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Boost in damage to useless weaponskills.
Leviathan.Syagin
Server: Leviathan
Game: FFXI
Posts: 999
By Leviathan.Syagin 2014-06-12 07:17:56
http://forum.square-enix.com/ffxi/threads/42588
I guess it makes sense, but will make no differance?
Server: Ragnarok
Game: FFXI
Posts: 209
By Ragnarok.Legendarycloud 2014-06-12 07:29:26
Why wouldn't it make a difference? Those boosts are huge.
DRK for an example is getting a boost to Catastrophe... with the mods changing from AGI/INT to STR/INT.
Quetzalcoatl.Valli
Server: Quetzalcoatl
Game: FFXI
Posts: 1420
By Quetzalcoatl.Valli 2014-06-12 07:29:40
From the look of it, all the empyrean ws are going from 60% to 80% mods, to make them equal to or better than their merited options, and (most) of the shitty mods are changing, alot still have vit, but a good bunch of int chr and mnd ws changed to str/vit.
So, it's going to turn things upside down again, for example, Rudra's and Evisceration look like you'll be able to drop exenterator merits, and use one/both of them instead unless you really think the acc- is worth it from exenterator.
By Pantafernando 2014-06-12 07:31:49
By Otomis 2014-06-12 07:32:03
Catastrophe!
STR: 40%, INT: 40%
Old: 40% AGI / 40% INT
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Quetzalcoatl.Valli
Server: Quetzalcoatl
Game: FFXI
Posts: 1420
By Quetzalcoatl.Valli 2014-06-12 07:35:54
Catastrophe!
STR: 40%, INT: 40%
Old: 40% AGI / 40% INT
While I love the change, it's too bad that Cata will still miss more than 50% of the time, and 100% of the time, when you REALLY need it to not miss..... Rather annoying this particular ws still is... though the same is true for (all?) relic/single hit ws.
Something I worry about though, AA ws's already do ridiculous amounts of damage, if they're getting the same buffs to their ws's, holy ***.
Cerberus.Weissberv
Server: Cerberus
Game: FFXI
Posts: 155
By Cerberus.Weissberv 2014-06-12 07:45:29
And here I was hoping emp weapons would get a boost on their own WS of some kind rather than to all weapons using it. /sigh
Still sour over them giving the emp WSs out to all weapons.
Server: Asura
Game: FFXI
Posts: 4307
By Asura.Ackeronll 2014-06-12 07:45:46
The Viper Bite change is nice. From no mod to 100% DEX
Cerberus.Weissberv
Server: Cerberus
Game: FFXI
Posts: 155
By Cerberus.Weissberv 2014-06-12 07:46:38
Quetzalcoatl.Valli said: »Catastrophe!
STR: 40%, INT: 40%
Old: 40% AGI / 40% INT
While I love the change, it's too bad that Cata will still miss more than 50% of the time, and 100% of the time, when you REALLY need it to not miss..... Rather annoying this particular ws still is... though the same is true for (all?) relic/single hit ws.
Something I worry about though, AA ws's already do ridiculous amounts of damage, if they're getting the same buffs to their ws's, holy ***.
I doubt they will. Mob tp moves / magic are separate from player magic / WS moves even if they are named the same thing. Look at the black magic update for example; our black magic was changed a lot while mobs stayed the same.
Quetzalcoatl.Kenrusai
Server: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2014-06-12 07:48:40
still miss 50% of the time?
what on earth are you talking about?
Bismarck.Snprphnx
Server: Bismarck
Game: FFXI
Posts: 2715
By Bismarck.Snprphnx 2014-06-12 07:49:17
Plus, all Magic based WSs are now modified by the lvl/ilvl of the weaon in your main hand. Good for Wildfire and a few others when the situation calls for them.
By Ophannus 2014-06-12 07:50:45
I'm fine with 80% DEX mod to Geirskogul and 60%str/60%vit to camlann's. Actually makes camlann a really solid 1hit ws for non REM drgs against high def targets. Too bad Drakesbane was untouched. Since every mythic ws was adjusted except Drakesbane, I suspect it's attack penalty was removed.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2014-06-12 07:54:55
Very happy about the boost to magic weapon skills.
Also op is dumb for considering this useless.
Server: Asura
Game: FFXI
Posts: 4307
By Asura.Ackeronll 2014-06-12 07:57:56
Wondering how Howling Fist is gonna do with this change. Was such a good WS back in the day lol.
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Cerberus.Weissberv
Server: Cerberus
Game: FFXI
Posts: 155
By Cerberus.Weissberv 2014-06-12 07:58:24
I also notice that Jinpu went down from 40% STR mod to 30% STR mod. I hope that item level boost is decent.
Leviathan.Chaosx
Server: Leviathan
Game: FFXI
Posts: 20284
By Leviathan.Chaosx 2014-06-12 07:59:51
Finally Starburst and Sunburst will do some dmg.
Also, maybe I'm reading something wrong, but how do you get 2,000 TP? I thought 300 was the max?
Bahamut.Enkidou
Server: Bahamut
Game: FFXI
Posts: 295
By Bahamut.Enkidou 2014-06-12 08:00:03
Very happy about the boost to magic weapon skills.
Also op is dumb for considering this useless.
Maybe you should learn to read. OP considered this unless.
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Server: Odin
Game: FFXI
Posts: 182
By Odin.Ladyrikku 2014-06-12 08:02:17
I am interested to see the AGI 100% for Trueflight and Leaden Salute, which is more than the AGI 60% for Wildfire.
Quetzalcoatl.Kenrusai
Server: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2014-06-12 08:03:13
So it's a boost in damage, unless you weaponskill?
Leviathan.Syagin
Server: Leviathan
Game: FFXI
Posts: 999
By Leviathan.Syagin 2014-06-12 08:04:32
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By Ophannus 2014-06-12 08:05:49
They're making TP a 3000 point scale instead of 300. Forum fact, it's always been 3000 behind the scenes but like you know how igneous never show decimals? Like if your store tp build have you 12.7 tp per hit you would just see 12? Well now you'll get 127tp per hit with 3000 being the max. It'll actually let us see subtle changes in stp and be more streamlined/exact than 300-point scale. This is why a lot of pieces said TP Bonus +1000. Our current system just had 300 max so it was confusing but technically 1000 was correct. Now the players' TP bar will reflect what's actually behind the scenes.
Leviathan.Chaosx
Server: Leviathan
Game: FFXI
Posts: 20284
By Leviathan.Chaosx 2014-06-12 08:08:39
Quetzalcoatl.Kenrusai said: »So it's a boost in damage, unless you weaponskill? Unless the specific weaponskill says something different it's just a change in modifier.
Quote: Modifier Adjustments
Weapon skill potency is decided based on particular attribute modifiers. As a result of these adjustments, which attributes certain weapon skills use as their modifiers and/or the value of the modifiers themselves have been changed.
TP Bonus Adjustments
TP bonuses that occur when using some weapon skills after a certain amount of TP has been stored will undergo adjustments.
For instance:
Quote: Ascetic's Fury STR: 50%, VIT: 50% TP bonus increased when the bearer has 1,000 or more TP The attack power of the weapon skill itself will also be raised.
will have increase attack power, whereas:
Quote: Gust Slash DEX: 40%, INT: 40% TP bonus increased when the bearer has 3,000 TP The magic accuracy of the weapon skill itself will also be raised.
is just an increase in magic acc.
Both have changed modifiers though.
Quote: Atonement - TP bonus will henceforth be dependent upon enmity The calculation used for determining maximum damage will be adjusted.
This one completely changed how the calculation for max damage will be. Might not be all about enmity now, doesn't specify, only that the bonus will use enmity.
Server: Asura
Game: FFXI
Posts: 4307
By Asura.Ackeronll 2014-06-12 08:10:10
Wondering about TP costs tbh. Some of these say 1000 TP meaning old 100 TP. Why would they mention them having a boost at the base amount to use them.
Leviathan.Chaosx
Server: Leviathan
Game: FFXI
Posts: 20284
By Leviathan.Chaosx 2014-06-12 08:10:14
They're making TP a 3000 point scale instead of 300. Forum fact, it's always been 3000 behind the scenes but like you know how igneous never show decimals? Like if your store tp build have you 12.7 tp per hit you would just see 12? Well now you'll get 127tp per hit with 3000 being the max. It'll actually let us see subtle changes in stp and be more streamlined/exact than 300-point scale. This is why a lot of pieces said TP Bonus +1000. Our current system just had 300 max so it was confusing but technically 1000 was correct. Now the players' TP bar will reflect what's actually behind the scenes. Oh wow I never knew that. Thanks.
I always thought they did it using a floating point, but yeah a higher integer makes sense. I wonder if they'll remove the % then. Sounds obsolete now.
Bahamut.Ascadia
Server: Bahamut
Game: FFXI
Posts: 35
By Bahamut.Ascadia 2014-06-12 08:11:09
Finally Starburst and Sunburst will do some dmg.
Also, maybe I'm reading something wrong, but how do you get 2,000 TP? I thought 300 was the max?
We've always operated off a 0 - 3000 TP system even if we could only see 0-300, but they're changing the UI to reflect that extra decimal place with the update.
I wonder if they changed the modifiers for merit WS. A STR-modded Entropy would be a solid step toward making non-REM scythes competitive again.
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Cerberus.Cruxus
Server: Cerberus
Game: FFXI
Posts: 333
By Cerberus.Cruxus 2014-06-12 08:11:40
I'm fine with 80% DEX mod to Geirskogul and 60%str/60%vit to camlann's. Actually makes camlann a really solid 1hit ws for non REM drgs against high def targets. Too bad Drakesbane was untouched. Since every mythic ws was adjusted except Drakesbane, I suspect it's attack penalty was removed.
That DEX is a lot more practical than AGI, glad this got changed along with Torment (I'll wait to see what ppl have to say about it after update before I grind WoE for the WS though.) Overall very impressed with the adjustments and can't wait to see how much of an improvement we'll see in application.
Leviathan.Chaosx
Server: Leviathan
Game: FFXI
Posts: 20284
By Leviathan.Chaosx 2014-06-12 08:13:34
I'm fine with 80% DEX mod to Geirskogul and 60%str/60%vit to camlann's. Actually makes camlann a really solid 1hit ws for non REM drgs against high def targets. Too bad Drakesbane was untouched. Since every mythic ws was adjusted except Drakesbane, I suspect it's attack penalty was removed.
That DEX is a lot more practical than AGI, glad this got changed along with Torment (I'll wait to see what ppl have to say about it after update before I grind WoE for the WS though.) Overall very impressed with the adjustments and can't wait to see how much of an improvement we'll see in application. Yeah a lot of them make sense now in regards to the job/weapon you're using.
Leviathan.Syagin
Server: Leviathan
Game: FFXI
Posts: 999
By Leviathan.Syagin 2014-06-12 08:15:49
Hey now lets be clear... some weaponskills are clearly going to benifit but cyclone? Too many intellegent people here for me to have to draw you a picture to get what i'm saying.
By Ophannus 2014-06-12 08:19:55
They said they weren't really gonna touch merit ws since they're already the most used.
I suspect a lot of ninja boosts like removing attack penalties from drakes/penta since those didnt get boosts.
Quetzalcoatl.Valli
Server: Quetzalcoatl
Game: FFXI
Posts: 1420
By Quetzalcoatl.Valli 2014-06-12 08:20:22
Yes, unfortunately Gust slash and cyclone are poorly chosen weaponskills... based on the fact that Aeolean Edge is the basically exact same thing, with higher mods... so yeah they dropped the ball on that one.
It should've been a different element at least, but it is what it is, and yeah it will still remain useless except for procs, simplly because edge has the higher ftp (edge DOES actually have uses, yes it's pretty good really. like gears, it's better to do 1500 damage to 7 gears, than 6k damage to one gear, at least in raw numbers.)
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http://forum.square-enix.com/ffxi/threads/42588
I guess it makes sense, but will make no differance?
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