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[Dev] BLU: New Spells & Adjustments
Cerberus.Doctorugh
サーバ: Cerberus
Game: FFXI
Posts: 317
By Cerberus.Doctorugh 2013-11-08 13:30:59
Cerberus.Doctorugh said: »Cerberus.Doctorugh said: »Valefor.Prothescar said: »Like I've been saying for a couple of weeks now, CDC is only good when you have 1.7~1.8 ratio or lower on Req, which is likely in most solo/low buff situations. In which case you'd be using Sanguine Blade......so...
Maybe the heirarchy of WS has changed a bit, but sanguine was also more of a survival ace in the hole than a goto WS.
Currently getting 3300 on SB and with only +15 mab augs on hagondes stuff, 4k+ shouldn't be an issue with close to max mab augs, new earring and new ammo
That's pretty impressive, I imagine mostly due to the Macc updates?
Not macc as it doesn't affect damage, but simply the MAB augments on hagondes. I also offhand the WKR club which boosts lunge (/RUN), sanguine blade, retinal gaze and other AOE magic spells. /RUN gives me the added rune damage as well as 4k+ occasional spikes on lunges and I pick up more defensive stuff (protect2, +10% parry) and don't have to deal with the -25% def from zerk. Its a bit of a different play style more intensive on fighting more than one mob at a time and using AOE/fan spells (Benthic Typhoon, Whirl of Rage, Retinal Gaze) to drop 3 or so mobs down to 30-50% and then finishing 1 with lunge, 1 with sanguine blade (and after being beat on by 3 mobs getting the HP back is needed) and 1 with CA QC. The next group of three I might hit with thunderbolt, then CW and finish from there as timers are reseting for CA or lunge or TP is coming back up from intermittent melee swings. More MP intensive and less reliant on melee. Basically totally opposite of how I would play in Delve (which is a nice change of pace)
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-11-09 03:00:55
PSA: Blistering Roar is complete *** garbage, to the surprise of no one. Sub 10s duration every time I've used it so far.
Leviathan.Draylo
サーバ: Leviathan
Game: FFXI
By Leviathan.Draylo 2013-11-09 03:02:34
Yep similar results here, I'd rather use Thunderbolt over it lol.
Cerberus.Doctorugh
サーバ: Cerberus
Game: FFXI
Posts: 317
By Cerberus.Doctorugh 2013-11-09 08:22:16
How much MAB on shark spell?
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-11-09 10:27:41
Cerberus.Doctorugh said: »Cerberus.Doctorugh said: »Cerberus.Doctorugh said: »Valefor.Prothescar said: »Like I've been saying for a couple of weeks now, CDC is only good when you have 1.7~1.8 ratio or lower on Req, which is likely in most solo/low buff situations. In which case you'd be using Sanguine Blade......so...
Maybe the heirarchy of WS has changed a bit, but sanguine was also more of a survival ace in the hole than a goto WS.
Currently getting 3300 on SB and with only +15 mab augs on hagondes stuff, 4k+ shouldn't be an issue with close to max mab augs, new earring and new ammo
That's pretty impressive, I imagine mostly due to the Macc updates?
Not macc as it doesn't affect damage, but simply the MAB augments on hagondes. I also offhand the WKR club which boosts lunge (/RUN), sanguine blade, retinal gaze and other AOE magic spells. /RUN gives me the added rune damage as well as 4k+ occasional spikes on lunges and I pick up more defensive stuff (protect2, +10% parry) and don't have to deal with the -25% def from zerk. Its a bit of a different play style more intensive on fighting more than one mob at a time and using AOE/fan spells (Benthic Typhoon, Whirl of Rage, Retinal Gaze) to drop 3 or so mobs down to 30-50% and then finishing 1 with lunge, 1 with sanguine blade (and after being beat on by 3 mobs getting the HP back is needed) and 1 with CA QC. The next group of three I might hit with thunderbolt, then CW and finish from there as timers are reseting for CA or lunge or TP is coming back up from intermittent melee swings. More MP intensive and less reliant on melee. Basically totally opposite of how I would play in Delve (which is a nice change of pace)
I can see the merit in it for that kind of playstyle, for sure.
Lakshmi.Zerowone
サーバ: Lakshmi
Game: FFXI
Posts: 6949
By Lakshmi.Zerowone 2013-11-09 14:27:08
Not that anybody seriously uses /thf anymore for blu but I was playing around with Glutinous Dart and it does stack with Sneak Attack.
258TP, Dist= 7
300TP Dist= 8.4
No food, or debuffs.
Distance doesn't seem to be a factor. Got similar results doing the same from max distance: 6666-6909. Also got the same damage range from regular distance. The two screenshots were just the highest. Was doing between 1.1-1.5k without anytype of buffs. Which is kind of fun on Tulfaires with such a low recast time, low mp cost and piercing dmg penalty.
One should get similar results on Hurkan.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-11-09 16:27:17
It isnt treated as a ranged spell, it just has a long range. Like cannonball. The only spells that act as ranged attacks are Feather Storm, Queasyshroom and Pinecone Bomb which is why they're so nice for testing blue magic attack related things.
[+]
サーバ: Shiva
Game: FFXI
Posts: 3621
By Shiva.Onorgul 2013-11-09 18:45:52
So this is kinda not entirely on topic, but I browsed around and could find nothing and I hate when I feel clueless: what is it that makes ranged Blue Magic different from melee Blue Magic? Especially as regards figuring out Blue Magic Attack.
I'd venture that there's something to do with the whole "sweet spot" thing, but is there an actual message associated therewith?
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-11-09 18:49:39
It works exactly as a ranged attack, therefor it's much easier to tell when your ratio is capped (and thus, when it uncaps) due to the fact that ranged attacks have only one randomizer, meaning they have a far narrower range than melee attacks/spells. This means, through adjustments to your STR and blue magic skill, you can more easily test bonuses to attack through gear and whatnot.
Melee attacks have a primary and secondary randomizer of 1~1.05.
Ranged attacks have only the primary randomizer, and thus it is narrower. Ranged attacks also deal static damage once your ratio is high enough (ranged ratio can go so high that, at a certain point, all of the possible values that it generates exceed or match the pDIF cap).
Essentially, fewer possible outcomes and a smaller sample size needed. I'm not good at explaining things, so hopefully that all makes sense.
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By Ophannus 2013-11-09 19:03:21
If only Glutinous was an auto-crit. Due to our low Blue Attack, it's a lackluster spell. It's good on fodder and low level mobs however. On anything ilvl105 or higher it does like 300-500 damage which is pretty pathetic. Even in WKR, averaging like ~ 350 in Delta Thrust gear.
Lakshmi.Saevel
サーバ: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-11-09 19:25:48
Yeah but its cost and recast are so low that u can spam it. I use GD as a ranged attack for when I dont wanna be near my target. Treat it like CB.
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Lakshmi.Zerowone
サーバ: Lakshmi
Game: FFXI
Posts: 6949
By Lakshmi.Zerowone 2013-11-10 09:34:31
If only Glutinous was an auto-crit. Due to our low Blue Attack, it's a lackluster spell. It's good on fodder and low level mobs however. On anything ilvl105 or higher it does like 300-500 damage which is pretty pathetic. Even in WKR, averaging like ~ 350 in Delta Thrust gear.
Depends on the Mob type. GD can do nice numbers on ilvl105-115 Butterflies, Bees, and Birds, which translates to decent damage on Colkhab and on Hurkan. Though Blu still can't match the numbers pumped out by SMN on Hurkan.
Only casted GD, damage fluctuated at times but was fairly consistent. Not bad bang for your buck given the 16mp cost, 3sec recast time and it's only 2 set points.
Bismarck.Llewelyn
サーバ: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-11-10 10:26:53
I'm tempted to start carrying around my augmented Relic +2 hands now. Azore Lore Glutinous Dart spam is so fun.
[+]
サーバ: Asura
Game: FFXI
Posts: 373
By Asura.Aikchan 2013-11-10 10:51:33
does the new spells make Job Trait combos?
Bismarck.Llewelyn
サーバ: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-11-10 10:54:31
does the new spells make Job Trait combos? Page 6
By tennotsukai87 2013-11-10 10:59:35
Does GD spammed in SP1 create any SCs?
By Ophannus 2013-11-10 11:08:28
Worth it to take off Magic Fruit/Cocoon in favor of Nat.Meditation for full DD set since it gives Acc Bonus? (+10acc?)
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-11-10 11:38:46
Does GD spammed in SP1 create any SCs?
It probably does, but the point is the increased damage during azure lore.
Lakshmi.Zerowone
サーバ: Lakshmi
Game: FFXI
Posts: 6949
By Lakshmi.Zerowone 2013-11-10 12:01:26
Does GD spammed in SP1 create any SCs?
It has a Fragmentation WS property. It doesn't create a SC when used back to back. In the screen shots from the Hurkan fight up above, it closed Light (resisted) with Shijin Spiral when I was spamming it during Azure Lore.
サーバ: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-11-11 11:40:51
I did an blue to hour and got tbe new light spell us dart to make a quite powerful distortion.
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2013-11-11 14:30:55
Worth it to take off Magic Fruit/Cocoon in favor of Nat.Meditation for full DD set since it gives Acc Bonus? (+10acc?)
It is, but I would sooner take off something else. 37 points get used up by Store TP, DW3, and TA. 6 more get used up by Nature's Meditation. That leaves 17 left to be used for personal preferences.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-11-11 14:49:39
Quad. Continuum
Delta Thrust
Barbed Crescent
Animating Wail
Blazing Bound
Mortal Ray
Sudden Lunge
Fantod
Heavy Strike
Empty Thrash
Acrid Stream
Demoralizing Roar
Nat. Meditation
Battery Charge
Magic Fruit
Cocoon
Winds of Promy.
Last five points I'd put in Foul Waters and whatever else for 1 point or Magic Barrier and whatever else for 2 points. -65STR is pretty decent.
By tennotsukai87 2013-11-11 15:18:07
Is it worth casting nature's med. in the middle of something like delve NMs as opposed to the beginning?
Leviathan.Draylo
サーバ: Leviathan
Game: FFXI
By Leviathan.Draylo 2013-11-11 15:29:54
Magic Barrier is pretty useless if you have a WHM. I don't even set Magic Fruit in party scenario.
[+]
Lakshmi.Saevel
サーバ: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-11-11 16:12:15
Quad. Continum
Animating Wait
Delta Thrust
Barbed Crescent
Blazing Bound
Mortal Ray
Heavy Strike
Empty Thrash
Acrid Stream
Demoralizing Roar
Sudden Lunge
Fantod
*Glutinous Dart
*Barrier Tusk
*Battery Charge
Nat. Meditation
Winds of Promy.
*Actinic Burst
*Note*
These are set for additional HP. Barrier Tusk has 15HP and completes Max HP Boost, Actinic Burst has an additional 20HP. Since AR is set could replace Battery Charge with Vapor Spray for another 15HP if someone knows they are not going to need BC.
By Ophannus 2013-11-15 12:10:35
Magic Barrier is very useful in at least Foret Delve since Mayhem is magic damage and his auto attacks/cleaver/lannce won't touch Magic Barrier at all. Also helps against wayward Venom Showers
Leviathan.Draylo
サーバ: Leviathan
Game: FFXI
By Leviathan.Draylo 2013-11-15 12:36:40
Considering whm cureskin overwrites it and doesn't let you recast, no it isn't. Its also a big dps loss continuously recasting it as well.
By kenshynofshiva 2013-11-15 15:03:29
Cerberus.Doctorugh said: »Cerberus.Doctorugh said: »Cerberus.Doctorugh said: »Valefor.Prothescar said: »Like I've been saying for a couple of weeks now, CDC is only good when you have 1.7~1.8 ratio or lower on Req, which is likely in most solo/low buff situations. In which case you'd be using Sanguine Blade......so...
Maybe the heirarchy of WS has changed a bit, but sanguine was also more of a survival ace in the hole than a goto WS.
Currently getting 3300 on SB and with only +15 mab augs on hagondes stuff, 4k+ shouldn't be an issue with close to max mab augs, new earring and new ammo
That's pretty impressive, I imagine mostly due to the Macc updates?
Not macc as it doesn't affect damage, but simply the MAB augments on hagondes. I also offhand the WKR club which boosts lunge (/RUN), sanguine blade, retinal gaze and other AOE magic spells. /RUN gives me the added rune damage as well as 4k+ occasional spikes on lunges and I pick up more defensive stuff (protect2, +10% parry) and don't have to deal with the -25% def from zerk. Its a bit of a different play style more intensive on fighting more than one mob at a time and using AOE/fan spells (Benthic Typhoon, Whirl of Rage, Retinal Gaze) to drop 3 or so mobs down to 30-50% and then finishing 1 with lunge, 1 with sanguine blade (and after being beat on by 3 mobs getting the HP back is needed) and 1 with CA QC. The next group of three I might hit with thunderbolt, then CW and finish from there as timers are reseting for CA or lunge or TP is coming back up from intermittent melee swings. More MP intensive and less reliant on melee. Basically totally opposite of how I would play in Delve (which is a nice change of pace)
Mine sharing your spell set?
Cerberus.Doctorugh
サーバ: Cerberus
Game: FFXI
Posts: 317
By Cerberus.Doctorugh 2013-11-15 17:13:35
http://www.ffxiah.com/item-sets/233426
This is for sanguine blade (I don't have the tathlum yet, but +3 mab ammo instead, and the int ring is 7 total aug)
For lunge I swap in 2 demon rings and +3 mab waist.
If I had all the obi's and cared to carry them all around that would be ideal for lunge based on day (with corresponding rune enchantment up).
サーバ: Shiva
Game: FFXI
Posts: 3621
By Shiva.Onorgul 2013-11-15 17:20:10
Dumb question, but does Magic Damage as from Dosis Tathlum affect magical weaponskills like Sanguine Blade?
05-16-2013 12:55 PM | Camate | Community Rep | |
| | Greetings Immortals,
In terms of blue magic, the development team is currently preparing brand-new blue magic spells and they are schedule to be implemented two version updates down the line.
Before that though, in the next version update, we will be addressing the damage values of physical blue magic spells.
Prepare yourselves, Immortals! | |
06-06-2013 11:03 AM | Slycer | BG Translator | |
| | Mocchi: Blue Magic
Because of the addition of the new Delve weapons, physical blue magic has been weakened considerably when considered relatively. Can equipment be added to make up for the huge 70+ DMG increase? Perhaps something like blue magic skill +70.... |
For the DMG value of physical blue magic, I previously commented the following on another thread:
Regarding the DMG value of physical blue magic, there will be a response in the next patch. The new blue magic is currently in preparation taking this adjustment into account. We will provide more information when we have something to announce. |
With that said, I'm sorry to have kept you waiting, but please hang on a bit longer for details regarding the adjustment to the DMG value of physical blue magic.
Also, regarding the new blue magic that can be learned, we will let you know as soon as the list is finalized.
Translated by: Slycer | |
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