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 Post subject: Blue Mage
PostPosted: Sun May 08, 2016 2:40 pm 
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Joined: Mon May 02, 2016 12:16 am
Posts: 11
I just recently started and am interested in Blue Mage. Someone in game was telling me it isn't quite working as intended right now, is this true? Is it effected enough to not roll one? Thanks for any input.


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 Post subject: Re: Blue Mage
PostPosted: Sun May 08, 2016 3:14 pm 
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Joined: Thu Mar 24, 2016 2:43 am
Posts: 10
Blue Mage can be unlocked and levelled. Most (MOST) Blue Mage spells are in game and can be learned. BLU relic armor drops in Dynamis.

Certain spells that I have been told are essential to the BLU experience (high-end toau stuff afaik) cannot be learned.

Blue Mage "AF" quest line doesn't work. There are no myth weapons here so ergo, Blue Mage doesn't have an "iconic" job-specific weapon (since they never got relic weapons). There are plenty of high end scimmies to be had however.


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 Post subject: Re: Blue Mage
PostPosted: Sun May 08, 2016 8:29 pm 
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Joined: Tue Mar 01, 2016 9:35 pm
Posts: 173
You can learn all of the Aht urghan spells, just since right now the mobs are set to lvl 99 you are gonna need a group of 75s that dont mind getting smacked around for a bit to learn the spells you need lol.

My blu is only like 17 so I cant really attest to it that much but ive hard blu suffers from magic accuracy issues so sometimes you get bad numbers on dmg spells, I do not know if you can counter this or not by using gear with the right stats for each spell or not.

But the class works so if its what you want to do, then by all means do it and enjoy yourself. Remember things are constantly being worked on here so any issues with blu will probably be corrected some day.


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 Post subject: Re: Blue Mage
PostPosted: Sun May 08, 2016 9:00 pm 
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Joined: Tue Mar 08, 2016 3:07 am
Posts: 102
The problem with blu is with it's magic accuracy.

I don't know if this issue is coding that affects just blu or is somehow tied to the way the server handles magic resists and somehow blu got the short end of the stick.

If you are starting blu you will find this problem soon enough as you consistently hit low numbers in exp parties with many 0 dmg.


So far the only real good use for blu is as a subjob while farming Too Weaks. The battledance only costs 12 Mp and can hit for hundreds, an efficient way to farm without giving up your Treasure Hunter.

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 Post subject: Re: Blue Mage
PostPosted: Mon May 09, 2016 12:07 am 
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Joined: Mon May 02, 2016 12:16 am
Posts: 11
Thanks for all the reply guys, ya'll good peeps. I think I can deal with these issues, I really want to explore the class.


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 Post subject: Re: Blue Mage
PostPosted: Tue May 10, 2016 5:29 am 
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Joined: Fri Mar 11, 2016 12:26 am
Posts: 21
Lyle wrote:
The problem with blu is with it's magic accuracy.

I don't know if this issue is coding that affects just blu or is somehow tied to the way the server handles magic resists and somehow blu got the short end of the stick.


it's absolutely in the coding, a quick look through bluemagic.lua and magic.lua shows quite a few differences

for starters magic.lua is much more robust, but as far as acc goes the blue magic formula is pretty simple

the part that sticks out is that blue mages eat a -4 acc penalty per level below their target... needless to say this makes IT++ mobs practically unhittable

i'm not sure why there's a level corrected acc value that is further modified by the difference between your penalized acc and the targets evasion... but that's the way it's coded

also needless to say... every other type of spell's hitrate is calculated differently(I did find a level correction in magic.lua as well, that one is 3 per level, and also looks to be weighted much differently than blue magic hitrates)


tl;dr - absolutely in the code, absolutely only affects blue mages


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 Post subject: Re: Blue Mage
PostPosted: Tue May 10, 2016 10:27 pm 
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Joined: Thu Mar 24, 2016 2:43 am
Posts: 10
><

Guys. No discussion of coding on the boards. We just had this in another recent thread.

Consider editing post/quote ok?


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 Post subject: Re: Blue Mage
PostPosted: Wed May 11, 2016 1:08 am 
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Joined: Sun Apr 10, 2016 7:24 am
Posts: 36
Kalarion wrote:
><

Guys. No discussion of coding on the boards. We just had this in another recent thread.

Consider editing post/quote ok?


I haven't seen the reasoning for this anywhere, can you explain why? (basically was any reason given for why it is not to be discussed)


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 Post subject: Re: Blue Mage
PostPosted: Wed May 11, 2016 5:52 am 
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Joined: Sun Apr 10, 2016 7:24 am
Posts: 36
Kubisnaxx wrote:
Discuss it and see if you can log in to your account or not


Excellent non-answer considering I wasn't asking IF it was allowed, but instead was asking WHY it was not.


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 Post subject: Re: Blue Mage
PostPosted: Wed May 11, 2016 7:51 am 
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Joined: Fri Mar 11, 2016 10:51 am
Posts: 112
Location: Torino, Italy
asuranknight wrote:
Kalarion wrote:
><

Guys. No discussion of coding on the boards. We just had this in another recent thread.

Consider editing post/quote ok?


I haven't seen the reasoning for this anywhere, can you explain why? (basically was any reason given for why it is not to be discussed)


It hurts the meta.

Part of the allure of old XI was the fact that people did not have access to the code (with most of the stats interactions being hidden as well) and thus had to figure out most of the stuff going on under the hood on their own. "XI science" was a big part of the experience for a lot of players and collaborative projects brought people together through forum discussion and in-game testing.

Besides, the sites hosting the code may also list bugs that might end up being exploited (although Nasomi runs his own build, which is fairly different from the one available on the web).

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