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Job Adjustments - what would you do?
Quetzalcoatl.Xilkk
Server: Quetzalcoatl
Game: FFXI
Posts: 1501
By Quetzalcoatl.Xilkk 2025-08-15 15:08:52
BST:
I like Minaras's ideas on charm and tame to make the at least somewhat useful. bind from charm more reliable, and enmity loss from tame. those are great. shorten tame recast. honestly 3~5 min. Let them be used even if you already have a pet.
The 7 yalm limit on ready moves is really cumbersome and stupid. You can't have pet fighting from front while you fight back of many a mob. you are too far away.
it was only removed because of butt-hurt wailing from non-pet players.
Let Snarl be modified by pet enmity + gear. so I can not only transfer enmity w/ snarl, but magnify it with pet: enmity gear.
Let self-buffing ready moves generate enmity for pet. These 2 enmity changes would let beastmaster be a tank and it would already have tradeoffs in gear between offense and defense.
I have no interest in copying bst's buffing ready moves to the entire party. Thats making bst into a smn. Good debuffs already do that.
for pet jobs in general: stop locking pet-targeted support abilities away from other pet jobs.
Let smn/bst use reward. Let Spirit link transfer bst buffs to bst pet. or smn pet. we would already be making trade-offs by having those support job choices. make them synergize w/ each other, not just block them off.
Stop capping max level of jug pets. its stupid that bst always loses job abilites as it levels up (charm!) instead of just gaining them. Amigo Sabotender, Presto Julio, Fatso Fargann, Crude Raphie, etc have unique and valuable skills, but they are underlevled pets.
Cerberus.Natsuhiko said: »DRG
Spoiler Alert! Click to view.
WSD trait is now 2-hand only
so you just hate 1-handed weapons? this makes no sense. /drk and /sam already 2-hander snobs, and you want more? /war for fencer is only 1-handed weapon exclusive. smite is 2-handed AND h2h.
/drg wsd trait is great they way it is.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-08-15 15:16:47
Quetzalcoatl.Xilkk said: »Let Snarl be modified by pet enmity + gear. so I can not only transfer enmity w/ snarl, but magnify it with pet: enmity gear.
My biggest gripe with Snarl is this. I can do 2-3 WS and multistep SC and snarl it back to my pet, and then within 1-2 WS I take it all back before Snarl is even up again. It would be nice Pet: enmity+ did what you say, so you can plant the transferred hate better (since pets have no real way of keeping the hate once they get it). Or better yet, modify Snarl so that it has a "Provoke" effect during the hate transfer.
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Server: Fenrir
Game: FFXI
Posts: 286
By Fenrir.Brimstonefox 2025-08-15 15:25:54
There's some good ideas in this thread.
I think getting MLs should allow you to increase the cap on the merit categories (i.e. every 5 levels you get an extra thing to dump merits into).
NIN needs...something. I think some Ni enfeebles or unique buffs/enfeebles (not with 4s cast times, I don't even care about the potency), a JA/trait/gear that allows them to properly utilize all the DW+ stuff. (it can either ignore delay/tp penalty or even just grant sTP when you go below the delay limit e.g. DW+9 gear is equiped but DW+5 hits delay cap, it becomes DW+4 and sTP+4.) Maybe a JA to make the next buff go AoE (could be on a 2 min. timer?)
A lot of the relic and empyrean ws could use some buffing too I think. (possibly some mythic/aeonic too) Not saying they should be competitive with primes, but at least with Naegling or w/e ambu weapon.
I think giving SMN better buffs would be good.
I would maybe take a look at how things (JA/traits/spells) used when sub'd work, Berserk is the same, Meditate is nerfed, Yonin/Innin are not usable, make it make sense.
Accession needs looking at too (letting haste 1 at least work with it would break nothing). Playing SCH is gaol fights is frustrating w/o a sub so I agree with adding a few more spells to the addendums (GEO as well, if the mob is nuke resistant ...ugh) Buff the regain effect (via gear or enhancing magic skill) from adloquium.
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By Nariont 2025-08-15 15:34:27
Fenrir.Brimstonefox said: »NIN needs...something. I think some Ni enfeebles or unique buffs/enfeebles (not with 4s cast times, I don't even care about the potency), a JA/trait/gear that allows them to properly utilize all the DW+ stuff. (it can either ignore delay/tp penalty or even just grant sTP when you go below the delay limit e.g. DW+9 gear is equiped but DW+5 hits delay cap, it becomes DW+4 and sTP+4.) Maybe a JA to make the next buff go AoE (could be on a 2 min. timer?)
NIN just needs SE to commit to a path for NIN and itd be fine imo, its right in the middle ground for everything it does, personally for the sake of variety id prefer it was a nuker that also enhances others nuke abilities. Capitilizes on katanas insane sc flexbility and gives them a niche that shouldnt be too hard to incorporate as opposed to say making nin tanking viable in current game.
Otherwise just bump katana's dmg numbers and go all in on it being a DD and itll be fine there too, jobs solid in its TP gain department and when hybrids work its great, katana just has a low ceiling in phys dmg
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Server: Asura
Game: FFXI
Posts: 55
By Asura.Helmaru 2025-08-15 15:45:12
All
Delete naegling or nerf savage blade, whatever to get rid of that meta. Buff 'native' weapons.
RNG
Make ranged attack work like normal melee auto attacks, rework hover shot maybe like impetus or something smilar.
NIN
Rework Shadows, for example make shadows give DT2/MDT2 instead of a 'shadow' under Yonin or something like that.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-08-15 16:06:37
personally for the sake of variety id prefer it was a nuker that also enhances others nuke abilities.
They had it right at first with the "elemental wheel" lowering resistance to other elements. But then they turned around and gave Rayke/Gambit to RUN via runes. Also gave COR cool empyrean feet that enhanced the next nuke of the same element. These would have been really neat and helpful abilities for NIN and it's role, if they received them.
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Fenrir.Zenion
Server: Fenrir
Game: FFXI
Posts: 333
By Fenrir.Zenion 2025-08-15 16:16:23
This isn't a change that the job necessarily needs, just something I think would be neat to have, but... scholar could use a job ability that burns two stratagem charges to give itself one level of a stackable effect similar to dancer's finishing moves; call the ability something like Foresight. With another job ability, the scholar can convert those effects back into stratagem charges. Burn out your spell modifiers when you don't need them, to have an extra supply when you do. (Five charges is just painful to work with sometimes. Especially when you need to buff a party before a fight, but this wouldn't help with that.)
Cerberus.Natsuhiko
Server: Cerberus
Game: FFXI
Posts: 209
By Cerberus.Natsuhiko 2025-08-15 16:34:17
Quetzalcoatl.Xilkk said: »so you just hate 1-handed weapons? this makes no sense. /drk and /sam already 2-hander snobs, and you want more? /war for fencer is only 1-handed weapon exclusive. smite is 2-handed AND h2h.
/drg wsd trait is great they way it is.
The mid buff SB set on BG puts the damage at 54131. 79% of that is 42763 making it worse than Diarmuid and Impulse Drive while being better than literally every other polearm's midbuff ws dmg without factoring in sc dmg. It's not destroying 1-hand, it's putting it more in-line.
I do hate the shitty titan htmb club, however.
Edit: That is probably fuzzy math but you get the idea.
Edit2: It brings WAR/DRG down to ~50k, beating literally every other mid buff set on the page w/o sc considerations.
Quetzalcoatl.Xilkk
Server: Quetzalcoatl
Game: FFXI
Posts: 1501
By Quetzalcoatl.Xilkk 2025-08-15 17:00:26
Cerberus.Natsuhiko said: »The mid buff SB set on BG puts the damage at 54131. 79% of that is 42763 making it worse than Diarmuid and Impulse Drive while being better than literally every other polearm's midbuff ws dmg without factoring in sc dmg. It's not destroying 1-hand, it's putting it more in-line.
I do hate the shitty titan htmb club, however.
Edit: That is probably fuzzy math but you get the idea. Hopefully that was more diplomatic than "yeah, the rdm and cor main hates 1-handed weapons."
Thank you for explaining. that makes more sense, You are proposing this as a counter to Savage blade being OP.
though I still disagree. Primarily because I like my bst so much and I'm not using Savage blade on bst. There are other 1 handers that don't user naegling savage blade.
Aside from Savage blade being "out-of-line" (whatever the line is) what other 1-handers are "out-of-line" ? if not, I don't think you have a good proposal.
If your complaint is drg comparing to 1-handers and SB I would say adjust polearm, don't shoot 12 chickens to silence the 1 annoying rooster.
Lakshmi.Byrth
VIP
Server: Lakshmi
Game: FFXI
Posts: 6431
By Lakshmi.Byrth 2025-08-15 18:18:15
Oh, obviously they should also undo the magic damage nerf on NMs. It is mechanistically horrible.
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By Notacka 2025-08-15 18:34:58
Fenrir.Brimstonefox said: »There's some good ideas in this thread.
I think getting MLs should allow you to increase the cap on the merit categories (i.e. every 5 levels you get an extra thing to dump merits into).
I was thinking about this and would like to see this but only really need it for job categories. I’d say 1 ML would allow one more merit per category. Would be nice I think.
Some people may hate it (because of rdm buff) but I would like En spells 2 to switch from initial hit to main hand hits.
I would like to see Meteor to spread it’s combine effect from Party to Alliance so it could be more useful.
By K123 2025-08-15 18:36:29
I don't want SB nerfed for COR and BRD, maybe not even THF or RDM or PLD or BLU, just for WAR DRG NIN RNG BST and idc about RUN and DRK doesn't really need to use it.
Fenrir.Zenion
Server: Fenrir
Game: FFXI
Posts: 333
By Fenrir.Zenion 2025-08-15 18:50:43
Oh, here's one across the board, though maybe favoring sam, drg, sch, and blm a bit:
Give all skillchains and magic bursts a variable-damage non-resistable damage over time effect. Damage is equal to 20% (tier 1), 30% (tier 2), 40% (tier 3), 45% (double tier 3), or 50% (ultimate) of the skillchain's damage - highest actual damage in a multi-step skillchain wins. The duration is 3 seconds, for a single tick of effectiveness, but a magic burst that inflicts at least half of the DoT damage extends it by 2 seconds.
This is all an end run around the 99999 damage cap and I would gladly just take "skillchains and magic bursts can break damage cap" over that, but the point is just to make skillchain and magic burst worth actually doing since for the most part "spam weaponskills" seems to have conquered the meta.
Lakshmi.Sahzi
Server: Lakshmi
Game: FFXI
Posts: 280
By Lakshmi.Sahzi 2025-08-15 19:36:25
Thf has some JA's that are seriously beyond dead at this point. I'd rather see them brought back to life in a lore friendly way...
HIDE - sheds ALL hate from any non NMs and adds a magical deodorize, silence, invisible for 10 seconds.
DESPOIL - give it a unique magical Def down -20% Stat. Basically an angon, but for magic. Voila...thf is useful now in places it currently isn't.
CONSPIRATOR - just needs triple the duration. It's actually pretty cool as it is. +50 subtle blow / accuracy on a zerg is nice.
STEAL - should steal currency based on area of the mob. Alex, beit, pluton, u get the idea. (No dyna currency tho, that would mess with the lore). RMT would exploit the hell out of this but they exploit anything anyway so whatever.
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Server: Asura
Game: FFXI
Posts: 812
By Asura.Lunafreya 2025-08-15 20:06:42
Ninja:
Enhancing ninjutsu scales with skill - Kakka goes from a static 10STP to a 10-50 STP scaling based on skill. Same with Myoshu, Gekka, and Yain.
Stance change/or new stance: all self enhancing ninjutsu is AoE (excludes Utsusemi).
Ninja suddenly has utility and it’s not game breaking. AoE STP, subtle blow, enmity up/down, and migawari.
Go crazy: new ninjutsu debuff in line with dia 3’s defense down but darkness based. Can’t be resisted. Cannot stack with dia.
Physical katana WSs need a nudge. Goes without saying.
The dual wield overflow needs to be addressed as many others have pointed out.
Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4703
By Cerberus.Kylos 2025-08-15 20:14:42
Thf has some JA's that are seriously beyond dead at this point. I'd rather see them brought back to life in a lore friendly way...
HIDE - sheds ALL hate from any non NMs and adds a magical deodorize, silence, invisible for 10 seconds.
DESPOIL - give it a unique magical Def down -20% Stat. Basically an angon, but for magic. Voila...thf is useful now in places it currently isn't.
CONSPIRATOR - just needs triple the duration. It's actually pretty cool as it is. +50 subtle blow / accuracy on a zerg is nice.
STEAL - should steal currency based on area of the mob. Alex, beit, pluton, u get the idea. (No dyna currency tho, that would mess with the lore). RMT would exploit the hell out of this but they exploit anything anyway so whatever.
Agreed. Half of Thief's abilities aren't worth it most of the time. There are some useless abilities on other jobs, but none have as many as Thief. Look at what a Dancer can do in comparison.
I don't want SB nerfed for COR and BRD, maybe not even THF or RDM or PLD or BLU, just for WAR DRG NIN RNG BST and idc about RUN and DRK doesn't really need to use it.
Slapping a nerf or outright removing something powerful is too easy. Buff the weakest jobs, weapons, abilities, and weaponskills to be on a par, and then SB doesn't need to be touched. Players would be grateful for that. Many would rage if SB got nerfed after all this time, me included. It is the wrong way to go about it.
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Lakshmi.Byrth
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Server: Lakshmi
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Posts: 6431
By Lakshmi.Byrth 2025-08-15 20:17:50
GEO:
* Per monster Geomancy debuff resistance with no obvious reporting mechanism is silly. There needs to at least be a straightforward way to tell if your debuff isn't doing ***.
* They should make the cardinal chant changes outlined here: https://www.ffxiah.com/forum/topic/41358/bubble-trouble-a-geomancer-guide/80/#3740149
* Geomancy+ should take effect when a spell is cast (midcast) and not need to keep being worn.
* Concentric Pulse should have about 4x the current base damage and be enhanced by pet MAB. (Because why tf not?)
* There should be some visual indicator of the 10 second pulsing that all these GEOs and Luopans are actually doing instead of a constantly swirling field.
* GEO should get the MBB trait, perhaps weaker than BLM.
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 5639
By Carbuncle.Nynja 2025-08-15 20:17:51
Go crazy: new ninjutsu debuff in line with dia 3’s defense down but darkness based. Can’t be resisted. Cannot stack with dia. Just give them a dia debuff in that case?
Its not like Dia can be resisted (magic shields notwithstanding)
Bismarck.Radec
Server: Bismarck
Game: FFXI
Posts: 160
By Bismarck.Radec 2025-08-15 20:50:20
GEO:
...
* Geomancy+ should take effect when a spell is cast (midcast) and not need to keep being worn.
...
This one at least is already the case.
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Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 3529
By Carbuncle.Maletaru 2025-08-15 20:51:40
Geomancy+ should take effect when a spell is cast (midcast) and not need to keep being worn.
That's already true, they do not need to continue being worn.
By Nariont 2025-08-15 21:05:45
For sneak/trick attack how much dmg comes from the dex/agi > weapon dmg conversion? Reason i ask is a possible nice tweak to sa/ta would be allowing either the forced crit or the stat > dmg conversion work regardless of position but to get the full effect youd need to be in proper position.
This way the JA is never completely useless but still incentivizes being behind a mob/player to get full dmg+hate transfer
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Server: Asura
Game: FFXI
Posts: 738
By Asura.Melliny 2025-08-15 23:12:14
Quote: For sneak/trick attack how much dmg comes from the dex/agi > weapon dmg conversion?
Very little. The base damage is added toward the end of the formula and doesn't get modified by WSD or f-TP.
floor(((((( Weapon Base Damage + fSTR + WSC ) × fTP) x WSD) + DEX) x PDIF) x Critical Attack Bonus)
The bolded portion is where the sneak attack dex modifier gets added toward the damage calculation. Since rudra's storm and ruthless stroke are almost entirely driven by the sections bracketed off preceding that part, its influence is trivial. The real impact is the forced critical, which also activates the critical attack bonus trait into the calculation. The dex itself is just an added bonus. It USED to do far more back in the lvl 75 days, but modern era not so much.
Edit: Maybe I'm reading your question wrong. It's a 1 to 1 ratio of stat to base damage. So if I have 500 dex, then sneak attack adds 500 base damage to the critical. The issue is that rudra's is generally generating base damage values in the 5000-6000 range and those numbers get the WSD bonus, whereas the dex from sneak attack is only multiplied by the critical Pdif value and crit attack bonus. You never use sneak or trick attack without combining them with rudra's or ruthless because the forced critical is just crazy powerful. So the sneak attack dex bonus is just the cherry on top of the already delicious sunday. It's a nice bonus, but not the crux of the power.
By Nariont 2025-08-16 00:09:32
Was kind of what i figured based on how little the af/emp gloves add to it. Mainly just seeing if there was a nice middle ground. Not like any of thisll happen so could just be lazy and say sa/ta get their full dmg benefit but get a +15~20% increase when in optimal position. Stacked ws' are just already plenty potent that another dmg boost ontop seems excessive
Its just one of many thf frustrations that one of your primary dps boosts can just be unuseable in some cases and that (among many other examples) another job can do the same thing with less hassle and sometimes even better
Lakshmi.Byrth
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By Lakshmi.Byrth 2025-08-16 05:00:11
Right now, stacked WSs (SA, TA and Flourishes III) primarily benefit from the critical hit (fTP boost, crit damage+) and not from the added stat, which is a particular problem for DNC because 1.3 of their Flourishes III don't cause a crit.
If they moved the DEX, AGI, and CHR inside the fTP term, it would effectively give stacked WSs a 100% DEX, 100% AGI, or 50~100% CHR mod for the first hit. It wouldn't double WS damage because most dagger WSs already have a 50%+ mod and weapon base damage is high these days, but it would definitely make stacking stats more important again.
Let's play a game. Pick no more than 6 jobs, what would you adjust?
Here's my take
Overall Release an item that you can obtain once per week, that allows you to unlock all Merit#1 and another for Merit#2
Re-work most of the Merit WS, release 2 more items (like the ones you get from deeds) for 10 more total upgrades.
Adjust the TP bonus and/or TP scaling of most Mythic and relic WSs.
Change the pet damage formula so that Pet: Attack has a slighly higher relevance in the final damage of relevant moves.
THF Reduce the cooldown on all JAs, unbind Accomplice/Collaborator, increase its range.
Make the SA/TA cone requirement slightly wider.
SMN Give SMN a JA that allows you "pick" an Aura for a pet and, once the JA is active, make it stay that way even if you swap pet.
Slightly boost somehow its "support" role, but I'm not sure how, it's already in a very nice position after all.
BLU Give means to increase duration of BLU buff spells. Make so Burst Affinity isn't necessary to MB but simply boosts the damage of the next magic BLU spell.
Reduce the timer of Chain Affinity.
Change the formula of Physical BLU spells so that Attack has a slightly higher relevance in the final damage.
GEO Unify the GEO debuff bubble nerf so that it's the same everywhere it's active, give players means to know where it's in place and where it's not.
Release more means/items to further boost, slightly, the duration of Entrust.
SCH Put more spells into Addendum White (like single target bar-spells), make so Adloquium and Animus scale with Enhancing Magic.
Adjust the limitations on Accession.
NIN Rework Innin and Yonin. They need a lot of things but mostly I would say make them like Hasso/Seigan, 5 mins duration 1 min CD, remove the decay-over-time.
Slightly adjust Katana Physical WSs, make Blade: To into an hybrid. Give some new tiers to the existing ninjutsu or release one or two more.
Increase the built in RACC bonus of Daken ffs, it's so annoying to have your Acc built to perfect levels against certain targets, and then have your Racc parsing at 65% because of lack of Racc on a lot of gear/weapons, or Madrigals, or a lot of other things really, super annoying! Minor concern, but still...
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