[dev1093] Enfeebling Magic Resistance Of Monsters

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[dev1093] Enfeebling Magic Resistance of Monsters
 Ragnarok.Ashman
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By Ragnarok.Ashman 2012-07-13 07:57:18
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*** se lol. herp derp we are add +resist to enfeebles the more times you cast on nm to everyones chagrin


HURRRRRRRRRRRRRRRRRR *** DURRRRR WE ARE ADD MINUS CHANCE TO RESIST PER TIME YOU CAST YEARS LATER CCCCCOOOOONNNNTEEEENNNNT.

frankly i don't really give a damn because I retired most of my enfeebling jobs. I just love SE logic (or lack therein etc). BUFF NERF BUFF NERF They're gonna look like D2-era blizzard if they can just remove the 2 year gaps between nerf and buff.
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By lolo99 2012-07-13 08:03:16
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it's to prevent holding mobs for too long. Decide u killing it or not, if not it's gonna kill u
 Ragnarok.Ashman
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By Ragnarok.Ashman 2012-07-13 08:06:14
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lolo99 said: »
it's to prevent holding mobs for too long. Decide u killing it or not, if not it's gonna kill u

I know WHY they put it in. I just find it funny they're saying the opposite. I felt the rage timers accomplished this far better than the "make resist enfeeble go" did. ***, they could make everything rage after 30 mins including forest hares.
 Valefor.Prothescar
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By Valefor.Prothescar 2012-07-13 08:53:47
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Let's hope they don't have it affect Stun effects. Sudden Lunge would eradicate the game, and as much as I want BLU to be the most OP job ever, that would be stupid as ***.


Being able to land Terror and Plague on NMs would be nifty though.
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 Ragnarok.Ashman
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By Ragnarok.Ashman 2012-07-13 09:03:21
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Valefor.Prothescar said: »
Let's hope they don't have it affect Stun effects. Sudden Lunge would eradicate the game, and as much as I want BLU to be the most OP job ever, that would be stupid as ***. Being able to land Terror and Plague on NMs would be nifty though.

I always loved delta thrust... it'd totally be my new favorite.
 Leviathan.Celebrindal
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By Leviathan.Celebrindal 2012-07-13 09:04:12
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I still argue that Gravity II should have been merely a severe evasion penalty without the -movement speed. This would have made the spell functional without SE seeing it as "overpowered" on the mobs you'd actually want to use it on.

Gravity's bonus was always double- the -movement speed, and the -evasion down. The evasion down is not what would make NMs soloable that SE does not want to make such, its the movement speed. And as such, SE then defines something they include in their own game as "overpowered for the game".

In terms of reduced resistance, as long as it is done in a relationship to actual skill level, it will work. Elemental and Dark magic spells are clearly affected by skill level, as can be seen by resistance on mobs. Again, the Sky example- a BRD/WHM with no native enfeebling skill on the main can land silence on suzy-q, but a RDM can't nuke worth a damn on him (reliably, at 75). I remember needing a stun build to CS-stun DL on rdm/drk, loading on +macc and +dark skill to land it 100%.

Again, if enfeebling magic is changed to work like all other magics, this will put RDM at the top of the heap for enfeebling and not let those with almost no enfeebling skill land spells at the same rate as a caster with capped skills. Let's hope the way they balance this isn't to see Paralyze II land and never proc, or have silence wear after 10 seconds. Balance it by making it functional, and introduce mobs designed where truly enfeebling a mob with all the tools available (I'm looking at you Addle) doesn't take an average fight down to kiddie gloves, but is a piece of the puzzle for an impossible fight.
 Ragnarok.Ashman
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By Ragnarok.Ashman 2012-07-13 09:12:02
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And give me a drk specific enfeeb :3
 Siren.Kalilla
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By Siren.Kalilla 2012-07-18 16:35:58
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07-18-2012 02:26 PM
[source]
Okipuit
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Howdy!

I have some follow-up information regarding the enfeebling adjustments.

Immunobreaks will occur on all monsters that have a high amount of resistance. As an objective, this is for monsters where:

  • You can only land spells with Elemental Seal.

  • Monsters who do not have immunity, but spells will not land even when using Elemental Seal.


This has been applied to monsters of all areas on the test server.

※Immunobreaks will not occur on monsters that enfeebling effects can be applied normally. Also, their resist rates will function as they did in the past.

Since this alone cannot address when monsters have complete immunity to spells, we will be working to reduce complete immunity as much as possible, area by area, for each type of contents. Due to the fact that this work will require us to address each NM individually, it is going to take a bit of time to adjust them one by one. Our first task will be implementing this into Legion and Voidwatch.

We believe that with these adjustments the amount of cases where weaknesses cannot be triggered or enfeebling effects cannot be applied due to complete immunity will be significantly reduced.

Also, one of the aims is to make Red Mage’s enfeebling spells much more useful, and as a result of exploring this we decided to make it so that the immunobreak system is only for enfeebling magic skill.
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 Phoenix.Sehachan
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By Phoenix.Sehachan 2012-07-30 11:20:44
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So, has anyone actually found a good use for this Immunobreak system? It seems like a huge waste of time on the mage's part since that things with high resistance keep resisting for a while even after the immunoproc.
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