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#1 Aug 16 2011 at 12:16 AM Rating: Excellent
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Blue mages, your time has come! Here is some feedback from the development in regards to your comments about the job adjustment manifesto.


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Add blue magic that can only be used while under the effects of Azure Lore.

While it won’t be for Azure Lore, in the next version update we will be introducing a new ability that will allow you to use HNM abilities while under its effects.

There will be no need to set the HNM abilities and you will be able to use them once the ability recast timer is up (planning for 5 minutes or thereabouts).
*You will still need to learn the spell beforehand.

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Lengthen the effect duration for Azure Lore.

We would like to look into doing something for this.

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Reduce the overall cost of blue magic spell points.

Since part of the strategy is to make a choice within set requirements, we have no plan of reducing the overall cost. We will be making balance adjustments to the increases in set numbers depending on your level.

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Reduce or get rid of the penalty incurred after setting blue magic spells.

The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.

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Add an ability that allows you to use cast blue magic spells that are not currently set.

We tried looking into this, but it would make having to set spells beforehand nearly pointless, so we will be putting this idea on the back burner for now.

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Reduce the casting time on blue magic spells.

I believe this comment is mainly meant for magical type blue spells, but the casting time has been set while considering the power, added effects, and other usages.
Though it depends on the type, the casting time is pretty reasonable when comparing to elemental magic and enhancing magic, so we have no plans to change this.

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Add higher tier AoE healing magic/Will White Wind be added?

We are planning to add White Wind in the upcoming version update.
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Make changes so that blue magic skill, not healing magic skill enhances the cure bonus for healing-type blue magic spells.

This was set this way purposefully so that the effect is enhanced more when you select a support job that has healing magic skill, and the cure amount is based on this number.

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Make it possible to enhance job traits.

The below job traits are set so they can be enhanced.

Dual Wield/Fast Cast/Store TP/HPmax/MPmax/Auto Regen/Counter/Magic Burst Bonus/Skill Chain Bonus

While it is not possible to enhance all of the above job traits at level 90, with further level cap increase and the addition of new blue magic spells it will be possible to enhance them.

Also, when double attack/gilfinder are enhanced, we are planning to have them change into triple attack/treasure hunter.
____________________________
Louverance: You should spend your next life as a friar, my friend!
Later...
Meransarget: Oh, herro there.
#2 Aug 16 2011 at 4:06 AM Rating: Default
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639 posts
Blue mages, your time has come! Here is some feedback from the development in regards to your comments about the job adjustment manifesto.



Add blue magic that can only be used while under the effects of Azure Lore.
While it won’t be for Azure Lore, in the next version update we will be introducing a new ability that will allow you to use HNM abilities while under its effects.

There will be no need to set the HNM abilities and you will be able to use them once the ability recast timer is up (planning for 5 minutes or thereabouts).
*You will still need to learn the spell beforehand.


Lengthen the effect duration for Azure Lore.
We would like to look into doing something for this.


Reduce the overall cost of blue magic spell points.
Since part of the strategy is to make a choice within set requirements, we have no plan of reducing the overall cost. We will be making balance adjustments to the increases in set numbers depending on your level.


Reduce or get rid of the penalty incurred after setting blue magic spells.
The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.


Add an ability that allows you to use cast blue magic spells that are not currently set.
We tried looking into this, but it would make having to set spells beforehand nearly pointless, so we will be putting this idea on the back burner for now.


Reduce the casting time on blue magic spells.
I believe this comment is mainly meant for magical type blue spells, but the casting time has been set while considering the power, added effects, and other usages.
Though it depends on the type, the casting time is pretty reasonable when comparing to elemental magic and enhancing magic, so we have no plans to change this.


Add higher tier AoE healing magic/Will White Wind be added?

We are planning to add White Wind in the upcoming version update.


Make changes so that blue magic skill, not healing magic skill enhances the cure bonus for healing-type blue magic spells.
This was set this way purposefully so that the effect is enhanced more when you select a support job that has healing magic skill, and the cure amount is based on this number.


Make it possible to enhance job traits.
The below job traits are set so they can be enhanced.


Dual Wield/Fast Cast/Store TP/HPmax/MPmax/Auto Regen/Counter/Magic Burst Bonus/Skill Chain Bonus

While it is not possible to enhance all of the above job traits at level 90, with further level cap increase and the addition of new blue magic spells it will be possible to enhance them.

Also, when double attack/gilfinder are enhanced, we are planning to have them change into triple attack/treasure hunter.



This may Make it easier for everyone.

On a side note on all that animation we sa in the video of spells, there was no white wind. So knowing we get white wind may also say other spells we will get not in the video.




Edited, Aug 16th 2011 6:12am by kimjongil76
#3 Aug 16 2011 at 4:10 AM Rating: Excellent
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I intentionally used the spoiler tag so the hueg liek xbox quote wouldn't make the thread needlessly long, but oh well.
____________________________
Louverance: You should spend your next life as a friar, my friend!
Later...
Meransarget: Oh, herro there.
#4kimjongil76, Posted: Aug 16 2011 at 4:14 AM, Rating: Sub-Default, (Expand Post) Thanks for the info. I would rate youup, but can't. I am right, that White Wind was not in that video of spells right?
#5 Aug 16 2011 at 5:33 PM Rating: Good
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585 posts
Interesting stuff. White wind is nice, the HNM not having to be set is ok I geuss was looking forward to playing with the set testing but oh well. Double attack being the next tier up from double is a nice work around so we didn't get both sure thfs woulda had kittens if we did get both. TH1 nice if you just wanting to solo farm some low tier pops off NQ mobs with out giving up solo subs.

Whats speaks more then whats there is whats not like T2 auto-refresh. Seeing as auto-regen came first not going to rule out blu never seeing auto fresh T2 yet.
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#6 Aug 16 2011 at 6:01 PM Rating: Default
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Concidering its a JA to use HNM spells, I will guess two of group three merits.

Timer down HNM spell, increase 2% spell cast
Eflux timer down

But was white wind in the video? I wondering if not, all the HNM they are thinking of they haven't shown. Wonder who gives it. Pixie. or mobs in beseigged?

#7 Aug 16 2011 at 6:14 PM Rating: Decent
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what mobs use white wind?

Edit: Never mind took the 30 seconds to check wiki. Looks like the next batch of spells will be a blast to get.....NM's/HNM only. Should be frustratingly good times.

Edited, Aug 16th 2011 8:17pm by Peimei
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#8 Aug 16 2011 at 6:20 PM Rating: Default
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In besieged, puks, I think i seen pixies use it outside campain,

But I dont think it be puks as those besieged puks are no where outside besieged, and you know how hard it is to learn a spell in besieged?

There may be a third monster..
#9 Aug 16 2011 at 8:48 PM Rating: Good
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Waugyl uses white wind. So that's an easy target.

So they can only give as far as JA to activate any spell, but not unlocking all spells. That's a bit disappointing.
Double attack goes triple attack is awesome. But the question is whether the base rate going from 10% to 5% or stay at 10%.
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#10 Aug 16 2011 at 11:37 PM Rating: Excellent
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I'd wager triple attack will be like thf's standard 5%.
____________________________
Louverance: You should spend your next life as a friar, my friend!
Later...
Meransarget: Oh, herro there.
#11 Aug 19 2011 at 10:34 AM Rating: Decent
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zellbaca wrote:
I'd wager triple attack will be like thf's standard 5%.


Triple Attack sounds good on paper... but what does the numbers say?
I am no mathematician so I apologize if my calculations below or incorrect.

Right now I have a DA+23%, TA+3% build.

We know that DA cannot stack with TA, and if we assume TA gets checked before DA....

After 1000 swings with DA+23% and TA+3%
I would gain about ~283.10 extra attack rounds

If I replace DA+10% trait with TA+5% (DA+13%, TA+8%)
after 1000 swings I would be left with ~279.6 extra attack rounds.

If my calculations are accurate (pls correct me if I'm wrong) it would actually be better to stick with DA+10% rather than replace it with TA+5%...


Now if Wars got Double Attack II (15%) and THF got Triple Attack II (10%) ten SE could give Blue mages both Triple Attack I and Double Attack I without raising the ire of other jobs.

Edited, Aug 19th 2011 12:51pm by GagBag
#12 Aug 19 2011 at 12:54 PM Rating: Decent
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798 posts
Both of those jobs can merit their DA/TA rates up to the values you list.
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#13 Aug 19 2011 at 1:17 PM Rating: Decent
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Yeah, if only war and thf got more double and triple attack... maybe like merits or something. Ohwait.

In all seriousness, yeah, I question the usefulness of trading 10% double attack for 5% triple attack. Best case scenraio, SE realizes more spells for a potential downgrade is silly, and makes it so when you sit enough spells you get both.
Most likely, you'll lose DA, but can still /war to make that up. Worst case scenario, though, the code for progressing DA to TA force-disables double attack such that /war won't work...

Edit: D'aww, slowmo-ninja'd

Edited, Aug 19th 2011 3:18pm by VonCrown
#14 Aug 19 2011 at 1:44 PM Rating: Decent
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2,180 posts
So, the JA to use HNM spells, 5 set points and Additional learnable blue magic spells will be added. I was kind of hoping we were past the whole, "It'll be a surprise!" thing with new spells in updates. And job traits, as well.
____________________________
Louverance: You should spend your next life as a friar, my friend!
Later...
Meransarget: Oh, herro there.
#15 Aug 19 2011 at 2:44 PM Rating: Default
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VonCrown wrote:
Yeah, if only war and thf got more double and triple attack... maybe like merits or something. Ohwait.

In all seriousness, yeah, I question the usefulness of trading 10% double attack for 5% triple attack. Best case scenraio, SE realizes more spells for a potential downgrade is silly, and makes it so when you sit enough spells you get both.
Most likely, you'll lose DA, but can still /war to make that up. Worst case scenario, though, the code for progressing DA to TA force-disables double attack such that /war won't work...

Edit: D'aww, slowmo-ninja'd

Edited, Aug 19th 2011 3:18pm by VonCrown




Quote:
Both of those jobs can merit their DA/TA rates up to the values you list.



Yes they can merit the values to the ons I suggested, but even so SE still does not favor the idea of giving access to both on BLU main... which is why I suggested next tier traits.


Anyway the point of my post was to determine if there are any benefits to trading 10% DA for 5% TA if that is the path SE chooses.
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