See my second edit. I was just using it wrong. I was adding and removing the Monk skill, but not changing the value on the modifier. The simulation only applies the effect to damage output if the modifier is set.
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Quote from: CT5Holy on April 21, 2012, 07:13:08 pm
We tried 35% Hi-Potion before. Wasn't doing enough. Currently, both X-Potion and Hi-Potion are used frequently, and X-Potion costs a bit less JP to compensate for Hi-Potion being a bit better.
Chakra and Stigma Magic went through a similar evolution. It went from original, 1 AoE centered around self, to 2 range single target, to its current form. Single target made it pretty meh, but the range was nice, so we gave it the current AoE. And it's fine.
And magic pre-range buff? Far from impressive. Magic is a threat, and is actually being used now. I think that's good.
Auto Potion and Absorb MP trigger against Dances (Wiznaibus for AP). Faith Up also triggers. The Stat Save reactions trigger from HP Damage. It'd be pretty nuts if it triggered off everything. Also, the stat reduction dances have had their success rate lowered from 50% to 40%. I hardly consider them dropping stats "heavily." You basically need an incredibly defensive setup like Raven has to make it work.
Also, keep in mind that it's basically impossible to stop every single setup out there.
Quote from: formerdeathcorps on April 21, 2012, 02:57:11 am
Also, what's the average speed of your team? Do you have haste2/masamune? Are you always testing on the same map? It seems to me that the squads you tested against are consistently getting first strike and flattening your units. Instead of making your units tougher, why not make them faster or offer some bait? It sounds counterintuitive, but if your squad is really slow, having any resurrection other than Raise2 may actually set your squad behind in constantly healing wounded units.
Isn't the leftover 750 JP?
Unlocked Jobs: 750 JP
R/S/M: 900 JP
Skills: 600 JP
Also, most people would buy Cure3, Raise2, and Esuna. That's 430 more JP to spend, leaving you with 320 JP. 320 JP is good only for Black Magic or Yin Yang Magic. Considering this unit is a midcharge risk and a pure MA/MP/strengthen setup has crap (~230) HP running 40/70 stats with no reaction, you can easily 2HKO (maybe even 1HKO) this unit with melee ranged attackers.
Quote from: Gaignun on April 19, 2012, 09:34:51 pm
Then they're begging for a taste of their own medicine. MA-stacked units have no elemental absorption to resist wizards or evasion to resist time mages and oracles. At 8 SPD, they're also slow. You need to build a team around keeping these units in working condition, which I think is all fine and well, personally.
Quote from: formerdeathcorps on April 19, 2012, 08:43:12 pm
Fantactic, which teams did you test against? Your descriptions of the metagame seem 180 degrees apart from the experiences of virtually every other person here.
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