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Old 04-26-2008, 10:21 PM   #91 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by Thoris View Post
to Sevv..

Bone crusher does less dmg then cannonball Blade. Bone crusher is supposed to be 1 our teir 3 weapon skills; which it is but does way less dmg then CB does.
Look at the entire game and weapon skill or blood pact system currently in game, just because anything is a higher skill level or tier does not mean it is going to be better. The level 70 Blood pacts are far better then Astral Flows or Merit Blood Pacts. Most of the weapon skills are not even in the last two weapon skills you get, with a few exceptions. If Square used common sense the higher the skill level you got things at would be a better ability but Square just didn't make FFXI that way. I understand what you are saying why it should be better but it just isn't that way in the game. Look at most weapon skills with a few exceptions like asuran fists most of the mid level weapon skills are your best ones.
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Old 04-27-2008, 04:00 AM   #92 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by Thoris View Post
Cannibal Blade
Fixed. And Sevv, Macc would go a long way towards RDM melee... so I'm gonna assume that was sarcasm.
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Old 04-27-2008, 07:47 AM   #93 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by Sevv View Post
Wtf does red mage melee need macc for...

You don't enfeeble merit mobs...

Or even half the exp mobs....

And you will not melee hnms so I honestly don't see how macc is gonna help Red Mage's melee period.

The theory is that with MAcc, we'd get several benefits:

* Ability to land enfeebles consistently on ordinary mobs without staves, allowing us to use swords or daggers instead in a wider variety of situations.
* Ability to cast nukes that are worth the time and MP spent on them with staves.
* Ability to consistently land enfeebles on HNMs and resistant mobs with staves. (From what I hear, the game gets screwy at the top in this regard.)
* If some of our MAcc traits are subbable (which I'd expect), benefits for other casting jobs as well. -- Pteryx
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Old 04-27-2008, 09:15 AM   #94 (permalink)
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Re: Version Update Notice (04/25/2008)
The only mobs that really resist at endgame are Toau HNMS, and seriously Red Mages will not dd in endgame period lol.

And if you don't do more damage your still not gonna melee period.
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Old 04-27-2008, 09:22 AM   #95 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by Sevv View Post
The only mobs that really resist at endgame are Toau HNMS, and seriously Red Mages will not dd in endgame period lol.

And if you don't do more damage your still not gonna melee period.
You forget there is still a whole 40-55 levels of exp before ToAU mobs, at least ten of those levels where staff use is almost a requirement.

And you missed what Pteryx said; the MAcc traits will compliment the staff bonus, only helping further at HNM events, and out of said events you don't feel lost without it.

And it's quite obvious that we'll need a frontline edge when it comes to damage dealing; but if we can't get the staves out of our hands, we can't worry about sword/dagger damage. One step at a time.



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Old 04-27-2008, 09:42 AM   #96 (permalink)
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Re: Version Update Notice (04/25/2008)
Staves help magic accuracy and damage. Typically, nukes would outdo whatever melee damage you did, provided you were fighting a mob in which nukes were viable.

And if any RDM waltzes in here and tells me nuking isn't worth it just because SCH and BLM do it better, I will strangle them. Seriously, if you're going to pass the buck on nukes, then you don't have much of a valid argument on melee because there are MANY jobs that can do that better.





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Old 04-27-2008, 10:12 AM   #97 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by BurningPanther View Post
You forget there is still a whole 40-55 levels of exp before ToAU mobs, at least ten of those levels where staff use is almost a requirement.

And you missed what Pteryx said; the MAcc traits will compliment the staff bonus, only helping further at HNM events, and out of said events you don't feel lost without it.

And it's quite obvious that we'll need a frontline edge when it comes to damage dealing; but if we can't get the staves out of our hands, we can't worry about sword/dagger damage. One step at a time.
So the huge 4 levels with a staff, before you hit toau mobs... OH NOES THE RESISTS!

Ele Staff aren't able to be used until 51. To be really fair the ToAU mobs were made to resist debuffs unless elemental sealed.

You don't need anything was my point, red mages are not hurting at all. You can solo dd or skill up or CB or make a rdm burn pt if you really want to. Red Mage will never be invited to exp as a dd over the current dd's
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Old 04-27-2008, 10:20 AM   #98 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by Omgwtfbbqkitten View Post
Staves help magic accuracy and damage. Typically, nukes would outdo whatever melee damage you did, provided you were fighting a mob in which nukes were viable.

And if any RDM waltzes in here and tells me nuking isn't worth it just because SCH and BLM do it better, I will strangle them. Seriously, if you're going to pass the buck on nukes, then you don't have much of a valid argument on melee because there are MANY jobs that can do that better.
They help MAcc and MAtk, yes. However, the bigger reason RDM is bound to them is the MAcc. No, the MAtk isn't irrelevant, but it's not the main reason either.

If anything, the fact that the staves have that MAtk is reason enough(aside from the staves' visible stats), for us to want to go back to them from time to time, should we be presented with other alternatives for MAcc.



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Old 04-27-2008, 10:34 AM   #99 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by Nanatsu
Why? There's nothing wrong with your 2 hour. Putting the effects of your current 2 hour on a 5 min timer is above and beyond what any other job has right now. No.
The Sentinel upgrade PLD got disagrees with you!

Also, Cannonball Blade made me laugh.



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Old 04-27-2008, 11:36 AM   #100 (permalink)
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Re: Version Update Notice (04/25/2008)
The only problem with giving RDM Macc traits is it would really break it in some respects. I mean, wouldn't it's skill ratings in Dark and Elemental suddenly become irrelevant (well not so much Dark) if the job suddenly got 4 magic accuracy traits? Not to mention if you add on Dark Arts >.>

Enfeebs would become near-impossible to miss.
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Old 04-27-2008, 01:26 PM   #101 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by Malacite View Post
Enfeebs would become near-impossible to miss.
Thank you, Captain Obvious.



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Old 04-27-2008, 02:01 PM   #102 (permalink)
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Re: Version Update Notice (04/25/2008)
well enfeebles are almost immpossible to miss as is. The only thing MACC would provide is a little bit more of a safety net when casting nukes. (which still need staves). Personally I don't need staves to land enfeebs anyhow, and only use them to stick enfeebs on endgame stuff.




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Old 04-27-2008, 02:17 PM   #103 (permalink)
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Re: Version Update Notice (04/25/2008)
I hope the things they do for merits is expand the weapons category. Allow us to upgrade more weapons but keep the max at 8. Id like to see the Defensive stats get their own category. Thus moving Eva, Parry, Guard, and Shield.

Its time to expand the magic category to allow jobs with multiple mage roles to merit them effectively. 16 total merits for 12 different spell categories isn't to reasonable.

S.E gave us the freedom to take a job and swap it with another one whenever we want. But then we get to merits and it just seems like we are chained to 1 or 2 options while we keep expanding the number of jobs we have at 75.

Right now I have 5 in axe and Katana, But I fear to even put a few more into the category incase I do take another job to 75. So thats 17 cats left to keep an option open for.

Besides for giving the new jobs merits, Thats what I think we need to see in regarss to merits.




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Old 04-27-2008, 02:39 PM   #104 (permalink)
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Re: Version Update Notice (04/25/2008)
id love to be able to cap every weapon... so many more merits tho xD
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Old 04-27-2008, 02:51 PM   #105 (permalink)
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Re: Version Update Notice (04/25/2008)
Originally Posted by Armando View Post
The Sentinel upgrade PLD got disagrees with you!
I dunno if I can agree with that. It's only 100% reduction at the very start of using the ability. It starts dropping off immediately afterwards. And the hate spike is only similar to that of a provoke. Nowhere near as effective as Invincible. You couldn't use it to draw a Benediction off. If it was some sort of mini-Overdrive then that would be ok.



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