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Recap: What enhancements did we get again?Follow

#52 Jan 25 2014 at 1:31 AM Rating: Decent
I think it adds to the Base Damage Value of a spell. Like Blizzard 1 BASED + X DMG....then it gets multiplied by MAB and sh*t.

Also I have been using Eminent Sabre (or w/e) + Eminent Wand off hand /DNC. Nothing super special but I have loads of MH ACC Adequate OH ACC and LOADS of MACC and some MDMG.

I Would love to DW 2 Swords but I don't have a R/M/E and I don't know how to get Anahera Saber looks like and Ark Angel weapon but vOv.

Edited, Jan 25th 2014 1:07pm by rdmcandie
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#54 Jan 25 2014 at 1:54 PM Rating: Excellent
Your double has been eliminated!
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#55 Jan 25 2014 at 8:21 PM Rating: Good
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I believe the AA weapons can be acquired via normal mode fights, but I can understand the difficulty in finding 5 others willing to merit dump for a RDM. x.x
#56 Jan 26 2014 at 2:24 AM Rating: Good
Seriha wrote:
I believe the AA weapons can be acquired via normal mode fights, but I can understand the difficulty in finding 5 others willing to merit dump for a RDM. x.x

Hard to find people period it seems.
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#57 Feb 17 2014 at 1:03 PM Rating: Good
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Reforged Relic wrote:
Vitivation Chapeau: DEF:71 HP+37 MP+46 STR+8 DEX+8 VIT+8 AGI+8 INT+12 MND+25 CHR+12 Evasion+16 Magic Evasion+51 "Magic Def. Bonus"+2 Haste+5% Enfeebling magic skill +20 "Refresh"+2
Vitivation Tabard: DEF:90 HP+25 MP+69 STR+13 DEX+13 VIT+13 AGI+13 INT+18 MND+23 CHR+18 Evasion+19 Magic Evasion+54 "Magic Def. Bonus"+3 Healing magic skill +17 Enhancing magic skill +17 Haste+2% "Fast Cast"+12%
Vitivation Gloves: DEF:59 HP+10 MP+37 STR+4 DEX+17 VIT+16 AGI+3 INT+15 MND+24 CHR+12 Evasion+10 Magic Evasion+25 "Magic Def. Bonus"+4 Enhancing magic skill +18 Haste+3%
Vitivation Tights: DEF:78 HP+20 MP+24 STR+16 DEX+10 VIT+8 AGI+11 INT+21 MND+15 CHR+12 Evasion+12 Magic Evasion+73 "Magic Def. Bonus"+3 Haste+4% Elemental magic skill +17 "Spikes" spell damage +30 Physical damage taken -2%
Vitivation Boots: DEF:48 HP+6 MP+30 STR+4 DEX+5 VIT+4 AGI+19 INT+14 MND+15 CHR+19 Magic Accuracy+13 "Magic Atk. Bonus"+13 Evasion+25 Magic Evasion+73 "Magic Def. Bonus"+2 Haste+3% Enfeebling magic skill +10


Reforged Relic +1 wrote:
Vitivation Chapeau +1: DEF:98 HP+61 MP+57 STR+14 DEX+14 VIT+14 AGI+14 INT+19 MND+32 CHR+19 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+5 Haste+6% Enfeebling magic skill +22 "Refresh"+2
Vitivation Tabard +1: N/A
Vitivation Gloves +1: DEF:83 HP+22 MP+44 STR+6 DEX+28 VIT+25 AGI+5 INT+22 MND+36 CHR+19 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+6 Enhancing magic skill +20 Haste+3%
Vitivation Tights +1: N/A
Vitivation Boots +1: DEF:67 HP+13 MP+45 STR+8 DEX+9 VIT+8 AGI+31 INT+20 MND+22 CHR+32 Magic Accuracy+15 "Magic Atk. Bonus"+15 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Haste+3% Enfeebling magic skill +12

Note not all +1s were added this patch.

Gendewitha +1 Set wrote:
Gendewitha Caubeen +1: DEF:94 HP+36 MP+32 STR+17 DEX+17 VIT+17 AGI+17 INT+22 MND+22 CHR+22 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+5 Haste+6% Enmity-8 "Cure" potency +10%
Gendewitha Bliaut +1: DEF:124 HP+54 MP+59 STR+21 DEX+21 VIT+21 AGI+21 INT+29 MND+29 CHR+29 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+6 Haste+1% "Cure" potency +8% "Refresh"+2
Gendewitha Gages +1: DEF:83 HP+30 MP+22 STR+6 DEX+28 VIT+25 AGI+5 INT+19 MND+33 CHR+19 Magic Accuracy+15 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+3 Haste+1% "Fast Cast"+7%
Gendewitha Spats +1: DEF:106 HP+43 MP+29 STR+23 VIT+10 AGI+15 INT+32 MND+22 CHR+17 "Magic Atk. Bonus"+8 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Haste+5% Song spellcasting time -5%
Gendewitha Galoshes +1: DEF:64 HP+26 MP+27 STR+10 DEX+11 VIT+10 AGI+33 INT+17 MND+19 CHR+34 "Magic Atk. Bonus"+8 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Haste+4% "Cursna"+10


Hagondes +1 Set wrote:
Hagondes Hat +1: DEF:93 HP+36 MP+32 STR+16 DEX+16 VIT+16 AGI+16 INT+21 MND+21 CHR+21 "Magic Atk. Bonus"+13 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+5 Haste+6%
Hagondes Coat +1: DEF:123 HP+54 MP+59 STR+19 DEX+19 VIT+19 AGI+19 INT+32 MND+27 CHR+27 "Magic Atk. Bonus"+10 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+6 Haste+3% "Refresh"+2
Hagondes Cuffs +1: DEF:82 HP+30 MP+22 STR+4 DEX+26 VIT+23 AGI+3 INT+17 MND+31 CHR+17 Magic Accuracy+20 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+3 Haste+3% Enmity-8
Hagondes Pants +1: DEF:102 HP+43 MP+29 STR+23 VIT+10 AGI+15 INT+32 MND+22 CHR+17 "Magic Atk. Bonus"+25 Magic damage+10 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Haste+5%
Hagondes Sabots +1: DEF:62 HP+23 MP+24 STR+8 DEX+9 VIT+8 AGI+31 INT+17 MND+17 CHR+32 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Haste+4% Avatar: "Magic Atk. Bonus"+25


Main/Sub Equipment wrote:
Iztaasu +2: (Sword) DMG:115 Delay:236 Sword skill +242 Parrying skill +242 Magic Accuracy skill +188
Lehbrailg +2: (Staff) DMG:179 Delay:366 INT+12 MND+12 "Magic Atk. Bonus"+22 Magic damage +202 Staff skill +242 Parrying skill +242 Magic Accuracy skill +228
Beatific Shield +1: DEF:56 HP+22 MP+29 Shield skill +107 Chance of successful block +5 Magic damage taken -25%


Then some 1 DMG gun and spear.
#58 Feb 22 2014 at 11:05 AM Rating: Good
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Seriha wrote:

Beatific Shield +1: DEF:56 HP+22 MP+29 Shield skill +107 Chance of successful block +5 Magic damage taken -25%

Chance of successful block +5 translates to what, exactly? 5% overall?
#59 Feb 26 2014 at 6:51 PM Rating: Excellent
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Couldn't tell ya, but it's a safe assumption. RDM's pitiful shield skill is still going to be a detriment on harder things, though.
#60 Feb 26 2014 at 9:36 PM Rating: Good
Seriha wrote:
Couldn't tell ya, but it's a safe assumption. RDM's pitiful shield skill is still going to be a detriment on harder things, though.

But we have shield mastery!
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#61 Feb 27 2014 at 9:51 AM Rating: Excellent
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NERF EVERYTHING!
#62 Mar 09 2014 at 9:27 AM Rating: Decent
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Any word on the job points? I've sadly lost most interest in this game once I started playing FFXIV, but with the change to campaign and job points, I might start playing again.
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#63 Mar 09 2014 at 10:00 AM Rating: Good
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coming in the next update, next week I think? No word as far as I have seen yet on exactly what they will enhance though.
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#64 Mar 09 2014 at 6:58 PM Rating: Default
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Since they seem to be giving everything away, I think it will be worthwhile. Let's see...
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#65 Mar 17 2014 at 2:11 PM Rating: Excellent
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Armor wrote:
Vitivation Tabard +1: DEF:126 HP+54 MP+79 STR+21 DEX+21 VIT+21 AGI+21 INT+29 MND+35 CHR+29 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+6 Healing magic skill +19 Enhancing magic skill +19 Haste+3% "Fast Cast"+13%
Vitivation Tights +1: DEF:109 HP+43 MP+29 STR+25 DEX+12 VIT+12 AGI+17 INT+34 MND+24 CHR+19 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Haste+5% Elemental magic skill +19 "Spikes" spell damage +30 Physical damage taken -3%

Umuthi Hat: DEF:96 HP+36 MP+32 STR+14 DEX+14 VIT+14 AGI+14 INT+19 MND+19 CHR+19 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+5 Enhancing magic skill +13 Haste+6% "Stoneskin" casting time -15% Sword enhancement spell damage +8
Umuthi Gloves: DEF:84 HP+25 STR+11 DEX+35 VIT+36 AGI+5 INT+12 MND+30 CHR+17 Accuracy+13 Evasion+24 Magic Evasion+37 "Magic Def. Bonus"+2 Haste+5% "Subtle Blow"+6 Physical damage taken -4%
Umbani Boots: DEF:65 HP+13 MP+14 STR+10 DEX+11 VIT+10 AGI+33 INT+22 MND+19 CHR+34 "Magic Atk. Bonus"+20 Magic Damage+10 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Haste+3% "Conserve MP"+5

Artsieq Hat: DEF:94 HP+36 MP+62 STR+14 DEX+14 VIT+14 AGI+14 INT+19 MND+19 CHR+19 Magic Accuracy+5 Evasion+36 Magic Evasion+75 "Magic Def. Bonus"+5 Haste+6% "Conserve MP"+3
Artsieq Jubbah: DEF:124 HP+54 MP+59 STR+18 DEX+18 VIT+18 AGI+18 INT+19 MND+19 CHR+19 Magic Accuracy+10 "Magic Atk. Bonus"+10 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+6 Haste+3% "Refresh"+2
Artsieq Cuffs: DEF:82 HP+22 MP+14 STR+3 DEX+25 VIT+22 AGI+2 INT+16 MND+23 CHR+9 Magic Accuracy+5 Evasion+22 Magic Evasion+37 "Magic Def. Bonus"+3 Haste+3% Pet: Damage taken -4%
Artsieq Hose: DEF:106 HP+43 MP+29 STR+22 VIT+9 AGI+14 INT+29 MND+19 CHR+16 "Magic Atk. Bonus"+5 Evasion+27 Magic Evasion+107 "Magic Def. Bonus"+6 Haste+5% "Fast Cast"+5%
Artsieq Boots: DEF:64 HP+13 MP+14 STR+7 DEX+8 VIT+7 AGI+30 INT+14 MND+16 CHR+24 Magic Accuracy+10 Evasion+55 Magic Evasion+107 "Magic Def. Bonus"+5 Haste+3% Avatar perpetuation cost -3

Imbodla Necklace: INT+7 MND+7 Enfeebling magic skill +5 Elemental magic skill +5
Iqabi Necklace: HP+10 Element: Ice-10 Accuracy+13 Ranged Accuracy+13
Nesanica Torque: Element: Light+20 Divine magic skill +7 Healing magic skill +7 On Lightsdays: Divine magic skill +10 Healing magic skill +10
Chaac Belt: DEF:13 DEX+5 AGI+5 CHR+5 "Treasure Hunter"+1
Isa Belt: DEF:14 Pet: Evasion+10 "Subtle Blow"+5 "Regen"+1 Damage taken -3%
Nesanica Belt: DEF:7 Hand-to-Hand skill +5 Evasion skill +5
Andoaa Earring: MP+30 Enhancing magic skill +5 Summoning magic skill +5
Gwait Earring: MP+10 Magic Accuracy+8 "Conserve MP"+1
Kuwunga Earring: STR+2 DEX+2 "Madrigal": Attack+17
Fucho-No-Obi: DEF:10 MP+30 "Drain" and "Aspir" potency +8 Latent effect: "Refresh"+1 (Allegedly under 50% MP)
Kumbira Cape: DEF:13 CHR+15 Magic Accuracy+7 Singing skill +2 "Regen"+1
Mubvumbariri Mantle: DEF:18 Magic Evasion+10 Enmity+5 Magic damage taken -6%
Aput Mantle: DEF:20 MP+25 Element: Ice+10 Magic Accuracy+8 Magic Damage+10
Aput Mantle +1: DEF:21 MP+30 Element: Ice+11 Magic Accuracy+9 Magic Damage+15
Kachekula Ring: MP+15 Enmity-7
Zanhi Ring: Element: Fire+20 Occasionally absorbs water elemental damage
Nguruve Ring: HP+40 Attack+10 Guarding skill +7
Nesanica Ring: "Resist Sleep"+5 While sleeping: "Regen"+1 "Regain"+1
Resolution Ring: Experience point bonus: +50% Maximum duration: 720 min. Maximum bonus: 8000
Expertise Ring: Experience point bonus: +75% Maximum duration: 720 min. Maximum bonus: 7000
Duck Ring: Enchantment: Fishy Intuition


Weapons/Ammo/Grips wrote:
Usonmunku: DMG:132 Delay:231 Accuracy+4 "Magic Def. Bonus"+1 Sword skill +242 Parrying skill +242 Magic Accuracy skill +188
Bolelabunga: DMG:100 Delay:216 INT+6 MND+6 "Magic Atk. Bonus"+16 Magic Damage+124 Club skill +242 Parrying skill +242 Magic Accuracy skill +215 "Regen" potency +10 "Regen"+1 "Refresh"+1
Gabaxorea: DMG:112 Delay:216 INT+6 MND+9 Magic Accuracy+4 "Magic Atk. Bonus"+16 Magic Damage+124 Club skill +242 Parrying skill +242 Magic Accuracy skill +215
Ngqoqwanb: DMG:217 Delay:402 INT+12 MND+12 "Magic Atk. Bonus"+18 Ice Elemental "Magic Atk. Bonus"+15 Magic Damage+207 Staff skill +242 Parrying skill +242 Magic Accuracy skill +228 Elemental magic recast delay -3%
Twebuliij: DMG:112 Delay:366 MP+20 INT+16 MND+12 "Magic Atk. Bonus"+18 Magic Damage+200 Staff skill +242 Parrying skill +242 Magic Accuracy skill +228
Paeapua: Enmity+2 "Triple Attack"+1%
Yetshila: Critical hit rate +1% Critical hit damage +5
Yetshila +1: Critical hit rate +2% Critical hit damage +6
Kupayopi: HP+50 Evasion+15 Parrying skill +5


Job Point Bonuses, 10 max per category:
Chainspell: Magic Damage +2
Convert: Reduce HP Consumed by 1%


Pretty underwhelmed by the JPBs, myself. Also, Dear SE, more Germanic item names please. I think it took me 2 minutes to type Mubvumbariri right.

Edited, Mar 17th 2014 4:12pm by Seriha

Edited, Mar 17th 2014 5:18pm by Seriha
#66 Mar 17 2014 at 3:59 PM Rating: Excellent
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Well, we have nothing else to spend them on, so we either spend them on those two lacklustre upgrades, or hold onto them. Provided you can get job points in the first place on Red Mage, that is.

They keep throwing sword enhancement damage onto items and in insultingly low quantities. Right now, RUN does everything but debuff better, I think.

Curses, Squeenie'd again...!

Edited, Mar 17th 2014 5:59pm by Demoncard
#67 Mar 17 2014 at 7:02 PM Rating: Excellent
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My guess is the Enspell numbers are more to roughly correlate to an enhancing equivalent of level increases and not so much to say, "Hey RDMs, you can Enspell now!" since we'd otherwise be looking at the 500 enhancing cap. Though, I think it dumb to be tied specifically to gear. I'd rather them wiggle it into weapons specifically somehow much like they do BLU damage and such. Still gear-dependent, but not so narrowed.
#68 Mar 18 2014 at 7:24 AM Rating: Decent
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Quote:
Job Point Bonuses, 10 max per category:
Chainspell: Magic Damage +2
Convert: Reduce HP Consumed by 1%


That's disappointing.
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#69 Mar 19 2014 at 12:50 PM Rating: Good
Really breaking the bank on those Job Points.

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#70 Mar 30 2014 at 6:53 AM Rating: Good
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We are getting other things to spend them on, aren't we?

I can just see SE giving us an enspell damage +1 upgrade, or something half assed like spell int down on composure.
#71 Apr 07 2014 at 11:24 PM Rating: Excellent
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Egeking: DMG:124 Delay:236 Magic Damage+70 Sword skill +242 Parrying skill +242 Magic Accuracy skill +188 Enmity -10 "Phalanx" damage reduction +2 Sword enhancement spell damage +10

Ginsen: Accuracy+5 Attack+10 "Store TP"+3

Sukeroku Hachimaki: DEF:85 STR+25 DEX+20 VIT+20 AGI+20 INT+20 MND+20 CHR+20 "Conserve TP"+8 Weapon Skill Accuracy+30
Ischemia Chausuble: DEF:127 HP+54 MP+59 STR+21 DEX+21 VIT+21 AGI+21 INT+29 MND+29 CHR+29 Accuracy+25 Magic Accuracy+15 Evasion+41 Magic Evasion+80 "Magic Def. Bonus"+6 Enfeebling magic skill +18 Haste+3% "Refresh"+2
Battlecast Gaiters: DEF:66 HP+13 STR+12 DEX+24 VIT+12 AGI+37 MND+12 CHR+30 Accuracy+15 Evasion+72 Magic Evasion+69 "Magic Def. Bonus"+5 Haste+4% "Store TP"+5 Physical damage taken -3%
Mizukage-No-Kubikazari: INT+4 MND+4 "Magic Atk. Bonus"+8 Magic burst damage +10 "Resist Charm"+5
Metalsinger Belt: DEF:15 STR+13 Accuracy+5 "Double Attack"+1%


Not a whole lot this time around, so not gonna bother getting fancy with colors and sh*t. A good hybrid sword that isn't tied to AA drops there. I just wish the magic damage wasn't so blatantly inferior to staves.

Edited, Apr 8th 2014 1:25am by Seriha
#72 Apr 08 2014 at 5:00 AM Rating: Good
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It's an ok sword for sanguine. I assume the damage reduction bonus applies to accession'd phalanx, or phalanx ii as well, which'll won't be especially useful or groundbreaking, but it's a nice touch. Could macro it in (because, you know, throwing away tp is fun) and buff with it or something, I don't know.


A RDM exclusive buckler would be nice.
#73 Apr 11 2014 at 7:14 PM Rating: Default
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I'm just now starting to get back in this game.... Have to ungimp myself.. will be using this thread for info gathering.
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#74 May 14 2014 at 1:25 PM Rating: Good
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Too lazy to copy-pasta this time. Go here, ctrl+f, type in RDM and hit enter a few times, enjoy. Just seems like generic armor, mainly, with us getting excluded from the Reive sword.
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#75 May 15 2014 at 1:15 AM Rating: Default
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Thanks.. the amount of stats on a single item hurts my head... It's harder to make the comparison.
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#76 May 15 2014 at 3:26 AM Rating: Decent
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If you were to purchase a skill-up, can you exceed the natural cap?
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#77 May 16 2014 at 5:21 AM Rating: Good
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Almalieque wrote:
If you were to purchase a skill-up, can you exceed the natural cap?

No. Purchasing skillups with sparks is just a way of getting skillups. They're the same as other skillups, except you bought them with sparks.
#78 May 16 2014 at 8:50 PM Rating: Good
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Thanks.

Another completely unrelated question: What is so special about SCH that people shout for SCHs to stun? I thought RDM was the preferred stunner.
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#79 May 17 2014 at 7:08 PM Rating: Excellent
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Higher Dark skill via arts to better guarantee accuracy now that our **** poor Dark skill is becoming more of a factor (This began late-Abyssea, imo). Stratagems also let them cut the recasts down better than RDM can with the appropriate gear.
#80 May 27 2014 at 1:26 PM Rating: Excellent
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Camate wrote:

Greetings,

As we have been receiving feedback for quite some time now that it’s difficult for red mages to join parties, we will be introducing potent new enfeebling magic that is geared towards party content. While I do not have a specific time frame to share with you right now, the team is currently looking into new enfeebling and enhancing spells for red mage. I’ll be sure to make a follow-up once there is more information I can share.

http://forum.square-enix.com/ffxi/threads/41326-The-RDM-Update-Thread.?p=509145#post509145

Wonder if they're gonna give rdms plague/virus that was accidentally given to monstrosity mobs before they removed it, though haven't heard anything on Haste II for awhile.
#81 May 28 2014 at 2:16 PM Rating: Excellent
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"Have a morsel of hope we'll forget about for the next year and a half..."

Cynical, perhaps, but I have zero faith in SE when it comes to RDM-specific attention anymore. Any good we have gotten since... like, the cap increase, has been incidental and beneficial to other jobs, too.
#82 May 30 2014 at 8:48 PM Rating: Decent
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Seriha wrote:
Cynical, perhaps, but I have zero faith in SE when it comes to RDM-specific attention anymore.

I second that notion. To be fair, SE was relatively quick with the MNK nerf. Maybe they finally understand the player base. If they do, then they would lean toward the enhancing as opposed to enfeebling. Back are the days when party leaders will wait forever for a BRD. More jobs need to have comparative buffs so people aren't waiting for one job.





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#83 Jun 04 2014 at 4:19 AM Rating: Good
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Camate wrote:
we have been receiving feedback for quite some time now

...but failed to act on the feedback meaningfully, and have only just vaguely considered somewhat halfway maybe possibly alleviating RDM's suffering. As expected of Squeenie.
#84 Jun 05 2014 at 11:16 AM Rating: Decent
God dammit. They still don't @#%^ing get it.

Its not the lack of tools, its the fact that our tools are 18th century while others are moving to the 21st century. Literally RDM is like the Afghanistan of FFXI.

Ive been saying it for a long time. Piling more sh*t into a sh*t pile doesn't make the sh*t pile any better, it just gives it more things to cover in sh*t.

If they want to make RDM be relevant then they need to fix the formulas of Enhancing and Enfeebling so RDM can be the best at the things it should be the best at. There is no reason a WHM should be able to enfeeble or single target buff as well as RDM, there should be no reason a /RDM should be able to enfeeble or buff as well as a RDM.

Make the T2 spells actually worth casting, as it stands their marginal improvements are not even remotely worth losing the potential production from a WHM, SCH, BLM or heck even a BRD. Make the Enhancing Magic buffs scale with skill and not just be a generic +15% Haste, or whatever other @#%^ing crap shoot comparison you want to make that makes /RDM just as good as RDM for buffing a group.

Its like they don't even listen.

If RDM was the single best enfeebler and enhancer in terms of white/black magic it would have a place in groups (as long as these things remain relevant of course) doing anything other than that will keep RDM on the sideline for niche purposes or because you had an extra alliance slot and no one else wanted to come.

And to ice the cake give it a stance mechanic like SCH that is actually good for the job as a whole. Don't need to cast switch to melee mode get a relevant Damage and Survivability increase, need more support switch to caster mode and stand back and cast your brains out.


@#%^ me.

Edited, Jun 5th 2014 1:19pm by rdmcandie
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#85 Jun 17 2014 at 10:57 AM Rating: Good
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Update itself was pretty sparse on new items. We can use a couple existing ilvl daggers now if that's your thing.

Curious to see how Death Blossom was improved, though.
#86 Jun 17 2014 at 9:55 PM Rating: Default
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Seriha wrote:
Curious to see how Death Blossom was improved, though.


Same here..
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#87 Jun 20 2014 at 3:23 AM Rating: Default
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Job adjustments will also make a splash, including an ******* of new spells for red mages, such as Haste II;


Can't wait for some Haste II!! Of course I will wait until the AH price drops.
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#88 Jun 20 2014 at 5:10 AM Rating: Excellent
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While I understand why some have wanted Haste II for so long, it won't really fix why BRDs are preferred as a buffer or justify an alliance spot with our other lacking tools. At best, we get to play the last resort healer again. :(
#89 Jun 20 2014 at 5:31 AM Rating: Good
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Haste 2 is a bad distraction, at best.
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#90 Jun 20 2014 at 11:16 AM Rating: Good
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Tiny little tidbit for other spells for rdm:

Camate wrote:

Greetings!

Indeed, Haste II is on the way for red mage, but that’s not all we're adding! Other types of new enhancing magic spells as well as enfeebling magic spells will be added for red mage in the July version update.

Of the spells that will be added, there will be effects that lower the physical and magical evasion of enemies, which will make them resist less and increase your hit rate.

We’ll be announcing further details on topics, so stay tuned!

http://forum.square-enix.com/ffxi/threads/42821-Holy-crap-guys?p=512560#post512560
#91 Jun 20 2014 at 1:41 PM Rating: Excellent
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Well, a lot of us wanted the -Eva from Gravity split from the Weight effect so it could at least land unresisted on NMs and such, but I guess an -Eva spell of its own will suffice. -MEva has been one of those things I've wanted for a while, too. Still some other effects we could tap into, but one step at a time, I suppose. Buffs can be a broad pool, too. Blink II? T3 Enspells? A way to buff our crit rate akin to Temper? I'll err toward them taking a path of least resistance here.
#92 Jun 20 2014 at 2:34 PM Rating: Good
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Seriha wrote:
I guess an -Eva spell of its own will suffice.

An -EVA spell unique to RDM will more than suffice. The efficiency rabid masses will once again slobber over superior RDM, especially so if that new spell stacks with Gravity.
#93 Jun 20 2014 at 3:53 PM Rating: Default
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Seriha wrote:
While I understand why some have wanted Haste II for so long, it won't really fix why BRDs are preferred as a buffer or justify an alliance spot with our other lacking tools. At best, we get to play the last resort healer again. :(


I actually never wanted Haste II. I'm just happy to be getting a spell. I personally prefer new buffs as opposed to tier IIs or debuffs.
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#94 Jun 23 2014 at 6:06 AM Rating: Good
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Squeenie has given us something.
Gildrein wrote:
[dev1217] Job Adjustments
Red Mage

The following spells will be added.
Haste II (Lv. 96, Recast time: 20 sec.)
Increases target's attack speed.

Distract (Lv. 35, Recast time: 10 sec.)
Reduces target's physical evasion.

Distract II (Lv. 85, Recast time: 10 sec.)
Reduces target's physical evasion.

Frazzle (Lv. 42, Recast time: 10 sec.)
Reduces target's magic evasion.

Frazzle II (Lv.92, Recast time: 10 sec.)
Reduces target's magic evasion.

Flurry (Lv. 48, Recast time: 10 sec.)
Increases target's ranged attack speed.

Flurry II (Lv. 96, Recast time: 10 sec.)
Increases target's ranged attack speed.


I assume Distract stacks with Gravity.

Edited, Jun 23rd 2014 8:12am by Demoncard
#95 Jun 23 2014 at 6:54 AM Rating: Excellent
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Most likely. Imagine it'll be in the same grouping as Sandspin and Infrasonic's -EVA effect.

That said, I'm really wishing SE would give us native buff duration traits to the point where casting one spell on someone could have it lasting 15 minutes. Even better if this is achieved without needing the Emp set bonus to Composure. Over time, BRD has hit the point where its AoE buffs last a very decent period of time, ultimately leaving them more time to tend to other support duties or even melee. Cast lock with a side of global delay has been one of our major weaknesses as a hybrid. So, while what little I've read on Death Blossom's changes doesn't seem to be anything groundbreaking for giving us a more unique job identity, changes like this are all steps along of the way of achieving that.

Naturally, I'd be cool with a trait that extends debuff durations by default, too. Here's to hoping there's more than Frazzle and Distract in our future there.

Oh, and since I can't post on the OF with the whole "not subbed" thing going on, I saw a thread where someone was wanting a means to defend applied buffs from dispel effects. This is an old idea some of us tossed around in the past, but the thought was we could have a sort of Dummy or Barrier spell where, if a dispel effect struck us, be it single or mass, that effect would be eaten only. Self-target or not is a whole 'nother can of worms, but it's true our self-buff cycle is getting pretty lengthy as time goes on.
#96 Jun 28 2014 at 6:37 AM Rating: Good
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Camate wrote:

You rang?

While I can’t speak in too much detail about the adjustments that will be made to summoner, I’d like to give an overview on what the development team has in mind.

In the future we will be adding new Blood Pacts for avatars, one example of what they are planning to add is Hastega II. Additionally, they would like to make adjustments to Avatar’s Favor and also increase the ways that summoner can support other party members.

In terms of new avatars, the team is planning to release Atomos in the September version update. (13)

Curses, Squeenied again.
#97 Jun 28 2014 at 11:48 AM Rating: Excellent
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Our tears are our only unique feature. ;)
#98 Jul 01 2014 at 4:34 AM Rating: Good
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Out of all of the new spells, haste II is the last spell that I would have wanted to be invited for. So, while I think we got the shaft on that particular spell, it's not as bad given that we have new buffs/debuffs that would require less whoring.

Besides, I don't recall too many people inviting SMNs for hastega during TP burns. If your goal is "Haste II", depending on the scenario, you might be better off inviting a RDM.
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#99 Jul 08 2014 at 12:57 PM Rating: Excellent
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Well, let's get the bad news out of the way first. Gravity no longer has a -Evasion effect. Thus, the spells now solely affect movement speed.

For the good news, there are some new crafted items we can find useful. Namely the Shiva and Leviathan HQ rings, the MATK cape, and perhaps the haste/ATK for our melee inclined brethren. Perdition Slops also give us access to Occult Accumen, for whatever that may be worth. Solid nuking pants, otherwise.

As for our new spells:
Quote:
Falgima- Selbina (H-9) Flurry
Tya Padolih - Mhaura (G-9) Distract, Frazzle
Mazuro-Ookuro - Tavnazian Safehold (F-9) Frazzle II, Distract II
Lendericus - Western Adoulin (H-5) Haste II, Flurry II

Flurry = 40mp
Haste II/Flurry II = 80mp
Distract = 32mp
Distract II = 58mp
Frazzle = 38mp
Frazzle II = 64mp

Flurry/FlurryII use the same icon as Haste/HasteII and Haste II/FlurryII will overwrite each other.

Haste II seems to be 30%. Flurry II is likely similar.

Distract is ice based, Frazzle is dark based.
Distract I = -35 Eva at base. Does not appear to have a dStat term but was just casting on a naked player, so who knows.
Distract II = -50 Eva at base.
There was no base potency difference between /rdm Distract and Rdm main Distract.
Distract I with Uk'uxkaj Boots = -36 Eva.
Distract II with Rdm Emp Body+2 and Uk'uxkaj Boots = -57 Eva.
Distract II with Rdm Emp. Body+2, Uk'uxkaj Boots, and Saboteur (along with Rdm Emp Hands+2 Sab bonus) = -108 Eva.

Both appear to have a 2min base duration. The Sab Distract II lasted around 4min30sec~
#100 Jul 08 2014 at 3:42 PM Rating: Good
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Thanks for posting the spell locations...
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#101 Jul 10 2014 at 5:55 AM Rating: Default
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With all of the haste gear that we have, is Haste II worth it? I have no idea what the cap is and/or how easy/difficult it is to get it.
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