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Job Adjustments! (8/19/2011)

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  • Yygdrasil
    replied
    Re: Job Adjustments! (8/19/2011)

    but arrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrchie

    Leave a comment:


  • Gobo
    replied
    Re: Job Adjustments! (8/19/2011)

    One of these days, one of these days, POW! Straight to the moon...

    Leave a comment:


  • Neverslip
    replied
    Re: Job Adjustments! (8/19/2011)

    Originally posted by Grizzlebeard View Post
    It's a welcome change from Rdm tearful thread hijacks.
    That's really the only reason I started in on THF updates. The THF update is still lackluster... but I had to try and hijack the thread away.

    Leave a comment:


  • Taskmage
    replied
    Re: Job Adjustments! (8/19/2011)

    Leave a comment:


  • Armando
    replied
    Re: Job Adjustments! (8/19/2011)

    Originally posted by Yggdrasil
    This is awsome, thank you for posting this Robo...

    You're welcome, master Yggdrasil.

    Leave a comment:


  • Yygdrasil
    replied
    Re: Job Adjustments! (8/19/2011)

    Originally posted by Gobo View Post
    Explanations of DRG and SMN abilities

    SMN:

    While some fine tuning is still being performed, the stats for abilities to be introduced in the upcoming version update have been pretty solidified, so here is some follow up information.

    Carbuncle: Soothing Ruby (Lv. 94)
    Removes multiple status ailments from party members within area of effect.
    Depending on the level of your summoning magic skill, the number of status ailments removed will vary.

    Currently the below is planned:

      1-100:1
    101-200:2
    201-300:3
    301-400:4
    401-500:5
    501~  : 6 (Imagining this to be the cap for the future)

    Ramuh: Shock Squall (Lv. 92)
    Temporarily prevents all enemies within area of effect from acting.
    We are planning to set the enmity generated by this to be high.
    We are also planning to make the effect duration have a certain range, but we are making adjustments to make it roughly double that of the magic spell “Stun.”

    One more thing, please understand that Cait Sith and Atomos are planned for the future.

    We will not be implementing every single bit of content planned for the future in the upcoming version update. We’d like to get a wide variety of feedback for all the types of information we bring you, whether they be solidified plans to be implemented immediately, plans only at the discussion phase, or things way out in the future, so we will try our best to give you a lot of information about future content.
    This is awsome, thank you for posting this Robo...I hadn't seen anything official from them about this yet. Leave it to you to dig up the good SMN info.

    Both abilities actually sound a lot more promising than originally anticipated. I just have a few questions left unanswered by this. Namely... is Shock Squall going to be a BP Rage or a Ward? Normally I would say that it's absolutely an Rage... but given that Shiva has an AoE Sleep that's considered a Ward... I dont know. Also... Diabolos has Camisado... which is a ward that deals Darkness damage.

    I just want to know so that I can consider the possibility of going back-to-back with Shock Squall and Thunderstorm. Stunga+Paralyzega in the same 2 seconds? Yes please. If they call it a Rage, it wont necesserily make this spell any less cool... just maybe limit the number of things I can actually do with it.

    If it is a Rage though... there's always the option to Sleepga with Shiva or Diabolos... and switch to Ramuh to wait for them to wake up... and alternate spells like that... you could keep a crowd locked down indefinately.

    Anywho... double the duration of "Stun" makes me happy. Maybe it would actually be useful for some of those spammy NMs we got in Aby.

    As for Carby's Ability, meh. Combined with Carby's already overwhelming arsenal of curing and buffing... it's fun to see that there's even more you can do with him. I wonder what the ability is limited to as far as spells it can erase. Will it work like the spell "Erase" or more like "Esuna"? Either way, for SMNs like myself who have already breached the 401 cap... it's nice to know that I can single-handedly make NMs like EE impotent.

    A word to SE: We get it... you have a hard-on for giving carbuncle abilities with Ruby in the name. Ruby this... ruby that. Is Ruby Orgasm next? Because it seems to me like you're building up to a Ruby climax. Just an observation.

    Lastly: It's nice to hear actual word-for-word positive confirmation about Cait Sith and Atomos. No dicking around on that wordage. Other than the word "plan".... because "plans" can change... it seems rather solid that we're getting them. Get those WoTG Missions done people!

    Solid info. I'm a happy camper.

    Leave a comment:


  • Gobo
    replied
    Re: Job Adjustments! (8/19/2011)

    Explanations of DRG and SMN abilities

    DRG:

    While some fine tuning is still being performed, the stats for abilities to be introduced in the upcoming version update have been pretty solidified, so here is some follow up information.

    Steady Wing (Lv. 95)
    Creates a barrier that temporarily absorbs a certain amount of damage dealt to your wyvern.
    The amount of damage nullified:
    In instances where the wyvern’s HP is full: 20% of the wyvern’s max HP
    In instances where the wyvern’s HP is not at max: 20% of the wyvern’s max HP + the amount of HP lost.

    The amount of damage wyverns take will be reduced.
    The amount of damage reduction is 40%.

    Looking at the details of Steady Wing, some of you might be thinking, “Only 20%!?” However, please take into consideration that a constant 40% reduction in damage will now be applied to wyverns as well.


    SMN:

    While some fine tuning is still being performed, the stats for abilities to be introduced in the upcoming version update have been pretty solidified, so here is some follow up information.

    Carbuncle: Soothing Ruby (Lv. 94)
    Removes multiple status ailments from party members within area of effect.
    Depending on the level of your summoning magic skill, the number of status ailments removed will vary.

    Currently the below is planned:

      1-100:1
    101-200:2
    201-300:3
    301-400:4
    401-500:5
    501~  : 6 (Imagining this to be the cap for the future)

    Ramuh: Shock Squall (Lv. 92)
    Temporarily prevents all enemies within area of effect from acting.
    We are planning to set the enmity generated by this to be high.
    We are also planning to make the effect duration have a certain range, but we are making adjustments to make it roughly double that of the magic spell “Stun.”

    One more thing, please understand that Cait Sith and Atomos are planned for the future.

    We will not be implementing every single bit of content planned for the future in the upcoming version update. We’d like to get a wide variety of feedback for all the types of information we bring you, whether they be solidified plans to be implemented immediately, plans only at the discussion phase, or things way out in the future, so we will try our best to give you a lot of information about future content.

    Leave a comment:


  • Murphie
    replied
    Re: Job Adjustments! (8/19/2011)

    I'm a bit offended at the AD&D dislike, but I'll get over it.

    Leave a comment:


  • Grizzlebeard
    replied
    Re: Job Adjustments! (8/19/2011)

    It's a welcome change from Rdm tearful thread hijacks.

    Leave a comment:


  • Yellow Mage
    replied
    Re: Job Adjustments! (8/19/2011)

    Related:

    Leave a comment:


  • Yygdrasil
    replied
    Re: Job Adjustments! (8/19/2011)

    Originally posted by Neverslip View Post
    ... and, yes, I am aware Conan is a thief, lol.
    You better...

    Leave a comment:


  • Neverslip
    replied
    Re: Job Adjustments! (8/19/2011)

    I've played AD&D... but I didn't enjoy it. I played better games thought up by my friends for the fantasy genre. Shadowrun and Call of Cthulu were also fun. AD&D is pretty meh, imHo. Still the archetypes are true.

    ... and, yes, I am aware Conan is a thief, lol.

    Leave a comment:


  • Yygdrasil
    replied
    Re: Job Adjustments! (8/19/2011)

    Someone used to play D&D

    Leave a comment:


  • Neverslip
    replied
    Re: Job Adjustments! (8/19/2011)

    Originally posted by Squiggs View Post
    Depending on the recast timer, Bully could be a very nice move.
    Very true. The recast timer is one of the pins that the usefullness of the move hinges upon. Another is the proc rate of the Intimidation. Intimidation just doesn't fit with my perception of a Thief. I'd think WAR would get something like that but THF just doesn't really fit for me. Essentially stealing a mob's turn kinda fits... but perceptually(word?) I just don't see it.

    A giant monster all pissed off looks down at a party of adventurers and sees a giant warrior holding a double-bladed axe and is completely unphased. A wizard calling forth the elements themselves still unphased. Another wizard who's got the spirits of demons standing near him still nothing... some dude w/ rippling muscle whose willing to fight with nothing but his bare hands... no worries. Then his gaze is cast upon some lil dude with a couple of knives and he feels the warmth run down his leg and pool at his feet?

    Idk... it just doesn't work for me. Yes, I'm aware I'm trying to use RL logic in fantasy world. But this is like everyone being intimidated by the guy on the left instead of the guy on the right

    *


    Originally posted by Squiggs View Post
    What kind of thing are you looking for?
    I'd love to bring more to the table than just being a TH-whore. I've personally seen better drops happen with TH 8 than TH 11+. TH isn't really even that useful when you are proc'n yellows and blues pretty well. Yet, if we got another tier of TH, I wouldn't complain cuz it fits the job as many of us know it. Maybe a TH IV where you actually get a sub-menu/mini-game to handpick what drops, maybe? JK on that last one.... sorta.

    As a tank THF is pretty damn good. I totally agree. But THF will always stand on the sidelines if you have a MNK, PLD, NIN, or DNC. I wouldn't want to necessarily get something that makes THF a better tank anyway cuz I don't think that is the job's role. And other jobs fit that niche. Sure, a THF can tank but it's not what the job was designed to do. I'd like something that plays even more with enmity distribution I think. Or even another skill akin to SA/TA that toys with enmity distribution.

    Tbh though, I really don't know. I wish I did. I might get a job in vidgames if I had awesome ideas for this stuff. I just don't see Intimidation as something that is innately THF'ish. And as such:

    =P

    Leave a comment:


  • Malacite
    replied
    Re: Job Adjustments! (8/19/2011)

    Originally posted by Gobo View Post


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