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  • #16
    Didn't the guy already say that he and his friend cast two spells at the same time, AND it said Magic Burst, AND it gave bonus damage, AND no one else was in his party? Isn't anyone going to give him an explanation as to why that might have happened?

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    • #17
      Fire/Light are interchangable with magic bursts since we did burning Blade -> Combo for Fusion then Magic BUrsted Cure II and Fire on Wights last night in Qufim.
      As has already been explained, there are level 1 and level 2 skillchains (or renkei as to not offend J.D. III's fragile feelings). A level 1 skillchain has 1 element attached to it. To burst fire, you need a Liquification skillchain, to burst light you need a transfixion skillchain. Level 2 skillchains always end the chain (any weaponskills after that start a new chain) and have 2 elements associated with them. In the case of fusion it's fire and light. So fire and light are not interchangable, rather BB > combo causes a fusion skillchain, which has both the elements fire and light, which is why they both worked for you.

      Didn't the guy already say that he and his friend cast two spells at the same time, AND it said Magic Burst, AND it gave bonus damage, AND no one else was in his party? Isn't anyone going to give him an explanation as to why that might have happened?
      What do you want people to tell him? Magic bursts happen when you cast the right element after a chain, not if you both cast at the same time. I honestly don't know what others can say to it, other than saying he's making this up or some really weird bug occurred.

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      • #18
        Originally posted by yuukei
        Didn't the guy already say that he and his friend cast two spells at the same time, AND it said Magic Burst, AND it gave bonus damage, AND no one else was in his party? Isn't anyone going to give him an explanation as to why that might have happened?

        It has already been answered.


        Originally posted by HexiumVII
        Me and my friend cast two spells at the same time, it says Magic Burst and gives us extra damage. We are not attacking and there is no one else in our party. I like to call it a Twin Burst.

        Originally posted by jasmill
        no you don't

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        • #19
          I have a few more questions on MB

          1. How much is the damaged amplified (min and max)? I've heard somewhere 4x-10x. I've been lucky to get 2x at most.

          2. I understand there is a 5 second window oppurtunity at the END of a chain. Will casting a MB open a new window of time to cast another MB or extend it, or is it you got 5 seconds for all your mages to get in as many MB as possible? I think I'm assuming it's also MB chains..which is probably wrong.

          3. Area Effect spells. I have MB stonega and waterga but only one enemy. Will the AE spells register as MB for each target or only the target get'n pummeled by the skillchain?

          4. Can anyone post a ss or explain that kanji symbol that shows when you window for MB is over? I can't seem to be able to really check since I'm always looking at text log and hp meters to really even notice the front battle line. Probably won't change much.

          5. Spells like shock, rasp, choke, poison, burn...ect. Is there any extra effects when using these as MB?

          SIDE QUESTION.
          I still don't generally understand why the elements of those spell matter anyhow? Does it do more poison damage if it's the enemy weakness (my guess), have a higher hit rate (i've never really missed...), or have stronger defuff. EX. instead of -7 dex, there's -11dex if mob is weak against taht element.

          6. I haven't used Redmage but I understand that it's 2hr ability is continuous casting... no casting time (I'm assuming no cooldown time). So can you spam that firiga over and over in a MB in that 5 second? That would be some FUN damage ^^.

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          • #20
            1. How much is the damaged amplified (min and max)? I've heard somewhere 4x-10x. I've been lucky to get 2x at most.
            Up to 2x seems to be about right. The power of the Magic Burst varies widely depending on the monster's resistance to the Bursted element, and the environmental factors (i.e. Thunder deals more damage during thunderstorm weather and on Lightningday).

            2. I understand there is a 5 second window oppurtunity at the END of a chain. Will casting a MB open a new window of time to cast another MB or extend it, or is it you got 5 seconds for all your mages to get in as many MB as possible? I think I'm assuming it's also MB chains..which is probably wrong.
            You have approximately 5 seconds to complete your spellcasting of the correct element after each skillchain/renkei. All mages who wish to Magic Burst must complete their spells before this time limit expires. Also, you must complete the spell before another player successfully activates a weapon skill, or your Magic Burst attempt will fail.

            3. Area Effect spells. I have MB stonega and waterga but only one enemy. Will the AE spells register as MB for each target or only the target get'n pummeled by the skillchain?
            I have never seen this attempted. I would imagine that the Magic Burst would apply only to the monster hit by the AoE spell, but can't say either way, to be honest. In general you never want to be fighting more than one enemy at once - when such situations occur, you usually either try to knock one enemy out using Sleep effects or retreat with transportation magic.

            4. Can anyone post a ss or explain that kanji symbol that shows when you window for MB is over? I can't seem to be able to really check since I'm always looking at text log and hp meters to really even notice the front battle line. Probably won't change much.
            I have never seen the symbol, but I'm never looking directly at a monster when I'm fighting as a WHM - I'm always monitoring the player HP bars or the battle log so I can anticipate what my next action needs to be.

            5. Spells like shock, rasp, choke, poison, burn...ect. Is there any extra effects when using these as MB?
            Again, have never seen this tried. Since these spells do not do direct damage, I don't know if they can even Magic Burst (I suspect not). I can tell you that the other status effect spells will NOT magic burst - i.e. you can't MB Paralyze, which is an Earth effect, on a successful Scission.

            I still don't generally understand why the elements of those spell matter anyhow? Does it do more poison damage if it's the enemy weakness (my guess), have a higher hit rate (i've never really missed...), or have stronger defuff. EX. instead of -7 dex, there's -11dex if mob is weak against taht element.
            Most enemies have resistances and weaknesses to specific elements. In addition, environmental factors also affect the power of spells.

            Factors that affect spell/effect/monster power:

            Time of day (Light effects favored during the day, Dark effects favored at night). Undead seem to be affected by time of day as well.

            Day of week (Earth effects are more powerful on Earthsday, Lightning effects are weaker on Earthsday).

            Weather (Lightning is more powerful during thunderstorms, while Water effects are weaker during thunderstorms).

            Monster resistance (Crab type enemies are resistant to Water, but weaker against Lightning and Ice effects).

            6. I haven't used Redmage but I understand that it's 2hr ability is continuous casting... no casting time (I'm assuming no cooldown time). So can you spam that firiga over and over in a MB in that 5 second? That would be some FUN damage ^^.
            The NA translation of the Red Mage 2 hour ability is Chainspell. Chainspell reduces casting time of spells to about 2 seconds (the amount of time it takes to actually do the animation), and drops all recast timers to 0, so you don't have to wait to recast the same spell. The effect lasts for about 60 seconds.

            And yes, it is very fun to activate Chainspell and just nuke away. ^^


            Icemage

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            • #21
              This strays a bit off topic... but not really...

              Was just wondering.. what is it with people and running away?
              Chances of survival when running are usually SLIMMER than they are when trying to fight.. (unless of course it's a situation where you're just running across a land full of monsters 50 levels above yours)

              If something aggros while I'm fighting someone else, it pisses me off to no end when people start running away...many reasons for this..
              1. Party is never in complete agreement about it.. hence people who aren't in the know or don't agree usually die because someone abandonned them..
              2. -ga spells are made for situations like this.. I've abused this time and time over. A good party can handle more than one mob at a time.. >>
              3. When a party sticks together and fights, uses 2hr skills when needed, a party lives, and gets XP for surviving...
              4. I don't like running away when there's a chance to win, and even when there isn't, I'm not really fond of it either....

              Nobody aside from me has ever died in my gung-ho parties.. and I'm the whm, and the only reason I died is because I used benediction to save the party and make sure we killed the baddie..most of the time the mob died before killing me.. but shit happens.. and I don't mind dying in circumstances like htat.

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              • #22
                quote:
                --------------------------------------------------------------------------------
                6. I haven't used Redmage but I understand that it's 2hr ability is continuous casting... no casting time (I'm assuming no cooldown time). So can you spam that firiga over and over in a MB in that 5 second? That would be some FUN damage ^^.
                --------------------------------------------------------------------------------

                One final note to that, firaga is NOT a RDM spell, so in this case, you can't do that, but with other non AE spells.



                Originally posted by Seregil
                This strays a bit off topic... but not really...

                Was just wondering.. what is it with people and running away?
                Chances of survival when running are usually SLIMMER than they are when trying to fight.. (unless of course it's a situation where you're just running across a land full of monsters 50 levels above yours)

                If something aggros while I'm fighting someone else, it pisses me off to no end when people start running away...many reasons for this..
                1. Party is never in complete agreement about it.. hence people who aren't in the know or don't agree usually die because someone abandonned them..
                2. -ga spells are made for situations like this.. I've abused this time and time over. A good party can handle more than one mob at a time.. >>
                3. When a party sticks together and fights, uses 2hr skills when needed, a party lives, and gets XP for surviving...
                4. I don't like running away when there's a chance to win, and even when there isn't, I'm not really fond of it either....

                Nobody aside from me has ever died in my gung-ho parties.. and I'm the whm, and the only reason I died is because I used benediction to save the party and make sure we killed the baddie..most of the time the mob died before killing me.. but shit happens.. and I don't mind dying in circumstances like htat.
                The only reason I see for running is occasionally you pass by some high level person that is willing to stop and help you out, but the trick to this is to stop if you think they are trying to help. Having them run AFTER you is not amusing, and they would probably become disinterested in helping. Umm... Other than that, I guess if there has been one particular person that died the last time when the rest of the pt survived, the pt is willing to try and save that one person from dying again (and this is if the aggro is levels above and whatnot). It's a case by case basis I think. Just have good discretion.

                As a whm also, I try to use Benediction as little as possible. Unless there is a good stack of Provoke or the beast is just inches from death, using benediction as you said is certain death for whm. Past level 20, I would say that Invincible is the only thing that will guarentee a change in hate away from the whm (maybe a HEFTY stack of provoke...)

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