|
[Dev] Corsair Adjustments
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-01-19 07:43:44
About the other thing, I don't want more charges for nerfed damage. What they should do is changing the recast merits from 2 to 5 or 4 seconds. With the already high accuracy and utility for light based sleep, and dispel, I would gladly accept lowered damage for more charges and/or decreased recasts.
Edit: Anything they do that lowers my current damage output will really, really, really burn my ***.
But if they give us crap debuffs added to QD and nerf the hell out of damage, I will be livid. UNLESS (and this is a HUGE unless) the debuffs are both 1) potent and 2) land where other debuffs do not. I'm talking silence, potent paralyze and slow, addle and sleep sticking to major NMs. Don't give me gravity on wind shot to be used on VW mobs where you can't even reasonably kite. Give me a silence that will stop a mob like Akvan from casting death. Give me a potent, seldom-resisted stun on thunder shot.
That is the only situation where I'd consider QD damage being lowered to be even remotely worthwhile.
Otherwise it's a nerf and I don't give a good god damn what the useless Japanese cor/whm crowd thinks of it.
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6138
By Lakshmi.Byrth 2012-01-19 07:46:48
TBH, reducing QD damage by half and doubling the number of charges wouldn't be all that bad now that Quick Draw gives TP.
As long as they evened out so that the damage over time is the same as it is now (or greater), I think I'd almost prefer the smaller QDs with more charges.
Doubling the number of charges and halving the damage leaves you with approximately half the DPS from shots in places that matter, because it wouldn't necessarily change the recast. Notice that isn't on the table with their adjustments.
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-01-19 07:54:28
Also, what this actually comes down to is the ranged attack system's increasingly broken nature within the style of play they cultivated with increasing the level cap and adding crazy new gear.
If they want to maintain ranger as a stronger job, give them more abilities and traits. Don't take away what makes this job unique.
Phoenix.Sehachan
サーバ: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-01-19 08:24:49
The addition of debuffs is planned without nerfing the damage. The damage was considered to be nerfed only if charges were to be increased. Which is why I'm happy with the incoming debuffs(especially if thunder is stun).
And I agree that they should address ranger's problems separately.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-01-19 08:29:14
01-19-2012 03:30 AM | Gildrein | Community Rep | |
| [dev1069] Corsair Job Adjustments
*This content is currently in development and may differ in the release version.
| |
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6138
By Lakshmi.Byrth 2012-01-19 08:32:27
Isn't that a duplicate of what they already posted?
Edit: Nevermind. They adjusted Healer's Roll values.
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-01-19 08:36:21
Either way, with the new rolls, I can see ls'es wanting to bring more than one corsair to events and some poor corsair is always going to get lumped into the tank party.
I admit. Voidwatch DD party has made me quite lazy. Roll cycles aren't something I want to do anymore.
Lemme DD roll and, as my buddy Oghren would put it, do my happy dance.
[+]
Bismarck.Sylow
サーバ: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-01-19 15:13:50
TBH, reducing QD damage by half and doubling the number of charges wouldn't be all that bad now that Quick Draw gives TP.
As long as they evened out so that the damage over time is the same as it is now (or greater), I think I'd almost prefer the smaller QDs with more charges.
Doubling the number of charges and halving the damage leaves you with approximately half the DPS from shots in places that matter, because it wouldn't necessarily change the recast. Notice that isn't on the table with their adjustments.
Good point. I assumed changing the recast of charges, too.
Phoenix.Sehachan
サーバ: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-01-26 04:14:41
This update changes the view on Healer's roll completely. Well, almost. Still not worth over dd rolls in most circumstances, but it's an improvement.
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-01-26 10:38:22
This update changes the view on Healer's roll completely. Well, almost. Still not worth over dd rolls in most circumstances, but it's an improvement.
There's potential here for maybe Healer's/Gallant rolls in fights where you actually need a dedicated tank party, few and far between as they may be.
Edit: with another non-Gallant's roll thrown in on the mages, of course, unless it's reasonable to expect them to take damage.
Also, additional thought: Could be a good combo in Legion if tank parties are going to be a regular need and you go back to old-school HNM fights like Fafhogg where your mages are going to get *** slapped pretty much unavoidably.
Edit2: Indirect bonus here is that this would also increase the amount for which a paladin can cure themselves, potentially assisting in hate-keeping in certain circumstances as well.
As much as I prefer being a DD party Corsair and just doing my pirate thing, this could be really useful.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-02-02 16:56:13
Update on topic today:
02-02-2012 04:30 PM | Camate | Community Rep | |
| 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. | |
Phoenix.Sehachan
サーバ: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-02-02 16:59:31
We complained about gallant's roll adjustment?
We did?
Maybe they didn't notice the lols at warlock roll and the bashing of healer's roll.
サーバ: Asura
Game: FFXI
Posts: 11
By Asura.Wilmakitty 2012-02-02 17:03:19
interesting increased defense? HMMMMMM
By volkom 2012-02-02 17:04:57
interesting increased defense? HMMMMMM you have a yoruichi avi [+]
Leviathan.Draylo
サーバ: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-02-02 17:10:18
Doubt this will make it be used.
Ragnarok.Afania
サーバ: Ragnarok
Game: FFXI
Posts: 2822
By Ragnarok.Afania 2012-02-02 17:15:27
This is actually worse than phalanx - -
Phoenix.Sehachan
サーバ: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-02-02 17:20:00
They say they decided this based on feedback.
Who the hell told them to change it to defense boost?
[+]
Phoenix.Anniel
サーバ: Phoenix
Game: FFXI
Posts: 75
By Phoenix.Anniel 2012-02-02 17:22:43
Update on topic today:
02-02-2012 04:30 PM | Camate | Community Rep | |
| thus creating the concern that the roll itself wouldn’t be too useful | |
It's not like this is gonna be used anyway.
[+]
Ragnarok.Afania
サーバ: Ragnarok
Game: FFXI
Posts: 2822
By Ragnarok.Afania 2012-02-02 17:25:06
I want phalanx back! D;
And old healers roll back too! D; D:
[+]
Bismarck.Helel
サーバ: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2012-02-02 17:34:31
Why are they even wasting their time contemplating this roll. Nobody will ever use it.
サーバ: Valefor
Game: FFXI
Posts: 19501
By Valefor.Prothescar 2012-02-02 17:54:42
Are you *** kidding me
The phalanx would have been relatively useful on like... idk... flying wyrms
Lakshmi.Eyrhika
サーバ: Lakshmi
Game: FFXI
Posts: 764
By Lakshmi.Eyrhika 2012-02-02 18:14:07
In every aspect, the dev team shows more and more that they are completely out of touch with this game. I often wonder if they are playing WoW or League of Legends...
サーバ: Valefor
Game: FFXI
Posts: 19501
By Valefor.Prothescar 2012-02-03 15:53:58
So yeah, since this most adversely affects Corsairs, word on the street is that they're nerfing Save TP to return whichever is higher of the save TP value and the original WS return.
Phoenix.Sehachan
サーバ: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-02-03 15:54:48
I'm mad.
サーバ: Valefor
Game: FFXI
Posts: 19501
By Valefor.Prothescar 2012-02-03 15:57:17
On the bright side it shouldn't have as big of an effect in VW assuming the effects of Save TP are cumulative. Save TP would always be around double your WS return, though you're still losing a full hit's worth of TP.
Bahamut.Cuelebra
サーバ: Bahamut
Game: FFXI
Posts: 778
By Bahamut.Cuelebra 2012-02-03 16:07:21
TBH, reducing QD damage by half and doubling the number of charges wouldn't be all that bad now that Quick Draw gives TP.
As long as they evened out so that the damage over time is the same as it is now (or greater), I think I'd almost prefer the smaller QDs with more charges.
Doubling the number of charges and halving the damage leaves you with approximately half the DPS from shots in places that matter, because it wouldn't necessarily change the recast. Notice that isn't on the table with their adjustments.
Good point. I assumed changing the recast of charges, too.
The MAB factor in QD calculates in TP return?
サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-02-03 16:10:56
Valefor.Prothescar said: »So yeah, since this most adversely affects Corsairs, word on the street is that they're nerfing Save TP to return whichever is higher of the save TP value and the original WS return.
Word on the street? You mean untranslated JP dev diarrhea or something?
サーバ: Valefor
Game: FFXI
Posts: 19501
By Valefor.Prothescar 2012-02-03 16:11:10
Yea
サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-02-03 16:17:10
Valefor.Prothescar said: »Yea
Ok not surprised about Miser's Roll at all. Tacticians getting a nerf or Wildfire would be fully expected at this point.
Leviathan.Draylo
サーバ: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-02-03 16:19:03
Didn't they make a post a while back saying they weren't gonna nerf jobs as they balance out 99? Thought I read that, must have been wrong!
[+]
01-03-2012 02:28 PM | Camate | Community Rep | |
| Howdy!
It’s been quite some time since we announced that we would be revamping corsair’s Phantom Roll effects, but I have some additional information about the planned changes.
※Currently these features are in-development and testing and are subject to change.
As long as there are no major development/testing problems, we are planning to introduce these changes on the test server middle or late January.
As usual, please let us know your feedback! | |
01-05-2012 02:06 PM | Rukkirii | Community Rep | |
| Odin.Mirabelle said: One question about the new Gallant's roll. Are the values a flat amount of -DT (like phalanx) or a percentage (like -DT gear)? The damage reduction from Gallant's Roll is not a percentage, the reduction value is the number itself. (Maximum 30 damage)
In case you didn't know, you can stack this with Phalanx making it possible to increase the amount of damage reduced.
In regards to those of you asking about a third roll, we haven't solidified a specific adjustment timing so I don't have any new information for you guys at the moment. But when I do, you bet I'll be giving you guys an update! | |
01-11-2012 05:54 PM | Camate | Community Rep | |
| Greetings all
I have some additional info on corsair adjustments based on some questions from the Japanese forum to share with you all.
Quote: Though Drachen Roll gives magic attack bonus to pets, this does not affect wyvern’s attack breath, and in the case of battles that are dependent on a pet’s magic attack, a dragoon will not be in the party for the bonus. In order to allow for better use of the job bonuses, we are currently looking into swapping the stats on Drachen Roll and Puppet Roll. We are making preparations so that this can be implemented onto the test server along with the other roll adjustments.
[Pre-adjustment]
Drachen Roll: Enhances pet magic attack and magic accuracy
Puppet Roll: Enhances pet accuracy
[Post-adjustment]
Drachen Roll: Enhances pet accuracy
Puppet Roll: Enhances pet magic attack and magic accuracy
Quote: Would it be possible to edit the effect of Blitzer’s Roll?
Currently, if you cast Blitzer’s Roll, the amount of TP gained is reduced and if attackers use store TP it’s not really possible to get the full benefit. Could you edit this so that the effect does not affect TP gain and reduces attack delay like Haste and March? The effect of Blitzer’s Roll is the same as Martial Arts as it reduces the attack duration, so the amount of TP gained is affected. We do not plan on changing the effect to make it similar to Haste/March as these spells have an influence on magic.
Quote: Can you make it possible to cast rolls on a single party member? It could have a 15 second recast and no Double-up possibility. If we had this, it would make it possible to use all of the hard to use pet rolls, etc. It would also be possible to put the new Gallant’s Roll on the tank only. In regards to single target rolls, I will address this and the concept of corsair as a set.
Corsairs have the ability to support party members with their rolls similar to bards; however, while bards spend most of their time during battle supporting party members with songs, corsairs don’t spend the same amount of time on support and were made to have a surplus of time so they can attack. This is why the effect duration and recast time on rolls have been set to be longer than songs.
While it is definitely possible to look into single target effects in order to effectively use rolls, the functionality of corsair would most likely be largely changed due to the increased frequency of roll usage, so we would like to continue to look into this while carefully considering whether it is really appropriate for the corsair style that we envisioned.
Quote: The enhanced cure potency for cures received is good with waltzes too, right? Unfortunately the effect from Healer’s Roll will not enhance the potency of waltzes.
While they are similar effects, the stats are separate and this is the roll for white mages. | |
01-18-2012 04:39 PM | Camate | Community Rep | |
| Dearest corsairs,
Just wanted to deliver some feedback that was being discussed on the Japanese forums in regards to Quick Draw and Rolls.
Quote: Personally, I would like to focus on Phantom Roll + Quick Draw + Weapon Skills.
(With the current system for Phantom Roll)
What is currently severely lacking is the number of charges for Quick Draw.
I would like this adjusted so that it would be possible to pull off something like the following rotation: Roll→2 Draws → Roll → 2 Draws…→Weapon Skill → Roll…
As such, I would like the number of charges for Quick Draw to be increased to about 6. Increasing the number of charges will lead to an increase in damage dealt over the same time span, so this is something we have to look into very carefully.
Since Quick Draw is an ability, it can be used quickly and there is not much down time, which means that it is more convenient than ranged attacks and it is possible to deal as much damage as a weapon skill, based on how it is used. If the number of charges is simply increased, corsairs would have more attacking power than rangers.
If we do end up increasing the number of charges, we would have to nerf its effects to maintain balance. Whether or not it would be worth nerfing the effects to increase the number of charges is an issue that we are investigating with the help of your feedback.
In addition, we plan on adding enfeebling effects to Quick Draw in the enfeebling spell adjustments we have planned, so please look forward to these changes as well. | |
01-19-2012 03:30 AM | Gildrein | Community Rep | |
| [dev1069] Corsair Job Adjustments
*This content is currently in development and may differ in the release version.
| |
02-02-2012 04:30 PM | Camate | Community Rep | |
| 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. | |
02-08-2012 05:55 PM | Camate | Community Rep | |
| 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
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. | |
As you might notice I now have a subscribe button on my new template. It is an RSS Feed of the updates posted on this site. Enjoy <3
|
|