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Corsair Job Adjustments - Answers to User Suggest.
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2011-08-17 17:10:33
QD is 45 seconds with max merits + Mirke augment. Augmented Blood Mask can get another -5 QDD for a 40 second delay, which would be amazing.
Hate when information like this is only on BG >_>. If I was better at Editing/creating tables I'd add it to the others as it took me forever to find it. I do have a new aspiration now though, thanks. Perfect for light and dark shots where damage doesn't matter.
It would likely beat out AF hat on damage too just because you'd be able to fire off more shots.
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2011-08-17 17:12:45
I can understand situational use of melee on COR, I just didn't understand that comment I read "Also It's obvious why shooting for TP is ineffective vs the speed of meleeing for TP and running back for the WS" when I dont think that meleeing for TP makes shooting ineffective at all.
I agree that in the current game environment shooting is more effective than melee when taken in context.
I think part of the thing is, as I've said a few times in this thread, you've got to be fluid with corsair and understand no one of these things is the way to go all the time.
In all my wordiness thusfar, that's really all I'm trying to get across. If you're stuck in any one set way of doing something and not able to do a lot of things on demand as the situation requires, you're not getting the most from the job.
サーバ: Seraph
Game: FFXI
Posts: 37
By Seraph.Corrinth 2011-08-17 17:24:23
QD is 45 seconds with max merits + Mirke augment. Augmented Blood Mask can get another -5 QDD for a 40 second delay, which would be amazing.
Hate when information like this is only on BG >_>. If I was better at Editing/creating tables I'd add it to the others as it took me forever to find it. I do have a new aspiration now though, thanks. Perfect for light and dark shots where damage doesn't matter.
It would likely beat out AF hat on damage too just because you'd be able to fire off more shots.
On a Per mob basis, I can't imagine anything living long enough for the benefits of shorter time to outweigh the hats damage. On an event basis is where the mask may shine, but then you run the risk of wasting damage if you aren't QDing exactly at 40s. Where the mask will probably win out all the time, is QD solo. 40s QD's are beastly when your only source of damage is QD.
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2011-08-17 18:03:27
Quote: On a Per mob basis, I can't imagine anything living long enough for the benefits of shorter time to outweigh the hats damage. On an event basis is where the mask may shine, but then you run the risk of wasting damage if you aren't QDing exactly at 40s. Where the mask will probably win out all the time, is QD solo. 40s QD's are beastly when your only source of damage is QD.
7/10 times I'm the only one doing damage when I'm on corsair. I personally would get great benefit from it.
Ragnarok.Afania
サーバ: Ragnarok
Game: FFXI
Posts: 2822
By Ragnarok.Afania 2011-08-17 23:54:47
Was dual wield inappropriate for corsair based on how delay combinations functioned together with multiple hit weapons like Joyeuse and M.Kris?
Also It's obvious why shooting for TP is ineffective vs the speed of meleeing for TP and running back for the WS. However, does it still hold a place in terms of incremental TP gain at a safe distance as to avoid AOE and whatnot? I remember shooting for TP in exp parties back in the day and it saved a lot of MP not being part of the damage equation for the healers depending on the mob of course. Hopefully this also applies to endgame to a degree.
Dual wielding is appropriate if your main WS is Evi in Abyssea to get extra offhand hit/DPS for WS.
If you're in Nyzul/Einherjar/limbus/dyna/Salvage, those mobs probably die in 3~5 sec nowadays with today's DD power, you're not gonna get ANY TP at all without regain if you're using a vulcan's staff, since guns takes 8 sec to fire. So melee still gets TP faster against those mobs.
If you're in Abyssea, not using vulcan's means you're losing nearly 1k WS dmg, therefore melee weapon is not worth it IMO.
If you're doing higher lv NMs such as VWNM, shooting is much better to avoid eating AoE dmg.
Shooting is certainly useful, just when mobs die fast its hard to get TP with it. In situations when mobs don't die that fast it's not really that bad with higher WS dmg and QD.
By Artemicion 2011-08-18 00:17:02
So I've more or less narrowed it down to shooting and vulcan's staff having the greater benefit in terms of safety, damage and TP gain when mobs are alive long enough to justify using the gun, or dangerous enough to avoid being part of the damage equation.
Meleeing seem to be narrowed down to the fodder of combat where safety isn't a problem and mobs go down with relative ease. Along with ease of providing rolls to the necessary parties without time or distance struggles.
However, I can certainly see the direct benefits of subbing samurai for hasso/meditate/vulcan bonus for both ranged and WS use over /nin or /dnc for self preservation and/or weapon functionality. Strangely single handed option seems to be the choice regardless of having DW available or not.
Not playing COR for nearly 3 years now kinda made me derp, especially having little to no knowledge of how the game is now with Abyssea and all.
I'm also curious in what time frame does a 5 second reduction make up for or exceed the damage bonus from whatever the most prominent QD bonus is now.
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2011-08-18 07:34:21
Quote: I'm also curious in what time frame does a 5 second reduction make up for or exceed the damage bonus from whatever the most prominent QD bonus is now.
The AF hat adds +5 base damage to your QD (essentially like adding +5 damage to your gun).
I can't imagine that dropping five seconds won't make up for the damage loss. Obviously this only matters if you're QD’ing as soon as the timer’s up, but I know for me that’s pretty much always the case. At the very least it’s the best piece out there for sleep/dispel.
The basic math comes out to (I believe) 13.3~ QDs per 10 minutes with Mirke/merits/AF hat vs. 15 per 10 minutes with Mirke/merits/augmented Blood Mask. Which is, essentially one extra QD per 10 minutes. Therefore, as long as the damage drop isn’t more than…7.5’ish percent of your QD from the +5 base damage loss (which it shouldn’t be) over the course of 10 minutes you will do more damage.
Someone double check my math on that, especially the damage percentage. I am neither an expert at game equations nor able to solidly check my numbers at this moment and Luzaf knows I could certainly be pulling a number or two from my rear that isn’t appropriate at all.
But while my math may be off, I’m fairly certain the premise remains correct.
Edit: I will admit that stylistically, I despise losing my hat if this is indeed the way it maths out. I always enjoyed having my original tricorne on me, felt...right. But being a better, more resourceful pirate is always the priority.
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Phoenix.Sehachan
サーバ: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-07-10 03:01:59
Okipuit;335234 said: Greetings,
I have some feedback to share in regards to some of the suggestions in this thread for changing the functionality of Omphalos bullet.
While we understand that players are concerned about accidentally misfiring this item, unfortunately it is not possible to make so that it cannot be fired, such as certain throwing weapons that cannot be used, as it would also render it impossible to use Quick Draw with it.
The main reason why the Patriarch Protector’s arrow and Iron Musketeer's bolt was converted to the Combat Caster’s quiver/Iron Musketeer's quiver, which could be used to dispense ammo once every 168 hours, was to improve the situation where conquest points could not be spent on other items due to the need to replenish ammunition. As you may recall, it was quite difficult to earn conquest points at the time we introduced these quivers.
We understand that obtaining an Omphalos bullet is certainly not easy, but the high stats were set based on that factor and our stance is for players to take caution when changing out ammo, so we do not have plans of changing this. Can't say I didn't expect it.
サーバ: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2012-07-10 03:21:56
So they can't just like make an omphalus bullet pouch with a timer? Bummer
[+]
Siren.Ihm
VIP
サーバ: Siren
Game: FFXI
Posts: 688
By Siren.Ihm 2012-07-10 05:36:59
Okipuit;335234 said: Greetings,
I have some feedback to share in regards to some of the suggestions in this thread for changing the functionality of Omphalos bullet.
While we understand that players are concerned about accidentally misfiring this item, unfortunately it is not possible to make so that it cannot be fired, such as certain throwing weapons that cannot be used, as it would also render it impossible to use Quick Draw with it.
The main reason why the Patriarch Protector’s arrow and Iron Musketeer's bolt was converted to the Combat Caster’s quiver/Iron Musketeer's quiver, which could be used to dispense ammo once every 168 hours, was to improve the situation where conquest points could not be spent on other items due to the need to replenish ammunition. As you may recall, it was quite difficult to earn conquest points at the time we introduced these quivers.
We understand that obtaining an Omphalos bullet is certainly not easy, but the high stats were set based on that factor and our stance is for players to take caution when changing out ammo, so we do not have plans of changing this. Can't say I didn't expect it. Until the time SE takes their heads out their ***, people will continue to use third party tools (Spellcast in this case).
Never fired mine, never will, spellcast ftw. *** SE.
サーバ: Asura
Game: FFXI
Posts: 370
By Asura.Hotsoups 2012-07-10 22:26:01
Fired mine the other day. Long PW fight and wasn't eyeballing my remaining ammo.
Luckily I had a spare on my mule! Fired that one immedietely, first wildfire out of the gates, forgot to pop my bullet pouch.
Fk that bullet, I'm getting spellcast.
Bismarck.Zuidar
サーバ: Bismarck
Game: FFXI
Posts: 1259
By Bismarck.Zuidar 2012-07-10 22:35:30
They really should of came out with a Omph. Bullet Pouch/belt that would of been on 1/1 charged and upon use it gets recharged for either 1 hour to 12 hours at the very least, I have yet to get one myself but seen 5+ hekas in my own pool and still haven't seen the bullet
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2012-07-10 22:41:12
I honestly think that the development team just expects us to use spellcast, at this point.
Game is nigh unplayable to any degree of proficiency without it.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-07-10 22:47:32
I honestly think that the development team just expects us to use spellcast, at this point.
Game is nigh unplayable to any degree of proficiency without it. I've heard that WoW adapts their updates to 3rd party programs, I wouldn't doubt that FFXI has been for many many years already.
How else do you explain equipment used to improve a single spell.
サーバ: Asura
Game: FFXI
Posts: 5163
By Asura.Daleterrence 2012-07-10 22:52:23
I honestly think that the development team just expects us to use spellcast, at this point.
Game is nigh unplayable to any degree of proficiency without it. I've heard that WoW adapts their updates to 3rd party programs, I wouldn't doubt that FFXI has been for many many years already.
How else do you explain equipment used to improve a single spell.
Typically they don't, to be honest. Most of the time Blizzard will just update the game and it's down to the addon's individual developers to find a work around if Blizzard broke it.
(Though they can, and have outright broke addons beyond repair before now)
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2012-07-10 23:08:47
Quote: I'm also curious in what time frame does a 5 second reduction make up for or exceed the damage bonus from whatever the most prominent QD bonus is now.
The AF hat adds +5 base damage to your QD (essentially like adding +5 damage to your gun).
I can't imagine that dropping five seconds won't make up for the damage loss. Obviously this only matters if you're QD’ing as soon as the timer’s up, but I know for me that’s pretty much always the case. At the very least it’s the best piece out there for sleep/dispel.
The basic math comes out to (I believe) 13.3~ QDs per 10 minutes with Mirke/merits/AF hat vs. 15 per 10 minutes with Mirke/merits/augmented Blood Mask. Which is, essentially one extra QD per 10 minutes. Therefore, as long as the damage drop isn’t more than…7.5’ish percent of your QD from the +5 base damage loss (which it shouldn’t be) over the course of 10 minutes you will do more damage.
Someone double check my math on that, especially the damage percentage. I am neither an expert at game equations nor able to solidly check my numbers at this moment and Luzaf knows I could certainly be pulling a number or two from my rear that isn’t appropriate at all.
But while my math may be off, I’m fairly certain the premise remains correct.
Edit: I will admit that stylistically, I despise losing my hat if this is indeed the way it maths out. I always enjoyed having my original tricorne on me, felt...right. But being a better, more resourceful pirate is always the priority.
I always got Thaumas hat coming ahead for Quick Draw, but admittedly it could be the targets I was defining (versus AF hat, Blood Mask is a clear winner in my opinion).
08-10-2011 09:32 AM | Camate | Community Rep | |
| Greetings corsairs of Vana’diel! I bring you some information that may perhaps be useful in waging war with your mortal enemies the ninjas because you know…Yar-har-fiddle-dee-dee, you are a pirate~! *ahem* sorry. Without further ado…
Quote: In the concept there were a lot of ideas about rolls, but what are you thinking for marksmanship? Since marksmanship is of course an important aspect of corsair, we are looking into this, but first we would like to make adjustments to Phantom Roll and Quick Draw. Once Quick Draw’s usage is improved, we would like to perform marksmanship adjustments to go along with it.
Quote: Add direct enfeebling effects to Quick Draw. How about something like this?
-If there is no enfeeble effect on the enemy, it adds a weak enfeebling effect.
-If there is an enfeebling effect on the enemy, it enhances that effect.
-If you stack Quick Draws, the effect is enhanced.
We are looking into enhancing effects through merit points.
Quote: Add new shots for Quick Draw. Currently we do not have any plans to add new shots. However, we are continuing to look in the direction of adding new stats to the existing shots.
Quote: Make it so the effects of Phantom Roll scale with your level. We are planning to revamp this, but since there are a lot of rolls to consider we are going to need some time to examine it. Also, since the increase in effects from the job bonuses are quite potent, we’d like to look into making adjustments to better utilize this.
Quote: Reduce the recast times for Phantom Roll/Double-up. Since we just implemented a reduced recast time when rolling an XI for Phantom Roll in the last version update, we would like to monitor the balance. If we reduced the timer for Double-up any more, it would affect animations and effects, so we are not thinking of reducing it by a lot.
Quote: Add an ability that makes the AoE roll effects into a single target effect. For the current Phantom Roll system, making this possible for Double-up is extremely difficult. In order to do this we would have to totally revamp the entire Phantom Roll system, so unfortunately we will not be able to do this. However, there is a possibility to create an ability like Tenuto that will limit the effect to yourself.
Quote: Revamp the effects of the current rolls. (Especially Gallant’s Roll and Choral Roll) We will be revamping the effects of all rolls. (Gallant’s Roll is by no means weak, but it’s tough to use because of the resist associated with reflect-related damage.)
Quote: Since there is a chance to Bust when rolling, make roll effects stronger than songs or other similar effects. Though it will depend on what you roll, the effects of Phantom Roll are already set to be slightly stronger than songs. However, especially for rolls with a static effect value, we are planning to make adjustments because there are cases where revamps will be necessary to go along with the future level cap increases.
Quote: Organize Puppet Roll, Drachen Roll, and Beast Roll into one roll. If we were to organize all the pet enhancing effect rolls into one, each effect would have to become weaker. We believe it would be better to make adjustments to the effects so that you can choose the appropriate roll depending on the situation.
Quote: Make the effects of rolling an XI and the effects of unlucky/lucky numbers noticeable. We are planning to make further changes to the effect when rolling an XI. We do not have any plans at the moment for changing the effects of lucky/unlucky numbers any further.
Quote: We would like the stats of hexaguns to have different properties than guns and crossbows. We would like to explore what unique characteristics would be good.
Quote: Give Wildcard a different use besides aiming to simply reset two-hour abilities. Though it’s tied to luck, the effect when Wildcard hits is really big, so we do not have plans of trying to top this.
Quote: Lower the price of the dice sold by NPC vendors. Taking into account the balance with other magic scrolls, we have no plans at the moment to make any significant reductions in price. Since the method of obtaining dice is limited to NPC shops only, there is no real aspect where they are circulated amongst players, but the plus to this is that you can buy them at a stable price. |
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