST

    -As said: Allow Snarl to be used with all pets.

    -Feral Howl accuracy and potency is greatly increased on monsters(especially on EM-T or under) with level closely related to BST. With a pet out, all enmity gained from Feral Howl is instead transfered to the pet.

    -The idea of enhancing Killer Effects(in OP) really boosts BST, and especially Killer Instinct.

    -Release more jug pets of various types and at least one jug pet per basic animal type.

    -Make it so that pets know when to use AoE and not to(calculate if an AoE would hit other monsters). (erm... pass this on to fellows as well).

    -Make it so that pets will only ever use defensive TP moves if they are being targeted at all.

  18. #58
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Gwynplaine
    I'd like if the list of auto translate terms were reviewed. There are a good few terms I see no use for, and more terms that would help a lot to have access to. For example the term "sightseeing" is in auto translate... I can't think of any situation I'd use this in. The term "Auto Translate"... is not even available in auto translator! The terms "Merit" or "Merit Point" and "Widescan" would be helpful as well. Theres a lot more examples I can't think of for now.
    Level
    Blue Magic (the term itself, as in, you can auto translate <Enfeebling Magic> but there is no <Blue Magic> )

    Emotes for other status effects would be cool too. Just seemed they were going somewhere with /muted, /doze but nothing for para/slow etc. There is an auto translate for "Paralyzed" and "Blinded" but still none for "Slowed", "Amnesia(d)".

    And it's funny the initial macro sets aren't in auto-translate. Help! I'm being chased by multiple enemies! Help! I'm being chased by a <t> at <pos> and I don't want the jp to know about it!

    As far as "auto translate" there is "Please use the auto translate function." already.

  19. #59
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    Re: FFXI Suggestion / Random Idea Thread

    There's also a <Morning> in case your morning isn't good enough to say <Good morning!> but there's no <Evening> to go with <Good evening!>.

  20. #60
    RIDE ARMOR
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    Re: FFXI Suggestion / Random Idea Thread

    Basic Magic
    simplify the basic magic system skill to just white magic skill and black magic skill. Yes, that changes a lot but really, seeing that blue magic, ninjutsu, bard songs, etc cover a WIDE variety of effects in their purview, it would make things a bit more consistent. Would save everyone a lot more space as they wouldn't require nearly as many gear sets to accomplish their job to a respectable degree.

    Partying in General
    At any level, there's so many mobs that are not even approachable for EXP as they have so many nasty moves or are just generally tough whereas other mobs are almost impaling themselves on your weapon and in either case they both types will give the same amount of EXP, assuming that they are the same "level" of difficulty. Make tougher types mobs give inherently more EXP; they are more dangerous, you should be gaining substantially more for defeating them. If they'd use a system reminiscent of http://www.returnergames.com/ord/ind..._Two:_Monsters for monster creation, I would be very pleased (I recognize the scales of FFXI and FFRPG are completely different but having a similar monster design pattern would be nice). This might help generate parties at higher levels that aren't primarily melee burn, if the exp difference is considerable enough (I mean, one should get at least double the exp for defeating an Malboro than I would for defeating a Colibri of the same level, as the Malboro is inherently more dangerous).
    I'd also like see partying against multiple opponents more viable as that would give AoE spells and attacks a better name then simply being a hazard to avoid.

    BLM
    Make the elemental spells of the same tier have the same mp cost and the same damage scale (i.e. casting thunder would yield the same amount of damage as casting earth on a mob that was neutral to both, both of which would cost the same mp). I should NOT be able to do MORE damage with a higher level spell of the same tier that the mob is neutral to than the spell of the element the mob is weak to. The corollary to this is to rebalance the mobs so that there is a closer to having equal share of mobs weak to each element. This would also hopefully breathe some more variety in what to merit instead of only focusing on Ice and Thunder.
    Also, I don't know about you guys, but I'd be more than willing to trade a few levels of Clear Mind for some enmity down traits and a few levels of Auto-Refresh that are innate to blm (that said, i think any job that uses MP should get Auto-Refresh at some point).

    SMN
    To encourage smn's to use their pets more, change the perpetuation system. Instead of having pet be available for as long as the summoner has MP, change it to the avatar can be out for (60 or some other static base value + summoning skill) seconds, using the value of the summoning skill value that they were summoned with. This would allow a summoner to have a pet out to help and still do other things! Bloodpacts would still require MP, but now the burden of the perpetuation cost would be no more.

    That's all I can think of for now. Will post more whenever the muse strikes with more inspiration (need more Glamour!!!).

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