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PostPosted: Sat Nov 16, 2019 3:30 pm 
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Posts: 152
Swing and a miss, that’s the exact opposite of the problem. RNG has to stand in range now to have any sensible accuracy. At like a 8-15 yalm range depending on weapon type. BLM does not have this problem and is/has been a A tier job since it’s macc fix a year or so ago.

Edit: I could care less about melee range firing, that’s EXP rng not endgame RNG.

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PostPosted: Sat Nov 16, 2019 4:28 pm 
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Saltymelon wrote:
Swing and a miss, that’s the exact opposite of the problem. RNG has to stand in range now to have any sensible accuracy. At like a 8-15 yalm range depending on weapon type. BLM does not have this problem and is/has been a A tier job since it’s macc fix a year or so ago.

Edit: I could care less about melee range firing, that’s EXP rng not endgame RNG.


Nah bro, he figured it all out.

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PostPosted: Sat Nov 16, 2019 5:36 pm 
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Pipz wrote:
Wanna make rng good on nasomi? Make aoes in endgame hit harder so people can't send multiple melee in without a big mp sink happening then you will have a place for blm and rng then just make magic Def a thing on stuff like limbus and ownm so rng does what it's suppose to... Be a physical range damage dealer.


You mean basically rewrite the entire game to accommodate one job? Sure, Nas get on that please.


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PostPosted: Sat Nov 16, 2019 7:21 pm 
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Joined: Fri Sep 06, 2019 9:46 pm
Posts: 194
WTB r.acc fix

If he just left the damage scaling as-is but changed/removed the accuracy penalty I think it'd be huge. RNG in exp was only ever really good (compared to most other DD jobs) in mid-level-ranges anyway, so even if they get a TP buff from being able to melee and shoot again it's not like it'd suddenly make them outshine an unmerited NQ <insert pretty much any DD here> in merits or anything.

All the THF out there would sure appreciate being able to used ranged attacks again too, I'm sure.

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PostPosted: Wed Nov 20, 2019 7:42 am 
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Joined: Tue Dec 04, 2018 11:40 am
Posts: 36
I think most people would agree aoe dmg on nasomi is way down from retail. This allows for more people to just go in sub ninja and bounce hate and nin tank things you wouldn't have before. So fixing how hate works with increase in aoe dmg will get people to start using other strategies. Having plds that can keep hate off dd's sub sam or rng/war important to allow a non nin or /nin meta that we are currently in.


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PostPosted: Wed Nov 20, 2019 2:09 pm 
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He is right, Hurricane wing should hit harder. Anyone remember them 800dmg bomb toss’s at lv 30? Man I’d love it if whirl claws hit for even more. Can’t wait to put 4 THFs on a damselfly at any LV piercing dmg amirite. Know what we could really use on nasomi to make RNG great? Bubble showers that do more then the 200-300 the already do in boyada parties.

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PostPosted: Sun Nov 24, 2019 9:06 pm 
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So I don't know what everyone's talking about R.Acc. I have no problem hitting at 15-20+ range.


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PostPosted: Sun Nov 24, 2019 9:13 pm 
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Roki wrote:
So I don't know what everyone's talking about R.Acc. I have no problem hitting at 15-20+ range.


Cool, on most things the damage drop off makes it so the TP feed isn't worth compared to a SMN BLU or BLM. DRK SAM and WAR will outperform RNG on fights where TP isn't an issue.

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PostPosted: Sun Nov 24, 2019 9:16 pm 
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Damage seems pretty good to me.


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