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[dev1069] Corsair Job Adjustments (was forum=10) (was forumFollow

#1 Jan 19 2012 at 5:01 AM Rating: Good
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Gildrein wrote:

*This content is currently in development and may differ in the release version.

Phantom Roll Effect Adjustments

Healer's Roll
Increases the amount of MP recovered while healing -> Enhances potency of "Cure" effect received
 
Roll	Effect Value 
1	+3% 
2	+4% 
3	+12% 
4	+5% 
5	+6% 
6	+7% 
7	+1% 
8	+8% 
9	+9% 
10	+10% 
11	+16% 
Bust	-4% 
Bonus	+4%


Gallant's Roll
Grants a damage reflection effect -> Reduces damage taken
 
Roll	Effect Value 
1	-6 
2	-8 
3	-24 
4	-9 
5	-11 
6	-12 
7	-3 
8	-15 
9	-17 
10	-18 
11	-30 
Bust	+5 
Bonus	-5


Drachen Roll
Enhances magic attack and magic accuracy -> Enhances pet accuracy
This roll is now learnable at level 23 instead of level 52.
 
Roll	Effect Value 
1	+10 
2	+13 
3	+15 
4	+40 
5	+18 
6	+20 
7	+25 
8	+5 
9	+28 
10	+30 
11	+50 
Bust	-15 
Bonus	+15


Puppet's Roll
Enhances pet accuracy -> Enhances magic attack and magic accuracy
This roll is now learnable at level 52 instead of level 23.
 
Roll	Effect Value 
1	+4 
2	+5 
3	+18 
4	+7 
5	+9 
6	+10 
7	+2 
8	+11 
9	+13 
10	+15 
11	+22 
Bust	-8 
Bonus	+8


Phantom Roll Effect Adjustments

Warlock's Roll (Enhances magic accuracy)
 
Roll	Current Effect Value New Effect Value 
1	+2	             +2 
2	+3	             +3 
3	+4	             +4 
4	+10	             +12 
5	+4	             +5 
6	+5	             +6 
7	+6	             +7 
8	+1	             +1 
9	+7	             +8 
10	+7	             +9 
11	+12	             +15 
Bust	-4	             -5 
Bonus	+4	             +5


Beast Roll (Enhances pet attacks)
 
Roll	Current Effect Value	New Effect Value 
1	+12	                +16 
2	+15	                +20 
3	+18	                +24 
4	+48	                +64 
5	+21	                +28 
6	+24	                +32 
7	+30	                +40 
8	+6	                +8 
9	+33	                +44 
10	+36	                +48 
11	+60	                +80 
Bust	-20	                -25 
Bonus	+20	                +25



Choral Roll (Decreases spell interruption rate)
 
Roll	Current Effect Value	New Effect Value 
1	-11	                -13 
2	-43	                -55 
3	-14	                -17 
4	-16	                -20 
5	-19	                -25 
6	-5	                -8 
7	-22	                -30 
8	-27	                -35 
9	-30	                -40 
10	-32	                -45 
11	-54	                -65 
Bust	+20	                +25 
Bonus	-20	                -25


Dancer's Roll (Grants a Regen effect)
 
Roll	Current Effect Value	New Effect Value 
1	+3	                +3 
2	+4	                +4 
3	+11	                +12 
4	+4	                +5 
5	+5	                +6 
6	+6	                +7 
7	+1	                +1 
8	+7	                +8 
9	+8	                +9 
10	+8	                +10 
11	+14	                +16 
Bust	-3	                -4 
Bonus	+3	                +4

http://forum.square-enix.com/ffxi/threads/19789-dev1069-Corsair-Job-Adjustments?p=264442#post264442

Edited, Jan 19th 2012 6:10am by Szabo
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#2 Jan 19 2012 at 5:52 AM Rating: Decent
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Unless the price on Puppet Roll is unchanged then this achieves absolutely nothing, congrats SE.
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#3 Jan 19 2012 at 6:37 AM Rating: Default
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Yeah, it's not enough to make me want to drag out my COR junk I muled after I got it to 99. It doesn't fix the fundamentally broken part of the job, which is a lack of DoT as a DDer, and redundancy with BRD as a buffer.
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#4 Jan 19 2012 at 8:34 AM Rating: Excellent
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catwho wrote:
Yeah, it's not enough to make me want to drag out my COR junk I muled after I got it to 99. It doesn't fix the fundamentally broken part of the job, which is a lack of DoT as a DDer, and redundancy with BRD as a buffer.


COR is pretty powerful in VWNM from my limited experience. Atma of discipline, Miser's, Tacticians roll give me a one shot build essentially so DoT as a DD'er is hardly necessary when you can fire back to back WS fairly constantly from a distance. All the while applying the same rolls to other DD. And given BRD doesn't have any native TP regenerating songs, there isn't so much redundancy between COR and BRD as there used to be.

Granted the change to Gallants roll is the only useful change here. Even then I'd rather have a COR in the DD party doing Tacticians/Miser's roll than in the tank party just to add a so-so phalanx effect. But it still is better than nothing especially if it does actually stack with PLD phalanx.
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#5 Jan 19 2012 at 8:42 AM Rating: Excellent
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You wouldn't use any of these rolls much anyway. Miser's and tactician's are just too good to give up for any melee jobs, including the cor itself. With good rolls you're basically just firing a ws, shooting once, firing ws, quick shot, ws, shoot, ws, shoot, ws, quick draw, ws, etc, and it doesn't matter the event either to achieve this (though VW sticks out with its save tp and regain atmacites complimenting this when you're unlucky with rolls).

add: the new pld's roll would make it easier to use plds without ochain for most things. It's a pretty strong effect, assuming it stacks with phalanx. But miser/tact is just damn good.

Edited, Jan 19th 2012 8:45am by orinthia
#6 Jan 19 2012 at 8:51 AM Rating: Excellent
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catwho wrote:
Yeah, it's not enough to make me want to drag out my COR junk I muled after I got it to 99. It doesn't fix the fundamentally broken part of the job, which is a lack of DoT as a DDer, and redundancy with BRD as a buffer.


Are you seriously implying that COR's DD is lacking? It's a support job, of course it's damage is going to be notably lower than dedicated DD. Their buffs more than cover then difference. Especially considering how broken the newer TP rolls are, CORs should be happy they haven't had their damage nerfed yet.
#7 Jan 19 2012 at 10:07 AM Rating: Excellent
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They've swapped the effects of Drachen Roll and Puppet's Roll, which actually makes a lot of sense even if their uses are limited. The Gallant's Roll change is welcome, it's actually worth learning now. I could see a some use for it in Cleave/Edge/etc. burn parties.
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#8 Jan 19 2012 at 10:12 AM Rating: Default
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Saelae wrote:
catwho wrote:
Yeah, it's not enough to make me want to drag out my COR junk I muled after I got it to 99. It doesn't fix the fundamentally broken part of the job, which is a lack of DoT as a DDer, and redundancy with BRD as a buffer.


Are you seriously implying that COR's DD is lacking? It's a support job, of course it's damage is going to be notably lower than dedicated DD. Their buffs more than cover then difference. Especially considering how broken the newer TP rolls are, CORs should be happy they haven't had their damage nerfed yet.


COR is good at spike damage, just like RNG. We've all seen the video of the crazy COR one-shotting Shinryu. I was hoping that they'd get some DoT improvements, that's all.
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#9 Jan 19 2012 at 10:39 AM Rating: Good
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only way to really improve their DoT would be to let haste work on ranged attacks.
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#10 Jan 19 2012 at 10:53 AM Rating: Excellent
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catwho wrote:
COR is good at spike damage, just like RNG. We've all seen the video of the crazy COR one-shotting Shinryu. I was hoping that they'd get some DoT improvements, that's all.
I think what they're saying is that a Wildfire COR's spike damage is so extreme that it results in being one of the highest DoT damage jobs in many situations (Voidwatch and Abyssea).

Also, redundancy with Bard buffs? Ummm, no.

Edited, Jan 19th 2012 10:57am by Chewzer
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Chew is being a lot more level-headed regarding the whole issue, which is strange because he's probably drunk.
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#11 Jan 19 2012 at 10:56 AM Rating: Excellent
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rdmcandie wrote:
only way to really improve their DoT would be to let haste work on ranged attacks.

How about increasing the sh*tty B skill for COR's main weapon? Smiley: madSmiley: madSmiley: mad
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Fynlar wrote:
Chew is being a lot more level-headed regarding the whole issue, which is strange because he's probably drunk.
This is where I used to link my blog... but then I realized that I'm not very interesting.
#12 Jan 19 2012 at 11:14 AM Rating: Good
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Chewzer wrote:
catwho wrote:
COR is good at spike damage, just like RNG. We've all seen the video of the crazy COR one-shotting Shinryu. I was hoping that they'd get some DoT improvements, that's all.
I think what they're saying is that a Wildfire COR's spike damage is so extreme that it results in being one of the highest DoT damage jobs in many situations (Voidwatch and Abyssea).

Also, redundancy with Bard buffs? Ummm, no.


Because every COR has Wildfire.

A job should only be fun because you've done the trials for Bedlam +1.
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#13 Jan 19 2012 at 11:25 AM Rating: Good
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Quote:
Because every COR has Wildfire.

A job should only be fun because you've done the trials for Bedlam +1.


Have to agree that an Empyrean is pretty necessary for this job to be played to its best sadly. Wildfire is just that good for COR.
However a non-Empyrean COR with a good Last Stand build can do pretty well on much of the new content. Won't be as good in Aby, but I've managed to hit some near equivalent numbers with Last Stand on some of the VWNM's (esp the magic resistant ones)
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#14 Jan 19 2012 at 11:34 AM Rating: Excellent
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catwho wrote:
Chewzer wrote:
catwho wrote:
COR is good at spike damage, just like RNG. We've all seen the video of the crazy COR one-shotting Shinryu. I was hoping that they'd get some DoT improvements, that's all.
I think what they're saying is that a Wildfire COR's spike damage is so extreme that it results in being one of the highest DoT damage jobs in many situations (Voidwatch and Abyssea).

Also, redundancy with Bard buffs? Ummm, no.
Because every COR has Wildfire.

A job should only be fun because you've done the trials for Bedlam +1.

When did I ever suggest that every COR has Wildfire? You're the one who brought Wildfire up...
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Fynlar wrote:
Chew is being a lot more level-headed regarding the whole issue, which is strange because he's probably drunk.
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#15 Jan 19 2012 at 11:56 AM Rating: Decent
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I brought up an extreme example of spike damage, that's all. Smiley: frown I guess with Wildfire being so broken, it becomes hard to separate DoT from spike damage with a COR that has it...

All I know is that I enjoyed COR up to 75 when I first leveled it back in the day, but I just don't feel the love for it any more, and the proposed changes from SE aren't going to lure me back to it any time soon.
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#16 Jan 19 2012 at 1:14 PM Rating: Excellent
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Hmmm might be fun to solo cor/bst with that pet roll...

Is it weird that I miss soloing as a bst more than anything about this game right now?
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#17 Jan 19 2012 at 3:40 PM Rating: Excellent
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catwho wrote:
I brought up an extreme example of spike damage, that's all. Smiley: frown I guess with Wildfire being so broken, it becomes hard to separate DoT from spike damage with a COR that has it...

All I know is that I enjoyed COR up to 75 when I first leveled it back in the day, but I just don't feel the love for it any more, and the proposed changes from SE aren't going to lure me back to it any time soon.


Admittedly I was a very sad COR through much of Abyssea, but VW and likely Legion will make very good use of COR.
If you haven't experienced getting 65 TP back from a WS with Miser's, atmacite of Discipline, you don't know what you are missing.

Having way more fun on COR at VW events than I have the last couple year. Too bad I only seem to get these lousy logs all the time.
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#18 Jan 20 2012 at 5:41 AM Rating: Decent
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Switch DRG and PUP rolls back to the enhancement they were. Or make DRG roll something different entirely, like pet damage taken-%. Why would you ever use pet enhancing rolls when you have DRG's in the party, when a wyvern is just a weak offhand weapon with an HP bar?

BST/PUP rolls on my pet were awesome since accuracy and attack were what pets and puppets lack, and BST and PUP work together well. Now to get the same thing, we need to drag a DRG along to stand there and do nothing but buff the roll, because he'd die horribly if he tried to help.

Blah, guess I could try BST/companion's, but we still can't buff companion's roll. And extra TP does pretty much nothing for Ready moves anyway. (Most pets WS at 250 tp every time, anyway.)
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#19 Jan 20 2012 at 9:13 AM Rating: Decent
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louispv wrote:


Blah, guess I could try BST/companion's, but we still can't buff companion's roll. And extra TP does pretty much nothing for Ready moves anyway. (Most pets WS at 250 tp every time, anyway.)



Wouldn't Companion's roll help get your pet to 250 TP faster?

I would think for a BST, Companions and BST roll would be standard fair.
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#20 Jan 20 2012 at 9:32 AM Rating: Excellent
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Dartagnann wrote:
louispv wrote:


Blah, guess I could try BST/companion's, but we still can't buff companion's roll. And extra TP does pretty much nothing for Ready moves anyway. (Most pets WS at 250 tp every time, anyway.)

Wouldn't Companion's roll help get your pet to 250 TP faster?

BST pets are WSing at 250 TP instead of 100 TP because what's holding them back from using TP more often is the Ready/Sic timer (and in the case of Ready, the tokens required for a desirable move). It's not that BSTs are intentionally waiting for 250 TP, or that the pet AI is waiting for 250 TP.
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#21 Jan 20 2012 at 12:31 PM Rating: Decent
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catwho wrote:
Yeah, it's not enough to make me want to drag out my COR junk I muled after I got it to 99. It doesn't fix the fundamentally broken part of the job, which is a lack of DoT as a DDer, and redundancy with BRD as a buffer.


except that you know... cor buffs are way better and can do more then just haste/attack bollocks.
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#22 Jan 20 2012 at 1:39 PM Rating: Decent
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koromaseraph wrote:
catwho wrote:
Yeah, it's not enough to make me want to drag out my COR junk I muled after I got it to 99. It doesn't fix the fundamentally broken part of the job, which is a lack of DoT as a DDer, and redundancy with BRD as a buffer.


except that you know... cor buffs are way better and can do more then just haste/attack bollocks.


Haste is still king.
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#23 Jan 20 2012 at 2:26 PM Rating: Good
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catwho wrote:
koromaseraph wrote:
catwho wrote:
Yeah, it's not enough to make me want to drag out my COR junk I muled after I got it to 99. It doesn't fix the fundamentally broken part of the job, which is a lack of DoT as a DDer, and redundancy with BRD as a buffer.


except that you know... cor buffs are way better and can do more then just haste/attack bollocks.


Haste is still king.


Not always.
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#24 Jan 23 2012 at 12:21 AM Rating: Decent
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svlyons wrote:
Dartagnann wrote:
louispv wrote:


Blah, guess I could try BST/companion's, but we still can't buff companion's roll. And extra TP does pretty much nothing for Ready moves anyway. (Most pets WS at 250 tp every time, anyway.)

Wouldn't Companion's roll help get your pet to 250 TP faster?

BST pets are WSing at 250 TP instead of 100 TP because what's holding them back from using TP more often is the Ready/Sic timer (and in the case of Ready, the tokens required for a desirable move). It's not that BSTs are intentionally waiting for 250 TP, or that the pet AI is waiting for 250 TP.


And that's A)

B) My pet ws's with 200 tp if it has 100 when I hit the macro. Most pets have Fencer (TP+50) and ferine hands add a TP bonus. (TP+50) If I had an aymur it would be physically impossible to ws at less than 300 tp, since it also adds a TP bonus.

C) Extra pet TP does almost nothing. It's almost always simply a longer duration on the additional effect that didn't land in the first place. And when it is a damage increase, you need a parser to notice. (Charged whisker did 400 instead of 320 with an extra 150 tp? wow...)

It's borderline broken for puppets, since they ws on their own as soon as they get TP. The damn things have essentially a 2 hit build with an 11 roll. And while SMN have a bloodpact delay, their damage increases incredibly with more TP for avatars. For BST, companion's roll basically just saves some gil on biscuits.

Quote:
Haste is still king.


I'd take miser's roll over march any day. WS'ing and still having 40-50 tp left over afterwards is delightful.
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#25 Jan 23 2012 at 5:29 AM Rating: Default
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catwho wrote:
koromaseraph wrote:
catwho wrote:
Yeah, it's not enough to make me want to drag out my COR junk I muled after I got it to 99. It doesn't fix the fundamentally broken part of the job, which is a lack of DoT as a DDer, and redundancy with BRD as a buffer.


except that you know... cor buffs are way better and can do more then just haste/attack bollocks.


Haste is still king.



This, I have no idea why ppl says haste is dead........

A good VW DD zerg pt should have BRD singing march, and COR should be using misers+chaos. Haste is never dead, but Chaos+misers isn't much inferior....just like old lv 75 merit pt, COR+BRD > only COR or only BRD, you can't really miss any one of them.

I don't think lack of DoT is a big problem, or else it'd be broken with powerful ranged WSs like WF and Last Stand....if you like DoT DD job, may as well play MNK DNC etc. Every DD works differently, just pick the one you like. It doesn't really need high DoT IMO, considering WS is strong and it's ranged.

Also Last Stand if done right, it easily beats WF on many lower tier VWNM if you have no racc issue.
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#26 Jan 23 2012 at 5:32 AM Rating: Good
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Admittedly I was a very sad COR through much of Abyssea, but VW and likely Legion will make very good use of COR.
If you haven't experienced getting 65 TP back from a WS with Miser's, atmacite of Discipline, you don't know what you are missing.

Having way more fun on COR at VW events than I have the last couple year. Too bad I only seem to get these lousy logs all the time.


WF Cor is a fairly broken job in VW, similar to how war is. I would be pretty supsrised if a nerf wasn't coming for wildfire in the same way they are ripping apart Ukon atm. The sheer quantitiy of weapon skills a good WF cor can pump out is pretty insane, don't even have to worry about acc issues.
#27 Jan 23 2012 at 5:42 AM Rating: Decent
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Runespider wrote:
Quote:
Admittedly I was a very sad COR through much of Abyssea, but VW and likely Legion will make very good use of COR.
If you haven't experienced getting 65 TP back from a WS with Miser's, atmacite of Discipline, you don't know what you are missing.

Having way more fun on COR at VW events than I have the last couple year. Too bad I only seem to get these lousy logs all the time.


WF Cor is a fairly broken job in VW, similar to how war is. I would be pretty supsrised if a nerf wasn't coming for wildfire in the same way they are ripping apart Ukon atm. The sheer quantitiy of weapon skills a good WF cor can pump out is pretty insane, don't even have to worry about acc issues.



I think WF is just fine....so far the only VWNM that WF is especially strong is just that Flan in bubu(since it has PDT-), although I also heard some pt able to use pop 2k+ average Ukko on that NM.

It's magical and has no racc issues, but also not easy to buff to 3k+ dmg(I think so far I only popped 3k+ WF on flan in bubu, rest other VW almost never broke 3k), while other strong physical WS like resolution/Ukko can hit 3~5k easily with right buffs.

If they wanna nerf everything, they should nerf resolution too ;(
#28 Jan 23 2012 at 11:50 AM Rating: Decent
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Runespider wrote:
Quote:
Admittedly I was a very sad COR through much of Abyssea, but VW and likely Legion will make very good use of COR.
If you haven't experienced getting 65 TP back from a WS with Miser's, atmacite of Discipline, you don't know what you are missing.

Having way more fun on COR at VW events than I have the last couple year. Too bad I only seem to get these lousy logs all the time.


WF Cor is a fairly broken job in VW, similar to how war is. I would be pretty supsrised if a nerf wasn't coming for wildfire in the same way they are ripping apart Ukon atm. The sheer quantitiy of weapon skills a good WF cor can pump out is pretty insane, don't even have to worry about acc issues.


Any DD with Tacticians and Misers rolls can pump out WS. WF isn't more powerful than the best physical WS out there. I'm just starting my VW sojourn and without ascetics tonic, I'm generally hitting 1.2-1.5k and that is only a couple pieces short of an optimum WF build.

Admittedly COR is good in VW And we're seeing bandwagonners come out of the woodwork, but it does actually require decent gear and an empyrean WS to shine in a "broken" fashion. I doubt SE will do a lot. They need to nerf BST before they need to wreck COR. No COR is ever going to solo all of Abyssea and Dynamis like today's BSTs are doing.
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#29 Jan 23 2012 at 12:44 PM Rating: Decent
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need to nerf bst? Why, because BST can spend a fortune to solo outdated content? Lots of jobs can solo in dynamis just fine. The only things bst can solo are either

a) not worth soloing except for giggles
b) olde content that doesn't matter (see above)
c) give limited drops because bst doesn't have many staggers
d) cost a fortune
e) are soloable by plenty of other jobs

add on, speaking of VW - as far as I've seen no one takes a bst to voidwatch except out of pity

Edited, Jan 23rd 2012 10:46am by Olorinus
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#30 Jan 23 2012 at 6:40 PM Rating: Decent
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Dartagnann wrote:
Runespider wrote:
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Admittedly I was a very sad COR through much of Abyssea, but VW and likely Legion will make very good use of COR.
If you haven't experienced getting 65 TP back from a WS with Miser's, atmacite of Discipline, you don't know what you are missing.

Having way more fun on COR at VW events than I have the last couple year. Too bad I only seem to get these lousy logs all the time.


WF Cor is a fairly broken job in VW, similar to how war is. I would be pretty supsrised if a nerf wasn't coming for wildfire in the same way they are ripping apart Ukon atm. The sheer quantitiy of weapon skills a good WF cor can pump out is pretty insane, don't even have to worry about acc issues.


Any DD with Tacticians and Misers rolls can pump out WS. WF isn't more powerful than the best physical WS out there. I'm just starting my VW sojourn and without ascetics tonic, I'm generally hitting 1.2-1.5k and that is only a couple pieces short of an optimum WF build.

Admittedly COR is good in VW And we're seeing bandwagonners come out of the woodwork, but it does actually require decent gear and an empyrean WS to shine in a "broken" fashion. I doubt SE will do a lot. They need to nerf BST before they need to wreck COR. No COR is ever going to solo all of Abyssea and Dynamis like today's BSTs are doing.



There are no reason to nerf BST considering this job is not used anywhere else....(maybe WoE...maybe), if they nerf BST in dyna then there won't be a place for this job at all.

Also soloing Abyssea on BST is pointless without proc, it's only good at solo dyna.

For some reason when ppl see BST solo stuff that other job can't, they usually got jealous XD. But that's the reason why SE make this job, no?



#31 Feb 02 2012 at 4:41 PM Rating: Good
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Camate wrote:
As a result of the development team’s investigation as well as feedback we received, we will be once again changing the effect of Gallant’s Roll from “damage reduction” to “increased defense.”

This roll’s defense increase effect will increase a character’s defense by a percentage, so characters with already high defense will benefit largely from this.

As a different idea we looked into “physical damage reduction,” but the effect itself increased by a percentage, which made it not possible to make the effect values very large thus creating the concern that the roll itself wouldn’t be too useful. Paladin’s who have a wealth of damage reduction gear would cap out too easily and attackers/back-line jobs would become disproportionate by having this along with other high defense stats, so we determined this to be an unrealistic route.


http://forum.square-enix.com/ffxi/threads/19793-dev1069-Phantom-Roll-Effect-Adjustments-feedback?p=272830#post272830
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#32 Feb 02 2012 at 9:58 PM Rating: Decent
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nice SE now that COR has Protect, can RDM cast temper of foos with big sticks?
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#33 Feb 02 2012 at 10:02 PM Rating: Decent
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It was a Phalanx effect before. Percentage defense might actually be useful though, since that's pretty much equivalent to -PDT without having to be under PDT cap. They better be pretty decent numbers though, because 10% more defense is actually only 9.1% less damage taken, but still...
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#34 Feb 02 2012 at 10:10 PM Rating: Good
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As a result of the development team’s investigation as well as feedback we received, we will be once again changing the effect of Gallant’s Roll from “damage reduction” to “increased defense.”


Starts out useless, consider changing it into something situationally useful, then make it useless again.

Never change, SE.
#35 Feb 03 2012 at 9:19 AM Rating: Decent
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There are no reason to nerf BST considering this job is not used anywhere else....(maybe WoE...maybe), if they nerf BST in dyna then there won't be a place for this job at all.

Also soloing Abyssea on BST is pointless without proc, it's only good at solo dyna.

For some reason when ppl see BST solo stuff that other job can't, they usually got jealous XD. But that's the reason why SE make this job, no?



Well it seems SE agreed with me. Not that I'm proud of that fact.

As far as changing Gallants roll from phalanx to defense +, I'd have to see the results. Protect has always been somewhat meh in its effects but it might make a similar difference to a weak phalanx effect overall. As a phalanx effect it was only going to be helpful to FC burns. As a defense effect it might help agianst larger game.
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#36 Feb 03 2012 at 3:48 PM Rating: Default
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Protect is great when applied to % DEF increases such as Cocoon, and possibly this. Protect becomes 120DEF under Cocoon, which becomes 144 DEF with 20% food. If this adds a further 20% increase you are looking at either

80*1.70 (if cocoon)*1.20 = 163 DEF which is twice the effect of protect.

or (depending on how it is counted)

80*1.50*1.20*1.20 = 172 Defense.

(included cocoon for max defense take it in and out as you will).
(RDM can add Bio III @ 20% with cor for a 25% or so increase to defense on top of that)

172*1.25 = 215 DEF.

Just from protect 5 on a PLD/BLU or BLU, or BLU+Diffusion with a RDM and COR that is a 268% increase, for only applying 115% in bonuses.

Its a nice situational buff imo.

Edited, Feb 3rd 2012 4:48pm by rdmcandie
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#37 Feb 03 2012 at 4:55 PM Rating: Good
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Bayohne wrote:

Since we didn’t provide enough background information along with our last post, I wanted to inform you all why we decided to change Gallant’s Roll’s effect to defense boost.

We plan on setting the value of the defense boost at around 30% when the highest number is rolled. This boost will be applied to the final defensive value after the effects of gear, abilities and spells are factored in and will reduce physical damage taken. This effect will vary based on the opponent’s strength and the player’s defense stats, but we expect this defense boost to be more significant than the originally planned Phalanx effect. (In addition, players can still reduce damage even further through gear and Phalanx.)

The effects of defense vary based on the opponent’s attack strength, so defense boost is more effective when fighting against stronger opponents compared with Phalanx, which has a fixed damage reduction. Defense boost also has a cumulative effect, which makes it more beneficial to paladins than physical damage reduction which becomes useless once the maximum limit is reached.

Therefore, we decided that making the roll a defense boost would be a more beneficial effect overall.


http://forum.square-enix.com/ffxi/threads/19793-dev1069-Phantom-Roll-Effect-Adjustments-feedback?p=273887#post273887
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#38 Feb 03 2012 at 7:07 PM Rating: Default
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80*1.50*1.20*1.20 = 172 Defense.


we have a winner.

base*spell*roll*food*(bioIIIs 17-25% DEF increase via 15-20% ATK down)*PDT value-Phalanx.

sh*t looks good. Nice change SE.
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#39 Feb 08 2012 at 6:02 PM Rating: Good
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Camate wrote:

There have been some comments from players mentioning that they don’t see the point of defense as a stat, so I’d like to go into some detail on it.

As defense increases over an enemy’s attack power, the amount of damage reduced gradually tapers off. If the enemy you are fighting is lower level and your defense is way higher, it becomes more difficult to gain large benefits even if you increase your defense.

In instances where your defense is reduced via an enemy action, where your character’s defense would normally be higher than an enemy’s attack power, and the gap between the two is narrowed, the amount of damage being reduced will start to vary largely. This shows that you’ll take more damage when your defense is lowered, giving meaning to the value of your defense.

Another easy way of feeling the effects of defense is to face off against an even match enemy and compare the damage received with your armor equipped and off.

Since the effects of defense increase as defense is stacked, the benefits are by no means small, so it would be really helpful if we could receive feedback with this in mind.

For reference, Mocchi provided some test data.

Setup

Compared physical damage taken between the following situations when fighting warrior-type monsters that were 15 levels higher than the level 99 PLD/WAR (defense 460) used for testing.


Naked/with Defender active/with Defender active + food effects (black curry bun)

Results

Naked (Defense 460): 245 damage
Defender (Defense 575): 216 damage
Defender + food (Defense 663): 197 damage


Depending on the situation, the numbers may not be the same, but this is simply intended to serve as reference.


http://forum.square-enix.com/ffxi/threads/19793-dev1069-Phantom-Roll-Effect-Adjustments-feedback?p=276997#post276997
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#41 Feb 08 2012 at 8:10 PM Rating: Good
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Getting high defense isn't so much the issue as it is the fact harder mobs are likely to be rocking high damage "weapons" at the standard 240 delay or less. This then feeds into their AoE physical WS where level correction and the fact they're probably 1.5x ATK higher or more over non-PLD player DEF contributes to that feeling defense is useless. This is partly why I've wanted to see RDM get a debuff that affects the level correction values of actions on and taken by the afflicted, basically leveling down a mob and possibly affecting available traits, spells, and TP moves in the process.
#42 Feb 08 2012 at 8:37 PM Rating: Good
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This is partly why I've wanted to see RDM get a debuff that affects the level correction values of actions on and taken by the afflicted, basically leveling down a mob and possibly affecting available traits, spells, and TP moves in the process.


Really?
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#43 Feb 08 2012 at 9:00 PM Rating: Decent
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My bad, derp derp swordz.

Sorry you don't know me as well as you'd like to believe.
#44 Feb 08 2012 at 10:33 PM Rating: Decent
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Zelduh wrote:
Gogo double soulvoice minne + fully meritted Protectra V with sheltered ring + taco + Defender + defense gear + taco + PLD Roll + Sandstorm + Boost-VIT + Bio III + Demoralizing Roar + Drown + Diffusion'd Harden Shell!


Still wouldn't be better than -PDT capped, Scherzo, Earthen armor setup
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#45 Feb 10 2012 at 8:34 PM Rating: Decent
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Seriha wrote:
My bad, derp derp swordz.

Sorry you don't know me as well as you'd like to believe.


No I was just confused at how you expect SE to give an enfeeble to RDM that is essentially, Dia/Bio/Gravity/Blind/ABS-DEX,AGI,STR,INT,MND,VIT,CHR(or Frost Drown Rasp, Choke Shock Burn.), Elejitsu MEVA-, (or, AMII MEVA, Enspell MEVA, DeathBlossom MEVA) All in one go. Nothing to do with swords, all about what you are asking.

So again really?

(that is if you truly understand what you are asking.)


Edited, Feb 10th 2012 9:35pm by rdmcandie
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#46 Feb 10 2012 at 9:03 PM Rating: Good
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I'm more than aware of what I'm asking, thanks.

It's not like there things like cast time, MP costs, actual element, recast, and duration to consider. And that's before introducing a mechanic where multiple RDMs could cast the spell on the target, adding a level down per up to, say, 5. Plus it would go on to stack with things mentioned.

But if you just want to up and assume the spell being overpowered, that's your choice. Not like RDM's raining in enfeebling diversity and meaningful potency at present.
#47 Feb 10 2012 at 11:16 PM Rating: Default
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So just to be clear you want RDM to be able to cast pretty much every status afflicting ability in the game, in one spell.

Nothing over powered about Lowering a mobs level, while increasing the value of attack, defense, strength, evasion, macc, strength, dexterity, charisma, mind, intelligence, vitality, agility, all at the same, within one spell, nothing at all.

But thats ok! it can stack with Dia/Bio, Gravity, Blind, Elejitsu, Abs-stat so that makes it OK.


Smiley: rolleyes

You better put out a lot, because this will get laughed off even the most junior devs desk.


Edited, Feb 11th 2012 12:19am by rdmcandie
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#48Erecia, Posted: Feb 11 2012 at 12:32 AM, Rating: Sub-Default, (Expand Post) Um. Yeah. rdmcandie is pretty much a twat, but he has a point on this one. Unless this debuff was stupidly small (ie not worth casting at all) then that's ridiculously overpowered.
#49 Feb 11 2012 at 10:14 AM Rating: Good
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I'm kind of shocked there's not more negative reaction here, given that, you know, defense's uselessness after level 50 is of memetic levels, and has been for as long as I've been playing. Smiley: laugh
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#50 Feb 11 2012 at 11:02 AM Rating: Excellent
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Lady Jinte wrote:
I'm kind of shocked there's not more negative reaction here, given that, you know, defense's uselessness after level 50 is of memetic levels, and has been for as long as I've been playing. Smiley: laugh

It was just explained above. Against mobs with high attack, 30% defense added after food/abilities/gear can result in much higher damage mitigation than a Phalanx effect.

When Ig-Alima is hitting you for 1000-1500 damage per attack, would you rather have 800 defense or take 20 less damage?
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#51 Feb 11 2012 at 11:21 AM Rating: Excellent
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Chewzer wrote:
Lady Jinte wrote:
I'm kind of shocked there's not more negative reaction here, given that, you know, defense's uselessness after level 50 is of memetic levels, and has been for as long as I've been playing. Smiley: laugh

It was just explained above. Against mobs with high attack, 30% defense added after food/abilities/gear can result in much higher damage mitigation than a Phalanx effect.

When Ig-Alima is hitting you for 1000-1500 damage per attack, would you rather have 800 defense or take 20 less damage?


I'd rather have an offensive roll, since level correction makes the defense boost effectively nil and I'd have berserk up anyway
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Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

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