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#1 Nov 09 2009 at 2:42 PM Rating: Good
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Done some quick tests:

Favors gives -2 Perpetuation.
It seems to go fast to get max favor (1 min?)
level 4 Geocrush on Damselfly without favor 1075
level 4 Geocrush on Damselfly with favor 912

Clumsy me, it is 4, not 5.

level 5 Heavenly Strike on Damselfly without favor 1165
level 5 Heavenly Strike on Damselfly with favor (MAB for pet?) 988

That gives in percentages:
84% damage with favors on Titan
84% damage with favors on Shiva

Current assumption is "Naturally the avatar doesn't get any bonus, since SE made the system".


AOE distance of favors seem to be 10'. Not sure if it is good or bad.

Titan's Defense bonus:

Not certain if % of static but this is what I got on my test:
Base: 238
Capped: 295
If %: 24% increase (if I counted that right, I haven't counted percentage for ages)
If static: 57

At least it seems like we will be more valuable than a WHM for defense bonus on tanks and BLUs.


Apparently zoning disables it. There goes permanent free Fenrir. Oh well, it is permanently free within a zone. (Or if I spend 5 min passing the zone)


Campaign testing says it does not work like Wards. Just party (or alliance? Haven't tested alliance)


Edited, Nov 9th 2009 9:55pm by Mellowy

Edited, Nov 9th 2009 9:56pm by Mellowy

Edited, Nov 9th 2009 10:10pm by Mellowy

Edited, Nov 9th 2009 10:19pm by Mellowy

Edited, Nov 9th 2009 10:27pm by Mellowy

Edited, Nov 9th 2009 10:54pm by Mellowy
#2 Nov 09 2009 at 2:44 PM Rating: Good
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You're getting 3? I'm getting only 2. I got no gear on 10 perpet. bt remember we have auto refresh.

It took a minute if not less to get full favor effect, just wanted to add that in. I'm doing Diabolos now and I got the full MP rather quickly.



Edited, Nov 9th 2009 3:48pm by Unclear
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#3 Nov 09 2009 at 2:45 PM Rating: Decent
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I will be looking forward to seeing more on this(Since I'll be busy offline most of the day).

-3 Perp cost is nice.
Glad to see the favor maxes out fast..
Not terribly disappointed if the weakness of the avatars is that their damage is reduced by only ~10%. Could be much worse.
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#4 Nov 09 2009 at 2:48 PM Rating: Good
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Quote:
You're getting 3? I'm getting only 2. I got no gear on 10 perpet. bt remember we have auto refresh.


Oh good point. I was naked and just used raw 13 MP per tick in my thinking. I'll change it to 2, and go be grumpy.
#5 Nov 09 2009 at 2:50 PM Rating: Good
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Thank you for the tests.
It looks nice. I'm about to reach lvl55 and I guess the damage reduction is not that bad for solo purpose. How about the melee damage ? The ability to tank ?
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#6 Nov 09 2009 at 2:51 PM Rating: Good
Alas poor carby, I knew you well.

YY robe, Evokers Ring, Carby Mitts and HQ apollo staff = 3 mp a tick

1 mp a tick with Avatar's Favor.
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#7 Nov 09 2009 at 2:52 PM Rating: Good
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Favours reduce overall damage dealt by around 15%. Test on Nether Blast (only level and MAB/MDB mod) and it's around 15% less than normal. Same applied to my merit bp formulas.
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#8 Nov 09 2009 at 2:53 PM Rating: Decent
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Quote:
Alas poor carby, I knew you well.

YY robe, Evokers Ring, Carby Mitts and HQ apollo staff = 3 mp a tick

1 mp a tick with Avatar's Favor.


Try using Conjurer's Ring or Evoker's Feet +1 and you'll get that free Carbuncle.
#9 Nov 09 2009 at 2:54 PM Rating: Good
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yeah, with favor up, i'm not getting the usual 1/tick refresh from carby ; ;
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#10 Nov 09 2009 at 2:55 PM Rating: Good
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Keylin wrote:
Quote:
Alas poor carby, I knew you well.

YY robe, Evokers Ring, Carby Mitts and HQ apollo staff = 3 mp a tick

1 mp a tick with Avatar's Favor.


Try using Conjurer's Ring or Evoker's Feet +1 and you'll get that free Carbuncle.
Pretty sure the point is that it should already be free, but now carby mitts aren't working anymore.
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#11 Nov 09 2009 at 2:56 PM Rating: Decent
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Deadbeet wrote:
yeah, with favor up, i'm not getting the usual 1/tick refresh from carby ; ;


wait a min. w/o favor carby is 2/tick now o.0

evoker ring, AF+1, nash hands, Bstaff, carby mitts, WTF?!
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It is not that SE does not listen to good ideas, they just seem to place their post-its at the wrong workstations.
#12 Nov 09 2009 at 2:56 PM Rating: Good
Keylin wrote:
Quote:
Alas poor carby, I knew you well.

YY robe, Evokers Ring, Carby Mitts and HQ apollo staff = 3 mp a tick

1 mp a tick with Avatar's Favor.


Try using Conjurer's Ring or Evoker's Feet +1 and you'll get that free Carbuncle.


In the past though I've never had to. I've always used the 4 pieces with the rest of my gear being MP boosters and would always get +1 a tic with carbuncle out.
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#13 Nov 09 2009 at 2:57 PM Rating: Excellent
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Carby mitts are broken FYI everyone.
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#14 Nov 09 2009 at 2:58 PM Rating: Good
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Uh oh, Carby Mitts are broke.

Carby is probably thinking "what is this I don't even"
#15 Nov 09 2009 at 3:01 PM Rating: Decent
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yep apparantly the carbuncle mitts seem to be broken. Nothing changed in perpetuation with or without them. I hope this is just a bug that gets fixed soon!
@ 3mp/tick (lacking limbus pieces yet) with YYR, fay crozier with -3, evoker'S ring, no conjurer's ring triggered.
#16 Nov 09 2009 at 3:02 PM Rating: Good
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So the favor is over doing the mitts? Need to let S.E. know..while you're at it get 'em to add a bit more -perpet..oh well one thing at a time.
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#17 Nov 09 2009 at 3:24 PM Rating: Excellent
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Carbuncle was obviously overpowered.
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#18 Nov 09 2009 at 11:45 PM Rating: Decent
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Mellowy wrote:
Done some quick tests:


Titan's Defense bonus:

Not certain if % of static but this is what I got on my test:
Base: 238
Capped: 295
If %: 24% increase (if I counted that right, I haven't counted percentage for ages)
If static: 57


Some Favors are based on Smn skill, calculated immediately, not when favor was activated or pet was summoned. As tested by Mr. Muted. See Sui's post on BG for the tests.

Edited, Nov 9th 2009 9:58pm by Gerkin
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#19 Nov 10 2009 at 12:20 AM Rating: Excellent
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Study on the effects on SMN skill

My base defense is 244 with Nashira Gages (18 def) @ 311 smn skill

With favour on, my def maxes out at +57 or 301 Def (301-244 = 57)

Switching out gages for SMN. Brcr +1 (16 def) drops my def 2 points to 299 def. @ 323 smn skill however in the next tick, my Def jumps up 5 points to 304

So 304 -242* = 62 def cap.

* 242 is base defense with Summoner's Brcr +1

I'm not sure if the results improve further to say 330 skill, but it's definitely tier based with a ceiling around 318 skill that gives you a bonus.

* removing SMN. Earring to get my skill down to 320 flat from 323 resulted in no change in def bonus at +62.
* removing Altruistic cape to get my skill down to 318 from 323 result in no change in def bonus at +62.
* removing Altruistic cape & SMN. Earring to get skill down to 315 from 323 results in a change in def bonus to +57
* removing SMN. Torque to get skill down to 316 from 323 results in a change in def bonus to +57
* Based on Enilandera's study in BG, noting that the 4tick refresh from diabolos kicks in at 317 skill, and having confirmed there is no bonus at 316, 317 appears to be the magic number.



Titan's Favour
* +57 def with skill 316 and below
* +62 def with skill 317 and above

Carbuncle's Favour
* 12 hp/tick regen at full strength with 311 summoning skill (does not include /WHM auto refresh)
* 15 hp/tick regen at full strength with 318 summoning skill (does not include /WHM auto refresh)

Diabolos' Favour
* +3 mp/tick refresh with skill 316 and below
* +4 mp/tick refresh with skill 317 and above



Edited, Nov 9th 2009 11:05pm by Dekusutaa
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#20 Nov 11 2009 at 5:26 AM Rating: Decent
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does anyone know if ifrit's favor is working as its supposed to be? The effect seems very subtle for the bonus it should be giving.
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#21 Nov 11 2009 at 11:26 AM Rating: Default
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Should be giving around 10% I guess at cap? I guess that amount really should be noticable, even if it is just 1 swing every 10 swings.
#22 Nov 11 2009 at 2:10 PM Rating: Decent
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I really have been wanting to ask if it's working for anyone else, because if its broken or not working we need to send reports of this to the suggestion box and GM's right away while they are still fixing errors and glitches this week. If we wait too long to report something like that we may be SOL on getting it fixed. I've been hearing mixed reviews that its not working and that it is. Maybe it simply gives a DA increase if you already have the DA trait. It seems like its doing a lot when i have my brutal earring on, but I haven't had a chance to test it on any actual melee yet. trying to sample DA on summoner using staff is not the best way to see the results.
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#23 Dec 07 2009 at 10:18 PM Rating: Default
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Well, this just made changes to normal tank PT setups.

PLD
PLD
BRD
RDM
WHM
SMN

Why?

59hp/tic regen.

29 From WHM with full merits and Cleric's Body
15 From Carbuncle
15 From BRD Army's Paeon V and IV with +2 horn (5(V)+4(IV)+2(Horn1)+2(horn2)+2(added potency from lv 75 brd))

15+15 = 30. 30+29=59...

Even without the bard giving refresh that's still 44hp/tic regen, which is a rather significant ammount to be giving a tank.

ON the other side, if you wanted more mp... Diabolos' 3-4mp/tic is slightly superior to the cor's roll without a smn in the pt. Not to mention, the SMN can still act as support healer (dropping those cure III's), or be a 15% weaker DD.

So... a Cure III healer with Curaga II and large MP pool to pull from who can also shift to a more offensive stance and throw the neigh unresistable Nether Blast from Diab, or more def from Carbie's ruby and a mini-meteor and honestly you have somthing that adds more to a blood tank pt than you could hope to get in an SE game. In an eva tank situation you can still pull off Garuda with the Eva bonus, or just keep around the others for the HPregen or MPregen.

Amazing update for SMN that gives them much more than they had before.

Thanks SE... for once you did somthing right(well mostly right).
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#24 Dec 08 2009 at 3:17 AM Rating: Good
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has anyone ACTUALLY hada chance to function with favors though?
i know i havent touched it more than 3 times maybe, and never been asked.

also .. diabolos providing refresh for a tank is tricky, most of the time as summoner i am staying back from AOE's but if i want refresh on my self which would be essential from diabolos then i need to be standing with the PLD and avatar
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#25 Dec 08 2009 at 1:13 PM Rating: Decent
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Yea, the incredibly small area makes the whole favor thing a bit bittersweet. Refreshing mages outside mob AoE results in Diabolos flapping around looking pretty. That's it. Well, with the occasional wards.

I mean, you can interrupt the refreh effect once so you can let it close in and rage, but you'd have to call it back. I am saying that the AoE buff range should be big enough to cover mages while the avatar attacks. Well, now that I think about it, would that be considered unbalanced if basically the entire party had refresh at the same time due to such a large range?
#26 Dec 08 2009 at 7:26 PM Rating: Decent
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FinalPlay wrote:
Yea, the incredibly small area makes the whole favor thing a bit bittersweet. Refreshing mages outside mob AoE results in Diabolos flapping around looking pretty. That's it. Well, with the occasional wards.

I mean, you can interrupt the refreh effect once so you can let it close in and rage, but you'd have to call it back. I am saying that the AoE buff range should be big enough to cover mages while the avatar attacks. Well, now that I think about it, would that be considered unbalanced if basically the entire party had refresh at the same time due to such a large range?



It wouldn't be unbalanced in the least. SE is going to have to take another swing at this. It has potential but for now it's just too limiting.

At a bare minimum, the range needs to be increased drastically. Since we are only able to keep one of these wards up at a time, we need to be able to hit as many people as possible. Personally, I would just automatically grant the favor to everyone in party, but if we are going to maintain the aura effect, the range should be increased so that mages can stay out of aoe range but still receive the favor from a meleeing avatar.

Secondly, the favor should not be reset every time the summoner uses an ability. I think that only rage pacts should reset the favor.

Give the avatars the favor benefit! Make it a trait.

The JA should be a stance that reduces perp cost and grants the favor from the avatar to party members but at a cost to the avatar. I'd increase the -perp in the stance to -4 but triple the BP rage timer as well as lower the damage, HP an DEF of the avatar. The potency should be a little less than a perfect roll. This would keep the stance from making SMN solo too powerful but would allow summoners to be more effective as a support role in parties.

Outside of the stance, the avatars can still give a weakened favor (less than a lucky roll) to party members and would all be slightly buffed in different ways, but would not have their perp cost reduced.
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#27 Dec 09 2009 at 12:03 PM Rating: Decent
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Sasaraixx wrote:
This would keep the stance from making SMN solo too powerful but would allow summoners to be more effective as a support role in parties.


Except that, even if favours did not weaken an avatar at all, it would still not risk putting SMN in the "overpowered" category. In fact, it might just barely push them into the "considered for a party slot" category.

Why SE felt it prudent to weaken the avatar with their update is beyond me; did they truly think, "Man, if summoners stand to be as strong as half a corsair, they had better pay for it with -15% damage, so powerful their BPs are already!" It is foolish, if the ability to buff must come at the cost of damage, then the buffs should be elevated, or the damage un-weakened.
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#28 Dec 09 2009 at 12:37 PM Rating: Default
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After all that is said on these boards, I'm pretty sure people these days don't use any job not doing at least 2k damage per minute. Considering my SMN tend to top out at about 900 on things that aren't weak like pots, I'd guess we wouldn't even be desired if we had favors ADD 100% damage.

Of course SMN isn't all about damage... but when was the last time we got a Ward update that didn't suck?

For the record I've played very little lately, but I haven't used favors ONCE during these few occasions. Partly because I even forget they exist since the difference is so small.
#29 Dec 09 2009 at 1:06 PM Rating: Good
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Mellowy wrote:
Of course SMN isn't all about damage... but when was the last time we got a Ward update that didn't suck?
Protectra range?
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#30 Dec 09 2009 at 1:28 PM Rating: Decent
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Mellowy wrote:
For the record I've played very little lately, but I haven't used favors ONCE during these few occasions. Partly because I even forget they exist since the difference is so small.


So far, I only have 2 uses for favors. The first is to reduce the perp cost on Fenrir while farming low-level mobs. The second is for Carby's regen effect after I've taken damage while farming low-level mobs, since I'm usually /thf. Beyond that, I'm as unimpressed with the ability now as I was when SE first announced it.
#31 Dec 09 2009 at 7:02 PM Rating: Decent
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KaneKitty wrote:
Sasaraixx wrote:
This would keep the stance from making SMN solo too powerful but would allow summoners to be more effective as a support role in parties.


Except that, even if favours did not weaken an avatar at all, it would still not risk putting SMN in the "overpowered" category. In fact, it might just barely push them into the "considered for a party slot" category.

Why SE felt it prudent to weaken the avatar with their update is beyond me; did they truly think, "Man, if summoners stand to be as strong as half a corsair, they had better pay for it with -15% damage, so powerful their BPs are already!" It is foolish, if the ability to buff must come at the cost of damage, then the buffs should be elevated, or the damage un-weakened.


You skipped over a very important word in that quote. "SMN solo"
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#32 Dec 10 2009 at 11:04 AM Rating: Decent
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Except -4 perp or -2 perp makes no difference on Fenrir, so everything we can solo today, would be the same with -4 perp, thus no extra restrictions are needed (unless you think SMN TODAY is overpowered solo)
#33 Dec 10 2009 at 9:25 PM Rating: Decent
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Mellowy wrote:
Except -4 perp or -2 perp makes no difference on Fenrir, so everything we can solo today, would be the same with -4 perp, thus no extra restrictions are needed (unless you think SMN TODAY is overpowered solo)


Except it does. -4 perp would allow you to have Fenrir and Garuda out while receiving refresh. -4 Perp could also make all of the celestials free. That coupled with the avatars also receiving the favors and no restriction would be a bit much.
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#34 Dec 14 2009 at 1:12 PM Rating: Decent
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Quote:
-4 Perp could also make all of the celestials free.


They do less damage than Fenrir or Garuda. Basically you are calling it overpowering to lower your DoT.

Quote:
-4 perp would allow you to have Fenrir and Garuda out while receiving refresh.


Who apart from doing more damage than carby makes no difference. Again, in this case you call it overpowering if you can raise your DoT.

I mean, what do you call a WAR buying a new weapon? If he buys a weaker weapon, he is overpowered. If he buys a stronger weapon, he is overpowered? Because whatever he buys, he will be doing the same thing he did with his old weapon. Just at a slightly different level (either worse or better).

Unless we suddenly change a lot, I can't see how we'd even get close to overpowered. Sure, I choose SMN for killing DC mobs, because it is good at it. But you won't see me calling the job overpowered because I can solo small time mobs better than on my COR.
#35 Dec 15 2009 at 11:59 AM Rating: Good
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I don't think SMN needs more ways to recover MP or reduce MP spending right now, nor would such things change SMN very much. You could give my SMN Convert at this point and it wouldn't much change how I play. What we need is better ways to spend the MP. Favors are the opposite, it's a way to reduce MP further while weakening avatars. They're already weaker than anything else in the game even without Favor.

We need a way to increase avatar effectiveness, to make them competitive with other jobs. Either full-strength BPs while being able to leave avatars out full-time, or BPs that do enough damage to make up for the 45 seconds where we aren't doing anything. Until that happens, SMN will never be a desirable job except for the rare scenario where hate-free ranged damage reigns supreme. Even those fights are fewer and far between now that folks have gotten better at killing them. My LS doesn't even use SMNs on Tiamat, Cerberus, or Odin anymore, for example. The only time I frequently get to bring SMN out is when we do ZNMs.

Of course, I suppose there is always hope in the 2 new avatars coming soon... but honestly, one of them is pretty much guaranteed to suck like he did in all the other Final Fantasies.
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#36 Dec 15 2009 at 3:46 PM Rating: Good
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Well, it is certainly obvious something need to change. A global recast on things costing a fortune that give no noticable result just screams "emergency update", except it has gone 6 years and SE haven't done anything of that kind.

Imagine the same situation for DNC. 1 min global recast on waltzes/jigs/steps/flourishes and then a cost of about 35 TP for each. Great since it leaves you with more TP to WS, terrible since it means you aren't really doing anything another melee isn't already.

It just doesn't work. Not even SMN works currently, but it at least can crawl forward at a slow steady pace with being hate free and having a pet as well as MP to cure for.
#37 Dec 15 2009 at 6:15 PM Rating: Decent
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Mellowy wrote:

They do less damage than Fenrir or Garuda. Basically you are calling it overpowering to lower your DoT.


You would have avatars that are free 100% of the time. What about that are you not comprehending? And if the avatars also received the favors, I think Ifrit would be able to keep in Dot, Titan would be a better tank and with the -4 perp cost I suggested, Diabolos would give the SMN 3-4 mp/tick while out. Some of that needs to be balanced. You'd also have constant refresh with Garuda and Fenrir. You're increasing the DOT over Carby by quite a lot. In conjuction with Siphon, you can throw out a heck of a lot of P. Claws before you run out of MP.



Mellowy wrote:
I mean, what do you call a WAR buying a new weapon? If he buys a weaker weapon, he is overpowered. If he buys a stronger weapon, he is overpowered? Because whatever he buys, he will be doing the same thing he did with his old weapon. Just at a slightly different level (either worse or better).


That didn't make any sense.
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#38 Dec 16 2009 at 11:38 AM Rating: Good
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You would have avatars that are free 100% of the time. What about that are you not comprehending?


Except free avatars doesn't matter. I've had free Carby since 2004. Possible free fenrir and garuda since a year. What difference will making more avatars free do?

Free avatars mean nothing for balance. And if they did, then we needed a nerf 2003 when carby mitts were added.

Quote:
Diabolos would give the SMN 3-4 mp/tick while out. Some of that needs to be balanced.


Seriously. 3 MP per tick and Nether Blast and something that soak up your damage is hardly something that needs a nerf to balance it out. Take a RDM with bind/sleep, aero III or whatever their highest nuke is and refresh and you have the same thing. Do you think RDM needs a nerf while having refresh and sleep active? Perhaps -25% magic damage so their tier III nukes won't ruin the game?

You need to compare the job to other jobs when you talk balance.

Quote:
That didn't make any sense.


Neither are you.

Quote:
You'd also have constant refresh with Garuda and Fenrir. You're increasing the DOT over Carby by quite a lot. In conjuction with Siphon, you can throw out a heck of a lot of P. Claws before you run out of MP.


Did you read math in school?

Predator claws 164 MP.
Net gain from refresh 20 MP per minute.
Time needed for a predator claw = over 8 minutes.

Net gain from Siphon is about 300 MP per 5 minutes.
Time needed for a predator claw = less than 3 minutes.

Are you willing to say that Siphon update made SMN overpowered? Because it is basically TRIPLE the amount of predator claws compared to having a free avatar with auto-refresh active.

You are sitting there saying 300 MP + 100 MP = 400 MP is overpowered and 300 MP was not overpowered. In other words, you have alone decided that some kind of balance barrier lies between 300 MP per 5 min and 400 MP per 5 min.

Queue RDM comparison. 5 min with 3 MP per tick = 300 MP. Add for point of fun an auto-refresh piece and you have 400 MP. TADA! RDM is overpowered if they can wear auto-refresh items. Too bad RDM can wear TWO of them, and with that becomes SUPER OVERPOWERED and makes SMN able to have any amount of free pets they want until RDM is nerfed.
#39Sasaraixx, Posted: Dec 17 2009 at 12:53 AM, Rating: Sub-Default, (Expand Post) Mellowy, there is a reason you tend to hover in default land. If I honestly have to sit here and explain to you why there is a difference between a free Carby and a free Ifrit with an 18% DA or a Diabolos with 4MP Refresh then you have more problems than failing to comprehend my post. Free avatars do make a difference when they allow you to solo more efficiently and potentially solo things that MP previously wouldn't allow.
#40 Dec 17 2009 at 1:23 PM Rating: Good
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Mellowy, there is a reason you tend to hover in default land. If I honestly have to sit here and explain to you why there is a difference between a free Carby and a free Ifrit with an 18% DA or a Diabolos with 4MP Refresh then you have more problems than failing to comprehend my post. Free avatars do make a difference when they allow you to solo more efficiently and potentially solo things that MP previously wouldn't allow.


You just don't get it. Of course there is a difference, but not about WHAT we can do, just HOW we do it.

There are only 3 things that can stop me from soloing it.

1. No kite path
2. Regen larger than damage from carby
3. Kills carby in 2-4 hits

So you get your free Diabolos with 4 MP per tick refresh, what does it change? Not 1, not 3, but it will help on 2. Now list every single NM with high regen and you'll see the list of what changes for SMN solo.

And yes, I hoover in default land because I spot tiny differences, while most others just see black and white and rate down everything that isn't black and white.

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And I don't know why you are drawing comparisons to RDM. They don't help your case at all. RDM is easily the most broken job in this game.


I drew parallels to a massively nerfed RDM though. One who can't cast haste, cure III, dia, slow, paralyze, etc. Though I guess you think a RDM who can't cast all that is also overpowered? I mean, refresh + tier III + sleep/bind + stoneskin or whatever I wrote surely is all you need to become brokenly good.

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You don't see anything wrong with having Diabolos toss out full powered Nether Blasts every minute, tanking and the SMN never even coming close to running out of mp? You can't even do that with Carbuncle now.


What exactly are you fighting though? If it is a NM, you WON'T be standing in aura range. There went your refresh, which apparently was broken. There went your argument that you can do something different than with carby.

Is it not a NM? Ok, then your choice is predator claws for 1k damage for 170 MP or 500 damage for 110 MP. Even with 40 MP gain per minute, your loss at choosing diabolos over garuda is 60 MP per min and BP. Add -BP gear and it becomes 30 MP gain and 60 MP loss. Diabolos would lose in MP over time.

Now your hypothetical situation would be overpowered. A place where a solo SMN can find a NM that can't kill Diabolos for several minutes of fighting and you constantly fire off Nether Blasts and use Sihpon without summoning a spirit.




Btw, since it is your claim that it is overpowered, the burden of proof is on your end. Show me a real NM and real location where you'd go from "impossible to kill" to "possible to kill" by just having more MP.

Bonus points if it is a NM no other job can solo.
#41 Jan 26 2010 at 12:43 PM Rating: Default
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Pergatory pretty much said it all.

One of my earlier posts/replies, by now probably on a previous page, I threw out an idea as to how Blood Pacts can be performed.

Instead of having ONE single BP every minute/whatever seconds, have them staggered. That will engage the actual player a whole lot more playing their SMN, especially if individual BP's can be combo'ed up to perhaps have the avatar solo magic burst (without SMN meleeing). Or at least solo WS, perhaps.

That way the SMN is engaged, and can opt to do that as a DD. Or the SMN could continue to play as usual and heal/support.

This is all so damage done is approximately the same damage dealt as before. Except lower, but quicker 'enhanced' damage, along with the 'adjusted' favor range.
#42 Jan 27 2010 at 7:09 AM Rating: Default
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I have been reading and writing in this thread and in another thread titled "What part of SMN makes you think 'healer'."

Well, I have been noticing how my replies to either topic boiled down to almost the same thing. My only real 'issue' I have with the SMN is the insanely small buff range of favors. It makes Diabolos downright impractical to use if one wants to maintain it's refresh effect.

But perhaps the thing is, that refresh effect was MEANT to have such a short area of effect. As in, perhaps that refresh was meant mainly for the melée, while Diabolos joins the fight with melée swings and occasional blasts. For jobs like DRG/WHM, BLUs and DRKs. Or for WARs and other melée jobs finally being able to take full and continuous advantage of the rune weapons. Of course, it all ends up for the playerbase itself to help SMN come around to where everyone wants it to be.

The more I think about what could be improved on SMN, the more I 'discover' justifying whatever it is that I 'may' have an issue with.

While the other thread focused more on the SMNs unfortunate unpopularity, both threads share ways in which you could 'improve' the SMN job. As 'unpopular' the SMN job is, I will love my SMN until the last final days of Vana'diel's existence. It will in my eyes also continue to be the most beautiful job of all.
#43 Jan 31 2010 at 4:14 AM Rating: Good
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The more I think about what could be improved on SMN, the more I 'discover' justifying whatever it is that I 'may' have an issue with.


I've never discovered anything justified, but I do see why some things exists. (Like spirits taking 50 seconds FROM engaging being based on that they actually have two modes with different recast durations and swapping between them resets the timer instead of transfers the value)
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