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  • #16
    Re: New job revailed? Chemist?

    Too much FMA.

    Double Post Edited:
    You know it was bound to happen when that music vid was made ... <img>
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    Last edited by Aeni; 11-27-2005, 11:43 AM. Reason: Automerged Doublepost

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    • #17
      Re: New job revailed? Chemist?

      Where'd you get that vid? I can't find it XD
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      • #18
        Re: New job revailed? Chemist?

        Why Chemist would work:
        1) Functioning would be somewhat like Ninja
        2) Supplies another healer type
        3) Supplies another refresher type (Ethers)
        4) Supplies another buffer type (Stat potions, Icarus wings etc.)

        Why Chemist would not work:
        1) If it was like Alchemist in FFX-2, it'd be incredibly too powerful. "Let me just tank a monster that's IT++++ and use Vile Elixers on myself to keep me alive."
        2) If it works like Chemist in FFT, it would force people to level Alchemy to keep their tools up high. Also potions would be forced to stack to 99.
        3) If it works like Ninja, the problems of Ninja tool carrying post bags comes up, and Chemists would need a good supply of ethers/potions.

        How to make Chemist Work:
        A proper mix of FFX-2 and FFT is needed. Both are the extremes and a middle ground would be good. I figure something like Ballista's temp items. A Chemist must use their abilities to make the potions/ethers/whatever they'll be using in combat. These can be used on any one much like the Chemist in FFT. They have recast and cast times for both the abilities and the items created. Chemists will obviously get an item potency increase job trait. The 2hr should double the effect of all items you use on your party, or make all your items effect your entire party for 3 minutes.

        That's just my opinion though
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        • #19
          Re: New job revailed? Chemist?

          stack of 99 items that aren't potions or ethers would work too.... just fuel for a JA that tosses them, just like ninja tools. Would be interesting if in addition to the ability to "make" items either out of tools or thin air, already existing alcmemical mixtures (potions, hi-potions, ethers) got enhanced as LadyPeorth said. Perhaps even an "Augmenting" skill or something. So more you use it, more you add to the effects of said items.
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          • #20
            Re: New job revailed? Chemist?

            Chemist. Maybe.
            Alchemist. What the fuck is wrong with you people?
            How can you completely ignore the fact that Alchemist is already in the game as a craft?
            Oh, there couldn't possibly be Alchemists in Aht Urhgan. Right, ok.

            You people make me sick, grasping at every straw of text and twisting it to fit your desires.
            Not just here and not just for this tripe, you're all like children screaming at each other, then closing your ears and singing to ignore everyone else.
            This may be a game, but there is a reasoning and a logic to be followed.

            Start to fucking remember that.
            Rude, but not wrong. ;x
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            • #21
              Re: New job revailed? Chemist?

              Yeah! Stop trying to have fun. Torahi won't stand for it!


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              • #22
                Re: New job revailed? Chemist?

                If you look at the history of FFXI... Alchemists and Chemists have been around ever since the first Great War. THIS DOES NOT MEAN THAT IT WILL BE A JOB. Necromancers have a part in the storyline. Illusionists have a part in the story too. YET, you do not see them ingame. Please be very carefull about reading things into statements that S-E makes. Although many would like to believe it.... please do not even attempt to start new rumors about new jobs that have yet to be claimed by officially by SquareEnix.
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                • #23
                  Re: New job revailed? Chemist?

                  Chemist. Maybe.
                  Alchemist. What the fuck is wrong with you people?
                  How can you completely ignore the fact that Alchemist is already in the game as a craft?
                  Oh, there couldn't possibly be Alchemists in Aht Urhgan. Right, ok.

                  You people make me sick, grasping at every straw of text and twisting it to fit your desires.
                  Not just here and not just for this tripe, you're all like children screaming at each other, then closing your ears and singing to ignore everyone else.
                  This may be a game, but there is a reasoning and a logic to be followed.

                  Start to fucking remember that.
                  ROFL. Well this is all just speculation but sometimes its fun to speculate on this type of stuff. Honestly, I don't think Necromancer or Pirate will ever become jobs in FFXI but thats just imo.

                  As for Chemists, I'd sort of agree with LadyPeorth there. In previous FF's with Jobs, Chemists got a Job Trait(Medicine) which would double the effects of any items used. What I would do it make the trait 38+ so that it couldn't be subbed. 2hr would probably be something that gives AoE to all medicines or maybe "Mix" to create super powerful combinations(mixed item would be used immediately, to avoid any new items to be coded into game). Probably will need the job ability "Throw" with about the recast time of a Cure maybe, which allows potions/elixers to be thrown onto other PCs.

                  As for what items they would use to actually do their "chemistry" I would probably think they would use COMPLETELY separate items from what we now have as potion/hi-pot/etc. This would give the job more regulation(after all, Icarus Wing, Hermes Quencher, etc, on the whole party is a little over powered with no restrictions). They would probably introduce some kind of chemical tools much like ninja tools to be used by chemists, and make them cheaper and easier to obtain than alchemy crafted items. Or, alternatively, make many common potions NPC sellable for lower amounts. I think using Potions/Hi-Pots for healing would be a little overpriced, and nobody would play as Chemist if that was the case. (Current price of Hi-Pots on my server is 5k per, so...that's 5k for the equivalent of Cure 2 ).

                  EDIT: Added some stuff about the way "I think" the job would work.
                  Last edited by ibroyles; 11-28-2005, 07:03 AM.
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                  • #24
                    Re: New job revailed? Chemist?

                    Wow... you guys really know how to get heated up over a little speculation. I thought the fun of message boards was discussing this sort of thing. Just because people are speculating as to whether or not this could mean a new job doesn't mean they need to be yelled at and reprimanded. I'm pretty sure anyone with sense knows that there's no guarantee that anything anywhere in the game means anything definitely. How about we all just calm down and try not to get so worked up over this kind of thing?
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                    • #25
                      Re: New job revailed? Chemist?

                      Originally posted by Blood Red Poet
                      Corses controlled the undead, they didn't turn out to be necromancers.

                      Just like the spell Mini, Necromancy could possible be a spell only describes in text, and never in game... and never for player use. However, I'm not saying there is no chance of Necromancer being released. What I'm saying people need to stop making dumb posts on paper thin evidance simply because they are frustrated for new content.
                      100% Agreed. -.- Come with good statements with a few examples.. this is bullshit. Fireworks also say to be created by alchemists in the far east.. -.-
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                      • #26
                        Re: New job revailed? Chemist?

                        Originally posted by Lone Dragon
                        Chemist. Maybe.
                        Alchemist. What the fuck is wrong with you people?
                        How can you completely ignore the fact that Alchemist is already in the game as a craft?
                        Oh, there couldn't possibly be Alchemists in Aht Urhgan. Right, ok.

                        You people make me sick, grasping at every straw of text and twisting it to fit your desires.
                        Not just here and not just for this tripe, you're all like children screaming at each other, then closing your ears and singing to ignore everyone else.
                        This may be a game, but there is a reasoning and a logic to be followed.

                        Start to fucking remember that.
                        I feel sorry for your friends irl... if something as simple as this sets you off, I'd hate to think of how short your temper is with other things.
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                        • #27
                          Re: New job revailed? Chemist?

                          Maybe...no..hopefully, he was just in a bad mood >.>

                          Although a chemist idea would be kinda cool. ^^ Mass heal useing items or bio/technological weapons of some sort.
                          (Just Great....)

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                          • #28
                            Re: New job revailed? Chemist?

                            You are already explaining the problems to chemist though. Using Hi-Potion is to expensive so lets make a chemist set instead, yeah just totally destroy the starting skill up items to the alchemy craft. Chemist would step way to much on the alchemy craft if it was made with the idea you guys are setting up.

                            If and I extreemly stress IF chemist was made they would likely be buying the Hi-Potions and stuff. The logical design for it that you guys have omited is the chemist would be able to more properly measure the needed use of an alchemy created item hence for a chemist a single Hi-Potion isn't a 1 use item it becomes a 6-12-99 use item.

                            In this scheme at least if the alchemist are smart can up the charges for items like Hi-Potions because even at 99 uses, buying for 15k is going to be similar to what a RNG pays for his arrows. That makes a fair equal balance to the job without obliterating a craft like the ideas you guys were setting forth.

                            Then again this also harms players who would purchase items suchs as Icarus Wings if they became something a chemist could alter or use multiple times, making the price for them likely increase to a rediculous amount adding more of a pain to just pass Genkai 5.

                            EDIT:

                            The alternative I just thought that could keep Icarus Wings stable is if they based how a Chemist could do certain effect to the item based on weather it's stackable or not. So all the Potion types which are non-stackable a chemist you use 1 multiple times, but items like Icarus Wings and the likes which are stackable a chemist could a set number to generate an added effect.

                            Say Icarus Wings and you had to use 2 of them and it would not only reset your 2hr but the next 2hr use will be doubled in potency. This makes were Icarus Wings to a chemist are still a burn for a good effect so should stablize it's price something to were it would be without the chemists, in effect making the pain of them for Genkai 5 remain normal.
                            Last edited by Macht; 11-29-2005, 03:05 PM.


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                            • #29
                              Re: New job revailed? Chemist?

                              Originally posted by ruffrydasean
                              Where'd you get that vid? I can't find it XD
                              It's a 10 MB shockwave movie. If a mod here will allow me to, I'll upload it. Some of you may have already seen it though. I just don't remember the website that was hosting it (It may already be down or the file taken off, seeing how those jp hosted sites weren't designed to accomodate mega-hungry bandwidth users from the West ;P)

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                              • #30
                                Re: New job revailed? Chemist?

                                Originally posted by Macht
                                Say Icarus Wings and you had to use 2 of them and it would not only reset your 2hr but the next 2hr use will be doubled in potency. This makes were Icarus Wings to a chemist are still a burn for a good effect so should stablize it's price something to were it would be without the chemists, in effect making the pain of them for Genkai 5 remain normal.
                                That's a good idea and all but it sounds way too involved for SE to implement. I'm not aware of any abilities that have a 2 part process like that. And even though SE was saying they would create jobs that played differently up until now, I don't think they'd set up something so complex compared to the basic way abilities work right now.

                                I still think that chemists would probably make their own special items using existing or new items in the game. Seems the most logical and least game-breaking to me.
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                                Originally posted by Balfree
                                Why does every discussion have to be a little festivity of sorts, with purple doom rain and lunatic frogs singing the yodelay on top of mushrooms and little babies being eaten by crazy flying cows and green gas explosions on the horizon and screaming goats?

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