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Our job is broken - in a good wayFollow

#1 Nov 12 2013 at 9:35 AM Rating: Good
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If someone had asked me just a year ago what I'd be doing in FFXI, my answer would not be "On black mage spamming Stone I for 1000+ damage a pop."

New Nakuul (Kumhau) gear is amazing:

Baqil Staff:
DMG:195 Delay:402 INT+12 MND+12
Element: Ice+20 "Magic Atk. Bonus"+22 Magic Damage+173
Staff skill +188
Parrying skill +188
Magic Accuracy skill +177
Enmity-5
Enhances "Elemental Seal" effect

Friomisi earring
"Magic Atk. Bonus"+10
Enmity+2

Toro Cape
DEF:10 INT+8 "Magic Atk. Bonus"+10
Element: Ice+20
Occasionally absorbs ice elemental damage

Add in the Skirmish V2 gear and the changes to element magic last summer, and a BLM can now outdamage most melee in endgame content while barely using any MP just by casting Stone over and over again.
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#2 Nov 12 2013 at 10:16 AM Rating: Good
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Matsui made about a post a few weeks back about that:

Matsui wrote:

Matsui here.

We definitely think feeding TP to enemies by only using certain spells repeatedly, which in turn makes it difficult to use these spells, is not very desirable.

On one hand though, there is a trade-off between using tier I spells and higher tier spells, including the TP amount given to enemies, and we would like to avoid any situations where constantly casting tier I spells would be optimal.

Also, as there would need to be balance adjustments between physical damage dealt by frontline jobs if we simply made adjustments to elemental magic by reducing the TP given to enemies or increasing the power of the spells, the development team would like to look into these adjustments details closely.

While this is only what the development team is thinking at the moment, they are aiming to improve the usability of elemental magic spells instead of simply boosting the power. As an example, they are considering methods such as reducing the enmity, MP cost, casting time, and recast time for high tier elemental magic.

Again, please note that these are only provisional ideas and I just wanted to let you know for reference.


Edited, Nov 12th 2013 1:41pm by Szabo
#3 Nov 22 2013 at 9:41 AM Rating: Decent
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I feel moderately vindicated from making a Claustrum oh so many years ago with these new updates. But it's hard to feel good about them finally adding something that should have been there from day 1.
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#4 Dec 01 2013 at 4:03 AM Rating: Decent
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I'm leveling my SMN currently (after having been gone YET AGAIN for a long period of time) and found that I was able to spam Stone 1 a LOT faster with very little mana cost. I immediately contributed it to /sch's Dark Arts getting a boost which reduced mana cost by 1/2, but then found out that even without Dark Arts, Stone was already only 4 MP. This blew my mind.

I've been googling and forum browsing but can't find an answer. When the **** did Elemental Spells get their costs reduced?

I've actually always been a proponent of just Stone 1 spamming in parties/alliances, assuming you weren't getting resisted all the time and assuming you didn't care about feeding TP. The MP cost to DMG ratio was just too good compared to other spells.

Obviously there are times when SPEED of kill mattered more than MP efficiency (in which case you'd use your highest, least likely to be resisted nuke) but in normal parties I found that wasn't really an issue when a Stone 1 hit as hard as an Axe or Sword swing.
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#5 Dec 01 2013 at 8:35 AM Rating: Good
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Roller wrote:
I've been googling and forum browsing but can't find an answer. When the **** did Elemental Spells get their costs reduced?

It was during the July 9th update, link.
#6 Dec 06 2013 at 3:37 AM Rating: Excellent
Yeah, essentially all elemental spells received a damage adjustment, a casting and recast time adjustment, and an MP cost alteration. Tier 1 nukes are so powerful now, especially with the addition of "Magic Damage", that it's preferable to spam Tier 1 nukes rather than just blasting away with the highest tier ones.
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