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Arcanist/Summoner SkillsFollow

#1 Jun 13 2013 at 9:18 AM Rating: Excellent
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Since we can mention .DAT mining now, I figured I would post this info:

Some brave DAT miners wrote:
Just translating what was untranslated in the data-mined info. I did not find any of this stuff and my translations are subject to being terrible.

Level 01 - Ruin: Deals magic damage to target. Potency: 100

Level 02 - Bio: Deals magic DoT to target. Potency: 10 Duration: 30s

Level 04 - Ruby Carbuncle: Summons "Carbuncle Mage"

Level 06 - Miasma: Deals magic DoT to target. Potency: 5 Duration: 30s Additional Effect: Inflict 20% "Heavy" & an ailment that halves the amount recovered on heals. Duration: 30s This Heavy will not be cancelled if target takes an attack. (TN: This one was tricky for me, might've **** this one up)

Level 10 - Sustain: Consume 15% of your max HP to grant HoT to your pet. Potency: 5 Duration: 15s Cannot be used if current HP is less than 15% your max HP.

Level 14 - Wither: Deals cone-shaped magic damage towards target. Range: 120 degrees

Level 15 - Diamond Carbuncle (QUEST): Summons "Carbuncle Guardian".

Level 18 - Self-Sacrifice: Out of your current HP, consume 20% of your max HP to raise your own magic damage for a set time. Duration: 12s Cannot be used if current HP is less than 20% max.

Level 22 - Miasma II: Deals magic DoT to AoE. Potency: 5 Duration: 30s Additional Effect: Inflict 20% "Heavy" & an ailment that halves the amount recovered on heals. Duration: 30s This Heavy will not be cancelled if target takes an attack. (Again, not sure of the additional effect)

Level 26 - Fog: Decrease target's range of throwing, archery, and magic by 10 yalms. Duration: 30s

Level 30 - Barrier: Raise your physical defense by 10%. Duration: 15 min.

Level 30 - Bane (QUEST): Scatter a target's DoT & Status Ailment to surroundings. Duration: Based on DoT / Ailment. If you did not inflict the DoT / Ailment there is no effect. Additional Effect: 15% chance to reset the duration of the scattered DoT / Ailment. (TN: This was a doozy. Might be way off. Sounds like it spreads an enemy's DoT or debuff to surrounding enemies. Not sure if this is the actual quest ability you learn.)

Level 34 - Bio II: Inflict magic DoT to target. Potency: 20 Duration: 60s Additional Effect: Raises target's chance of taking critical damage 3%.

Level 38 - Autoimmunity Raise your own physical defense 10%. Duration: 12s Can only be used if HP is less than 20%.

Level 42 - Addle: Inflict target with 10% "Slow Cast". Duration: 12s

Level 46 - Serpent Tongue: Increase your "Fast Cast" 10% and decrease range your range of magic 10 yalms. Duration: 15s

Level 50 - Aura Burst: Deals magic damage to surrounding enemies. Additional Effect: Knocks back target 10 yalms. (TN: Not sure if it's the enemy you target or all hit by the spell. No potency was given in the doc I have)

Summoner Skills (These sound like Summoner abilities but I'm not sure how the levels will work out):

Level 04 - Proto Ramuh: Summon "Ramuh Spirit".

Level 15 - Proto Titan: Summon "Titan Spirit".

Level 30 - Proto Garuda: Summon "Garuda Spirit".

Level 35 - Fester: Deal damage based on the number of DoT / Ailments you have inflicted on target. "60 Potency" damage per DoT / Ailment. Only Arcanist/Summoner DoT / Ailments count toward damage. No effect if you did not inflict DoT / Ailment to target. (TN: Sorry if wording is strange. Might have messed this one up)

Level 40 - Proto Ifrit: Summon "Ifrit Spirit".

Level 45 - Harm's Way: Have your pet take damage for one other party member (excluding yourself). Duration: 12s

Level 50 - Enkindle: Execute a Fulfillment skill on currently summoned pet. Can only use when a Summoner pet is summoned. (TN: Not sure what this means without context, but maybe using stuff like "Diamond Dust" etc.?)
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#2 Jun 13 2013 at 9:20 AM Rating: Excellent
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Ruby and Diamond Carbuncle? Sweet! I wonder if he looks different for each "mode".
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#3 Jun 13 2013 at 9:25 AM Rating: Decent
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Wint wrote:
Ruby and Diamond Carbuncle? Sweet! I wonder if he looks different for each "mode".


I'm really hope today's live letter shows some carbuncle off. I assume since they mention scholar info, we'll get some info for both jobs.
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#4 Jun 13 2013 at 9:28 AM Rating: Decent
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So this looks like the warlock from WoW. That's pretty cool. The thing I liked least about FFXI summoner was the complete reliance on the pet for damage. It is nice they are adding some damage/utility spells to the "summoner" this time. I might actually have to try it out this go around. Though to be honest, I will probably try all the classes at least a bit.

It also seems that arcanist/summoner will be big on debuffing enemies too. Makes me wonder about the role rdm will have if it is ever implemented.
#5 Jun 13 2013 at 9:33 AM Rating: Good
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Yay that's right we can talk about this stuff now. So yea, now that it's out there, here was my concern about ACN/SMN and dots not stacking. DoTs are a HUGE part of their gameplay, so how SE handles this could be big. For instance, if Fester is a big part of the SMN's balanced damage, and it's only based on YOUR DoTs, and another SMN/ACN is in a FATE with you and places their DoTs first, does it totally gimp your damage? Hopefully they do some clarifying soon since we won't be able to offer feedback of the class during beta. At least not beyond theory.
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#6 Jun 13 2013 at 9:36 AM Rating: Decent
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The levels you get Ramuh and Titan are the same levels you get the Carbuncles. So that is why Summoner won't use Carbuncle, the skills to summon him will be replaced by Ramuh and Titan. I wonder if Scholar will really branch off Arcanist after seeing this.
#7 Jun 13 2013 at 9:42 AM Rating: Decent
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Jujubah wrote:
The levels you get Ramuh and Titan are the same levels you get the Carbuncles. So that is why Summoner won't use Carbuncle, the skills to summon him will be replaced by Ramuh and Titan. I wonder if Scholar will really branch off Arcanist after seeing this.


Yeah, that was my concern too, though I couldn't mention this. Acn has a lot of pet-based abilities, so it would be weird for Scholar to share them without a pet of their own.
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#8 Jun 13 2013 at 9:45 AM Rating: Good
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This list was primarily why I didn't think SCH would branch from ACN. Of course it could have major changes, but it just doesn't scream SCH to me, with no healing and such.

Also the SMN skill levels are a little screwy, so you can't read too much into it. Since you're not going to unlock the job until 30 (assuming they keep that model) I'm guessing it means you'll *start* with Ramuh when you unlock the job, and maybe immediately have the quest available to unlock Titan, followed by one to unlock Garuda. You'll be a very busy lvl 30 SMN!

I can't wait for more info.
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#9 Jun 13 2013 at 10:00 AM Rating: Good
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Im less worried about the summons and more worried about being DOT based in a game where only 1 type of the same dot can be on a target.. 20man raids with only 1 sum/arc :/
#10 Jun 13 2013 at 10:00 AM Rating: Good
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It looks interesting, like so many I really "look forward" to todays live letter. I hope we get a lot of both SMN and SCH info!
#11 Jun 13 2013 at 10:10 AM Rating: Decent
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silverhope wrote:
Im less worried about the summons and more worried about being DOT based in a game where only 1 type of the same dot can be on a target.. 20man raids with only 1 sum/arc :/


Is this confirmed? I didn't notice any such limitations during the beta.
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#12 Jun 13 2013 at 10:13 AM Rating: Good
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The limitation was definitely there, I noticed it as a CNJ which is why it was a major concern of mine. Other games have had the same single DoT policy before eventually switching, so I'm curious to see how SE moves forward.
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#13 Jun 13 2013 at 10:17 AM Rating: Decent
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One DOT at a time is a pretty terrible design, I would hope that would change in beta. It caused huge issues in other games until they changed it. Guess it is a "wait and see" kind of thing for now.
#14 Jun 13 2013 at 10:21 AM Rating: Good
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Arcanist is a Warlock. Badass. If they're based around stacking DoTs, this could be a really interesting class.

Edited, Jun 13th 2013 12:21pm by Transmigration
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#15 Jun 13 2013 at 10:23 AM Rating: Good
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Yea, I was already planning to main SMN because I <3 Carby, but add in a functional debuffer/DoT caster and SE can has all teh monies.
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#16 Jun 13 2013 at 10:38 AM Rating: Excellent
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Wait what? Single DOTs? From one player or many? I know we've had all kinds of DOTs on boss mobs in the dungeons in 2.0...and as Conjurer I've had Aero and Heavy on a mob before at the same time.
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#17 Jun 13 2013 at 10:49 AM Rating: Decent
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Bororim wrote:
So this looks like the warlock from WoW. That's pretty cool. The thing I liked least about FFXI summoner was the complete reliance on the pet for damage. It is nice they are adding some damage/utility spells to the "summoner" this time. I might actually have to try it out this go around. Though to be honest, I will probably try all the classes at least a bit.

It also seems that arcanist/summoner will be big on debuffing enemies too. Makes me wonder about the role rdm will have if it is ever implemented.


i actually liked the way summoner played in XI. The only gripe i had though was the perpetuation cost which i thought was unecessary considering the large amount of MP the blood pacts costed. It was super fun also being a completely pimped out SMN and landing 1k predator claws (600~ to bosses) almost every time.

I'm wondering though if pets have blood pact abilities considering none appear on that list. Being one of the 3 classes that were my favorite I can't wait for information on SMN.
#18 Jun 13 2013 at 10:53 AM Rating: Good
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Wint wrote:
Wait what? Single DOTs? From one player or many? I know we've had all kinds of DOTs on boss mobs in the dungeons in 2.0...and as Conjurer I've had Aero and Heavy on a mob before at the same time.

You can have Aero and Heavy, but if there was a second CNJ in the group with you, there would still only be one of each DoT. In a 4 man group that's probably not terrible, maybe even an 8 man group, but what about content for alliances? And based on the .dat file, if Fester ends up being a big part of a SMN's damage, and Fester is gimped because YOUR dot isn't the one on the boss... so yea, it's a big wait and see right now, but that was my concern with us not being able to beta test ACN by launch.
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#19 Jun 13 2013 at 10:54 AM Rating: Excellent
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Anakte wrote:
Wint wrote:
Wait what? Single DOTs? From one player or many? I know we've had all kinds of DOTs on boss mobs in the dungeons in 2.0...and as Conjurer I've had Aero and Heavy on a mob before at the same time.

You can have Aero and Heavy, but if there was a second CNJ in the group with you, there would still only be one of each DoT. In a 4 man group that's probably not terrible, maybe even an 8 man group, but what about content for alliances? And based on the .dat file, if Fester ends up being a big part of a SMN's damage, and Fester is gimped because YOUR dot isn't the one on the boss... so yea, it's a big wait and see right now, but that was my concern with us not being able to beta test ACN by launch.


Oh well yeah I guess anything else wouldn't make sense to me. Two Aero's on one mob? That doesn't seem right.
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#20 Jun 13 2013 at 10:58 AM Rating: Excellent
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Technically, you can't ever talk about dat mining, lol but considering they removed everything SMN/ACN related in this build, it's probably ok. Oh well. Considering I built an emulator to do easier dat parsing and browsing (Think EWH model viewer for XI) once Phase 3 is up, head towards Camp Iron Lake, lots of stuff related to Summoner lore there.
#21 Jun 13 2013 at 10:59 AM Rating: Good
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Yea, so that's always the problem with dot classes for balance in these situations. If you have two Monks, and they both use "Punch" say, they both do maximum individual damage. But now you have two Summoners, and they both cast "DoT", one of them does 0 damage. They took away elemental weakness to not gimp certain types of casters, so I can't imagine they'll ignore this situation.
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#22 Jun 13 2013 at 11:00 AM Rating: Good
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Theonehio wrote:
Technically, you can't ever talk about dat mining, lol but considering they removed everything SMN/ACN related in this build, it's probably ok. Oh well. Considering I built an emulator to do easier dat parsing and browsing (Think EWH model viewer for XI) once Phase 3 is up, head towards Camp Iron Lake, lots of stuff related to Summoner lore there.

Oooh nice, first stop tomorrow!
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#23 Jun 13 2013 at 11:01 AM Rating: Decent
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Wint wrote:
Anakte wrote:
Wint wrote:
Wait what? Single DOTs? From one player or many? I know we've had all kinds of DOTs on boss mobs in the dungeons in 2.0...and as Conjurer I've had Aero and Heavy on a mob before at the same time.

You can have Aero and Heavy, but if there was a second CNJ in the group with you, there would still only be one of each DoT. In a 4 man group that's probably not terrible, maybe even an 8 man group, but what about content for alliances? And based on the .dat file, if Fester ends up being a big part of a SMN's damage, and Fester is gimped because YOUR dot isn't the one on the boss... so yea, it's a big wait and see right now, but that was my concern with us not being able to beta test ACN by launch.


Oh well yeah I guess anything else wouldn't make sense to me. Two Aero's on one mob? That doesn't seem right.


Oh ok yes. So you can still stack DOTs, you just can't have 18 Smns stack the same DOT. This isn't new, it's the same as FFXI.

Edited, Jun 13th 2013 1:01pm by Louiscool
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#24 Jun 13 2013 at 11:05 AM Rating: Excellent
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Theonehio wrote:
Technically, you can't ever talk about dat mining, lol but considering they removed everything SMN/ACN related in this build, it's probably ok. Oh well. Considering I built an emulator to do easier dat parsing and browsing (Think EWH model viewer for XI) once Phase 3 is up, head towards Camp Iron Lake, lots of stuff related to Summoner lore there.


Well I'm saying that if people want to talk about what dat miners have found on other sites it's allowed. I'm not sure what SE's official stance is on this, I'm merely saying that this site's management has given the go ahead.
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#25 Jun 13 2013 at 11:51 AM Rating: Good
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Louiscool wrote:


Oh ok yes. So you can still stack DOTs, you just can't have 18 Smns stack the same DOT. This isn't new, it's the same as FFXI.

Edited, Jun 13th 2013 1:01pm by Louiscool


Its not new but i can see it being a huge issue there are no DOT dmg only classes in ff11. Yes there is bio and dia and so on but if they dont get on the boss not a huge deal. I can see this being a huge deal when being picked for a raid. saddly I wont lvl arc/smn untill they address this issue.

Wint. you said 2 aeros wouldent work in theroy.. why? If i put a wind fan on u and give u paper cuts.. than 2 ppl have wind fans and give u paper cuts.. its gonna hurt x2. Imo is like saying you cant Punch twice so you cant have 2 monks.
#26 Jun 13 2013 at 11:58 AM Rating: Good
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Reg non-dot dmg attacks till 50
Level 01 - Ruin: Deals magic damage to target. Potency: 100
Level 14 - Wither: Deals cone-shaped magic damage towards target. Range: 120 degrees
Level 50 - Aura Burst: Deals magic damage to surrounding enemies. Additional Effect: Knocks back target 10 yalms.

dot dmg attacks till 50
Level 02 - Bio: Deals magic DoT to target. Potency: 10 Duration: 30s
Level 06 - Miasma: Deals magic DoT to target. Potency: 5 Duration: 30s Additional Effect: Inflict 20% "Heavy" & an ailment that halves the amount recovered on heals. Duration: 30s This Heavy will not be cancelled if target takes an attack.
Level 30 - Bane (QUEST): Scatter a target's DoT & Status Ailment to surroundings. Duration: Based on DoT / Ailment. If you did not inflict the DoT / Ailment there is no effect. Additional Effect: 15% chance to reset the duration of the scattered DoT / Ailment
Level 34 - Bio II: Inflict magic DoT to target. Potency: 20 Duration: 60s Additional Effect: Raises target's chance of taking critical damage 3%.

so if there is 2 arcanists.. either u split the dots but dosent make sense with bane.. or one gets to cast all the dots while the 2nd hits 3 buttons to attack
( i didnt count the buff and mp/hp gain spells)

would they rather take 2+ arcanists or a warrior or monk where they dmg is not gimped due to multiple ppl of same class.

guess they could jsut cheer on carby heh

Edited, Jun 13th 2013 1:59pm by silverhope

Edited, Jun 13th 2013 2:00pm by silverhope
#27 Jun 13 2013 at 12:01 PM Rating: Decent
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Theonehio wrote:
Technically, you can't ever talk about dat mining, lol but considering they removed everything SMN/ACN related in this build, it's probably ok. Oh well. Considering I built an emulator to do easier dat parsing and browsing (Think EWH model viewer for XI) once Phase 3 is up, head towards Camp Iron Lake, lots of stuff related to Summoner lore there.


Then Yoshi-P broke the rules on the last Live Letter when he talked about it Smiley: lol

Quote:
so if there is 2 arcanists.. either u split the dots but dosent make sense with bane.. or one gets to cast all the dots while the 2nd hits 3 buttons to attack
( i didnt count the buff and mp/hp gain spells)

would they rather take 2+ arcanists or a warrior or monk where they dmg is not gimped due to multiple ppl of same class.

guess they could jsut cheer on carby heh


Well, considering that the MAIN source of dmg for a Summoner will probably be the PET... I don't see how this is an issue.

Also, you probably can't stack Bio and Bio 2, so they really only have 2 DOTs, an effect to spread the DOT, and an Ability to deal dmg based on what DOTs you inflicted. This list doesn't cover pet abilities, of which I'm sure there will be plenty.

Edited, Jun 13th 2013 2:04pm by Louiscool
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#28 Jun 13 2013 at 12:07 PM Rating: Good
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if bio 2 and bio dont stack than will bio 2 always over right bio . I would hope so.
#29 Jun 13 2013 at 12:34 PM Rating: Excellent
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silverhope wrote:
Louiscool wrote:


Oh ok yes. So you can still stack DOTs, you just can't have 18 Smns stack the same DOT. This isn't new, it's the same as FFXI.

Edited, Jun 13th 2013 1:01pm by Louiscool


Its not new but i can see it being a huge issue there are no DOT dmg only classes in ff11. Yes there is bio and dia and so on but if they dont get on the boss not a huge deal. I can see this being a huge deal when being picked for a raid. saddly I wont lvl arc/smn untill they address this issue.

Wint. you said 2 aeros wouldent work in theroy.. why? If i put a wind fan on u and give u paper cuts.. than 2 ppl have wind fans and give u paper cuts.. its gonna hurt x2. Imo is like saying you cant Punch twice so you cant have 2 monks.


I don't think there will be DOT only classes. Every class will have auto attack for one, and like it's been said above Carby could theoretically be doing additional damage. Do we even know what the weapon for ARC/SMN is yet?
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#30 Jun 13 2013 at 12:42 PM Rating: Good
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I don't think they changed the idea of some sort of book being the weapon. I know I'm looking forward to smacking people upside the head with a phone book. If they do change it because of scholar though, I hope they get something insane, like spellswords or a floating crystal shard or something.
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#31 Jun 13 2013 at 12:53 PM Rating: Decent
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I can already see the Summoners with worse gear being forbidden to cast Bio so to not gimp the other SMN Fester. So the DoT for Aero doesn't work if two different conjurers cast it? Maybe Bio will be different since it is a primary DoT skill and not a additional effect DoT like Aero.
Also, it is surprising to see that Bio doesn't have an attack down additional effect to it. For a class supposed to focus on debuufs, it sure has few status ailments.
#32 Jun 13 2013 at 12:55 PM Rating: Excellent
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You're assuming they will be different in power. We don't actually know that yet.
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#33 Jun 13 2013 at 1:04 PM Rating: Decent
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Jujubah wrote:
I can already see the Summoners with worse gear being forbidden to cast Bio so to not gimp the other SMN Fester. So the DoT for Aero doesn't work if two different conjurers cast it? Maybe Bio will be different since it is a primary DoT skill and not a additional effect DoT like Aero.
Also, it is surprising to see that Bio doesn't have an attack down additional effect to it. For a class supposed to focus on debuufs, it sure has few status ailments.


We never had this problem in 1.0

In fact, Thm was originally a DOT only class. There was never a case where 2 Thms was taboo, or any weird elitism over who gets to DOT. Thm had like 5-7 DOTs up at once. I remember doing Darkhold with multiple Thms.
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#34 Jun 13 2013 at 1:14 PM Rating: Good
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The original Thm was never a DoT only class, and it's DoT's weren't a big source of damage. You would Scourge/Banish and a status effect that increased the damage of that spell would be placed allowing all Scourge/Banish spells to do more damage. You had Dia and Bio but basically people were spamming scourge/auto attack for the SP.

So, it could end up being somewhat similar in that, maybe the DoTs aren't a big source of damage, and are mostly helpful when you're solo, but if Fester ends up being the biggest single portion of your damage, it would be a different story.
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#35 Jun 13 2013 at 1:18 PM Rating: Good
The idea of DoT classes is foreign to most people who haven't played games that have them. Warlock in WoW sounds similar to how Acn/Smn is going to be. It's damage was based around DoTs and Nukes as well as their pet. If Smn damage (and other classes/jobs) are planned to be balanced around the idea of DoT/s always being on the target then they MUST allow duplicate DoTs on enemies or someone's damage will be gimped. It didnt matter too much in most cases in FFXI but in games like WoW and Rift DoTs can make up a huge portion of your damage so they coded the game to give each persons DoT their own unique identifier in the background.

Scenario: I cast Dia on the target (Seraphknight's Dia applied to the target); Demonknight casts Dia on the target (Demonknight's Dia applied to the target). Now, any additional effects (Def down) obviously wouldn't stack. For example: Dia normally causing -10% defense wouldn't suddenly cause -20% defense just because there's 2 Dias on the target, although they both would still have the DoT effect ticking away on the mob. Abilities you use that depend on a specific DoT/debuff or number of DoTs/debuffs on the target would only be effected by YOUR DoTs/debuffs that are on the target.

It's alot easier to see it in action rather than me trying to explain it lol. It'd also be alot safer to change it now rather than somewhere down the line if they were to make any class/job focus on DoT damage (if Acn/Smn and Sch don't already)
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#36 Jun 13 2013 at 5:14 PM Rating: Decent
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Wint wrote:
Ruby and Diamond Carbuncle? Sweet! I wonder if he looks different for each "mode".


I believe they did this in FF9. Eiko could some Carbuncle and if you equipped different gems to her accessory slot, the effects and animation would differ. I might be slightly misremembering some of the details; not going to fact check it.
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#37 Jun 13 2013 at 5:51 PM Rating: Decent
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So now it makes sense all the pet skills for SCH. I wonder if when you equip the SCH job you get lvl synced back to 30, in case you had Summoner and Arcanist at 50, or you just become a gimped lvl 50 SCH until you do all the quests.
#38 Jun 14 2013 at 8:44 AM Rating: Good
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Jujubah wrote:
So now it makes sense all the pet skills for SCH. I wonder if when you equip the SCH job you get lvl synced back to 30, in case you had Summoner and Arcanist at 50, or you just become a gimped lvl 50 SCH until you do all the quests.

You should be a gimped lvl 50 SCH. All the job quests do is unlock abilities for you, your level will be equivalent to class level regardless. You can get Arcanist/SMN to 50, then go back and run through all the quests for SCH in order. And, if you do it that way, most likely it will be a LOT of running around for the various class quests. They make them and assume you'll take a leveling break between each one.
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Anakte Grey
BLM 50 SMN/SCH 50 WHM 40
MRD 26 DRG 30 MNK 30 GLA 25

http://art.penny-arcade.com/photos/416469141_Vt5aq-XL-2.jpg
#39 Jun 14 2013 at 8:55 AM Rating: Good
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It's already confirmed that the stack limit is character based now, not monster based. In what little of the Beta was played, FATE event monsters displayed multiple Aero stacks upon it during fights. So there's no worries that multiples of a class will weaken their overall output.
#40 Jun 14 2013 at 9:23 AM Rating: Decent
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So what do you guys think about the Ifrit egi ? I'm a little disappointed, wish it had legs XD
#41 Jun 14 2013 at 9:25 AM Rating: Decent
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abesut wrote:
So what do you guys think about the Ifrit egi ? I'm a little disappointed, wish it had legs XD


I'm torn. I like the Ifrit one, but I can't imagine how they will follow that design with Titan...
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#42 Jun 14 2013 at 9:35 AM Rating: Good
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I'd like to see movement and attack animations before completely deciding, but I'm ok with it. I'd prefer the monstrous and ethereal FFXI type models, but I don't dislike it. Reminds me a bit of the Aion Spiritmaster fire pet.
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Anakte Grey
BLM 50 SMN/SCH 50 WHM 40
MRD 26 DRG 30 MNK 30 GLA 25

http://art.penny-arcade.com/photos/416469141_Vt5aq-XL-2.jpg
#43 Jun 15 2013 at 11:28 AM Rating: Excellent
Just to verify, each person will have their own separate DoTs on the target. As I've been trying out Marauder I've done a few FATEs and I've seen the skill "Fracture" DoT on the mob as much as 4-5 times. So that essentially confirms that DoTs won't overwrite each other from other people. Which is a good thing, especially since I know somewhere down the line a "Parser" aka "Recount/Skada/etc" will surely be made by someone and I'm sure it'll catch on quickly as many people that I know in FFXI used parses as well as in WoW and Rift. It allows you to effectively know what your damage output is and to know if some is slacking or doing exceptionally well.
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Michael Tyrael
#44DinosaurPorn, Posted: Jul 29 2013 at 4:51 PM, Rating: Sub-Default, (Expand Post) Is it me or does the potency/damage of these dots suck?
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