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Forum Home > Terulia Forum Service: Main > FFO/Terulia Suggestions > Ruse buff |
Ruse buff | |||
Nabutso Zaih | 7:44 PM on June 26, 2009 | (+0/-0) | |
Group: Members Posts: 186 Total: 489 |
Too weak etc
I don't know the numbers on ruse so let's buff it 50% and see what that does? _________________________________________ |
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Locke | 9:43 PM on June 26, 2009 | (+0/-0) | |
Group: Members Posts: 732 Total: 1964 |
I agree, as far as I can tell from it being cast on me, it doesn't do anything.
_________________________________________ Signatures are SO last decade.
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deanbad | 10:51 PM on June 26, 2009 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
I think it'd be best for Gaku to double check the agility gains obtainable from a maxed out ruse and combine that with the agility gains obtainable by using perfect bladed tonfas and a perfect set of the highest obtainable stealth gear to make sure the dodge percentage doesn't get too high.
_________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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Draven | 11:38 PM on June 27, 2009 | (+0/-0) | |
Group: Draaaaaaaaaaaaaven Posts: 255 Total: 374 |
Put in a hard cap of 49% dodge rate for players and we wouldn't need to worry too much about that, I think.
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Garral | 11:38 PM on June 27, 2009 | (+0/-0) | |
Group: Members Posts: 42 Total: 193 |
Since I'm supposed to be the Balancer, if you could give me the AGI boost numbers of Ruse and all the tonfas/stealth gears, I could work out numbers that work.
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Aries | 2:07 PM on June 27, 2009 | (+0/-0) | |
Group: Members Posts: 235 Total: 708 |
49% is still ridiculously high, ever played Final Fantasy Tactics? Anything higher than a 30% miss chance is a flat-out -NO-.
Maybe make it 30, sky-high evasion is more OP than Nabutso's pre-nerf gun+aim. _________________________________________ Censorshit is a bitch.
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Yourmom3542 | 2:24 PM on June 27, 2009 | (+0/-0) | |
Group: Members Posts: 15 Total: 83 |
Sounds like a good suggestion. Ruse really doesnt do much atm.
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deanbad | 3:56 PM on June 27, 2009 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
I agree that you shouldn't be able to dodge more than 30% of the time.
_________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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Locke | 10:13 PM on June 27, 2009 | (+0/-0) | |
Group: Members Posts: 732 Total: 1964 |
49% is still ridiculously high, ever played Final Fantasy Tactics? Anything higher than a 30% miss chance is a flat-out -NO-. I don't know about capping it at 30%, that might be okay, but then it might be all-but useless if you don't max its prof. Remember, that has to be a the prof cap, and you can prof it way higher than 30, so if the cap was 30% you wouldn't even get a percentage point per prof... I don't know how it worked in Final Fantasy Tactics, but in FFO you also have you keep in mind that spells never miss. That's why we can allow ninja to be almost impossible to hit with a physical attack. _________________________________________ Signatures are SO last decade.
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Oondivinezin | 2:12 AM on June 28, 2009 | (+0/-0) | |
Group: Members Posts: 75 Total: 202 |
Keep in mind, that some "miss" hits can be derived from the character having low dexterity. But I do agree, cap the dodge rate at 30% for players, but also add in a "dodge" text much like the "miss" and "critical" texts.
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Zeno | 10:09 AM on June 28, 2009 | (+0/-0) | |
Unregistered |
It was nerf in 3.5 because anyone would end up dodgeing way too much so if it does get buff we need a cap on it.
i think the nerf was 50% also.. _________________________________________ |
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Sinsie | 12:05 PM on June 28, 2009 | (+0/-0) | |
Group: Once Stabbed A Pony Posts: 232 Total: 682 |
I'm glad to see thirty already being suggested and agreed upon since that's a good number to use. As for proffing it, I figure that there can be two things going for it: A), the more it's proffed the longer it will last, of course, but mostly B) while the cap could be 30%, there can still be a second number that shows how high the dodge rate would be without the cap. This second hidden number can be used whenever facing someone with a high dexterity and in a way be subtracted from; this way Agility doesn't always stop at 30% and then start to get lower as people have higher Dexterity, but rather the second, total Agility goes first until you get down to the real 30% and then Dexterity can overcome the dodge rate.
Then again I have absolutely no idea how it works, that's just my view on how to balance out how Agility works. I figure if it's given a 30% cap but can still be raised higher to overcome really accurate hits too, then you can have a way to balance Agility and still make it worthwhile to stack up Agility-increasing boosts from stealth armor, tonfas, ruse, etc. _________________________________________ |
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zapno | 12:10 PM on June 28, 2009 | (+0/-0) | |
Group: Members Posts: 8 Total: 43 |
If a solid cap of 30% was put in, ninja's should at least have an extra 10% or so ontop of that to make sure that they have an edge... cause as it is now, ninjas naturally have enough agi to break the 30% and have more left over. But having the cap at 30% prevents other classes to have insane dodge but it makes ninja's extra agility almost useless unless their opponent is wearing full light and beast/assassin claws or slayer/druidic whips.
_________________________________________ God aka Nethros:
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Sinsie | 12:15 PM on June 28, 2009 | (+0/-0) | |
Group: Once Stabbed A Pony Posts: 232 Total: 682 |
Well Ninja and Masters already have the speed boost for a reason, so giving Ninja a higher cap for how high their dodge rate can be seems acceptable. Even though this probably won't be put in for the current version of FFO since it seems to me that it would require a bit of work, this might be a good idea to use for some of the jobs for Terulia (some getting speed boosts, extended dodge cap, etc).
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