|
[dev1150] Job Adjustments: Geomancer
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-05-31 16:59:44
05-30-2013 01:13 PM | Camate | Community Rep | |
| | Geomancer Adjustments
Greetings geomancers!
To get a little more specific and build on what Okipuit mentioned previously, in the next version update we will be performing the below adjustments to geomancer in addition to adding a merit point category.
Shortening of the casting time for geomancy spells (indi and geo)
Addition of the job trait “Clear Mind”
Addition of the job trait “Max MP Boost”
Adjustment to the level in which the “Conserve MP” job trait is learned
Addition of the spells “Sleep” and “Sleep II”
*To go along with the addition of Sleep and Sleep II enfeebling skill will also be added.
| |
05-31-2013 01:21 PM | Okipuit | Community Rep | |
| | Hey Geomancers!
Just as another tiny bit of information related to the upcoming geomancer adjustments; the enfeebling magic skill that will be added to geomancer will be the same rank as that of a black mage.
Also, the recast timer reductions for abilities that affect luopons will be located in the group 1 merit point category. | |
Also, a side note from a previous thread from today:
05-31-2013 04:34 AM | Gildrein | Community Rep | |
| | [dev1148] Geomancy Special Effects Adjustments
Test Server Only
The effect changes will only be implemented for the following geomancy spells:
Indi-VIT / Indi-DEX / Indi-STR | |
Other Updates Today:
Yesterday:
06-07-2013 04:28 AM | Gildrein | Community Rep | |
| | [dev1150] Job Adjustments: Geomancer
Geocolure Spells
- Casting time will be reduced from 8 seconds to 2 seconds.
- Recast time will be reduced from 24 seconds to 12 seconds.
Traits
- The levels at which “Conserve MP” is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
- The below job traits will be learnable by geomancers:
The level displayed in the “Level Learned” column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait |
Level Learned |
Clear Mind |
20 |
Max MP Boost |
30 |
|
| |
06-07-2013 04:28 AM | Gildrein | Community Rep | |
| | [dev1150] Job Adjustments: Geomancer
Geocolure Spells
- Casting time will be reduced from 8 seconds to 2 seconds.
- Recast time will be reduced from 24 seconds to 12 seconds.
Traits
- The levels at which “Conserve MP” is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
- The below job traits will be learnable by geomancers:
The level displayed in the “Level Learned” column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait |
Level Learned |
Clear Mind |
20 |
Max MP Boost |
30 |
|
| |
06-17-2013 02:00 PM | Slycer | BG Translator | |
| | Mocchi: GEO Merit Follow-ups
The Life Cycle recast is 10 minutes and the merits were stated to only reduce recast by 10 seconds. Is there any reason this isn't consistent with other merits which reduce recast time?
In the test server update on June 14, the values you stated were those that were initially implemented, but this will be changed to the correct value of 20 seconds reduction per merit.Is there any reason that the reuse time on Life Cycle is so long? Compared to other pet HP recovery abilities:
BST: 90 seconds
DRG: 90 seconds
PUP: 180 seconds
There's been precedent with these other abilities for 90~180 seconds recast time. It would be much better if the recast timer was reduced to this range and the merit was changed to recover additional HP with each merit.
[[Other suggestions about improving Ecliptic Attrition/Lasting Emanation and Blaze of Glory.]]
Thanks for your feedback.
For the effects of Blaze of Glory and Ecliptic Attrition, you may find that you want to use them more frequently. However, similar to the effect of Marcato for Bard, these cannot be maintained at all times, and this is intentional by design, so there is no plan to adjust this at the moment. The merits will allow to use them to obtain the effects a bit more often.
Regarding the recast timer of Life Cycle, it will be updated to -20 seconds per merit so it can also be taken advantage of more often.For the group 2 job trait Curative Recantation, I think the HP recovery amount should be evaluated. If the recovery amount is determined based on the Luopan's remaining HP, it may be an ability best used for soloing. It's possible to convert the Luopan to 25% of the Luopan's HP recovered at 5 merits.
With the recast of Full Circle being 10 seconds, Geomancers can recover their own HP without relying on cure spells.
These effects are still being adjusted and may be changed. For Curative Recantation, it does recover HP based on the Luopan's maximum HP.
[[Quote 1:]] Instead of leaving Luopans in place until their HP runs out, they can be placed to match the enemy behavior. This may help alleviate some of the MP consumption issues.
[[Quote 2:]] Even with the merit point taken into account, the MP consumption by GEO spells is still very high.
There were different opinions on the benefits of the Full Circle effect enhancement from different people. Thank you for both of your opinions.
Deciding whether to maintain or sacrifice the Luopan can be a decision made based on the circumstance. For example, when you have a lot of MP, you could try to increase the effectiveness of the Luopan, and when your MP is lower, you may prefer to use abilities to maintain the Luopan. Please consider a variety of situations.
Translated by: Slycer | |
06-17-2013 02:02 PM | Camate | Community Rep | |
| | Greetings,
I have some responses for feedback we have been seeing thus far regarding geomancer merits.
Life Cycle Recast
We will be changing this so that each merit level reduces the recast time by 20 seconds.
Blaze of Glory / Ecliptic Attrition
We understand that many of you would like to be able to have these effects active for an even longer time. However, we do not have plans to make it so you can maintain these effects forever, similar to how it is not possible for bards to have Marcato on forever.
We'd like you to consider how to keep your luopan alive and when to ramp up the luopan's potency in order to achieve a longer effect.
Full Circle
We've been seeing a lot of mixed feedback about the effects of Full Circle, both stating that the boons from meriting this are large, while others state it is not that much.
We would like you all to decide to whether to maintain or get rid of your luopans based on the situation you find yourself in. For example, at the beginning of battles when you have a lot of MP, you can use abilities that increase the potency of luopans, and when you feel that your MP is getting low, you can use abilities that focus on keeping your luopan alive.
Also, starting with the artifact equipment that will be added in the next version update as well as other new equipment that will be added moving forward, these will have both geomancy and handbell skill enhancements which will push the potency of geomancy even higher. | |
06-17-2013 04:14 PM | Slycer | BG Translator | |
| | Mocchi: Follow-up Frenzy
Geomancer
[[Quoted post talking about Blaze of Glory and Ecliptic Attrition, and how it's easy to use both of them on one spell only to have the Luopan get destroyed immediately by an enemy attack.]]
It is not intended that you should be able to maintain the boosted state of the effect for a long time. That said, the effects will grow in power in the future. On artifact gear which will be added in the next update as well as more equipment in the future, there will be stats which increase geomancy and handbell skills.
[[Quoted post talking about how they've had Geo spell effects dispelled. Not sure if they're talking about the Indi-spell on themselves, or what.]]
Thanks for your report.
This sounds a little strange, and we will have the QA team investigate again. The effects of both Indi- and Geo- spells should be non-dispellable. Once we investigate, I'll inform you of the results.
It may already be too late, but I was really hoping for something in Group 2 merits for Geomancer which could improve the potency of Indi- spells.
As far as I know, Bolster is the only way to boost the effects of Indicolure spells, with nothing else like the abilities that enhance Geo- spells. I was wondering if you could add something like this (or maybe an AF effect?) that enhances Indi- spells.
There are no plans to strengthen the effect of Indi-spells through abilities or otherwise, as this was considered as part of the basic performance of the job.
There will be other elements, such as equipment, which increase the effect value and duration. For example, in the next update, the added artifact armor will increase geomancy and handbell skills (the magnitude of the effect of all geomancy magic is dependent on these skills).
Translated by: Slycer | |
Server: Bismarck
Game: FFXI
Posts: 206
By Bismarck.Diablosword 2013-05-31 17:15:53
Need moar bells.
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-05-31 17:16:53
Bismarck.Diablosword said: »Need moar bells.
You really don't think that'll be in the same update as the AF? Or did I just get whooshed?
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-31 17:19:38
I may actually have to level GEO...
Server: Bismarck
Game: FFXI
Posts: 206
By Bismarck.Diablosword 2013-05-31 17:22:33
Bismarck.Diablosword said: »Need moar bells.
You really don't think that'll be in the same update as the AF? Or did I just get whooshed?
Likely, but it seems silly that we didnt get multiple bell options from the beginning... We're well overdue.
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-05-31 17:24:51
Bismarck.Diablosword said: »Bismarck.Diablosword said: »Need moar bells.
You really don't think that'll be in the same update as the AF? Or did I just get whooshed?
Likely, but it seems silly that we didnt get multiple bell options from the beginning... We're well overdue.
They probably needed time to see what rolls geo fit and if they were popular? idk. Maybe like brd have different spells for the different geo categories of buff/debuffs? idk man. I wouldn't say "long overdue" as the expansion really hasn't been out long at all. They need to collect player data before adjusting a job. Just look at all the time it took them to put tanking bonuses on ninja after it was implemented as a "DD" job, the players made it a tank. AF3 saw bonuses to the tanking side of things. They need to observe how the player base uses a job before they make the staple sets.
[+]
Server: Bismarck
Game: FFXI
Posts: 206
By Bismarck.Diablosword 2013-05-31 17:29:37
Bismarck.Diablosword said: »Bismarck.Diablosword said: »Need moar bells.
You really don't think that'll be in the same update as the AF? Or did I just get whooshed?
Likely, but it seems silly that we didnt get multiple bell options from the beginning... We're well overdue.
They probably needed time to see what rolls geo fit and if they were popular? idk. Maybe like brd have different spells for the different geo categories of buff/debuffs? idk man. I wouldn't say "long overdue" as the expansion really hasn't been out long at all. They need to collect player data before adjusting a job. Just look at all the time it took them to put tanking bonuses on ninja after it was implemented as a "DD" job, the players made it a tank. AF3 saw bonuses to the tanking side of things. They need to observe how the player base uses a job before they make the staple sets. While I agree, it couldn't have hurt to have a few Indi +1 or something bells. That wouldn't need player data, not like we can invent a different spell line.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-31 17:57:23
They said GEO would only need to carry one bell instead of multiple situational bells so they are probably hesitant in order to gather data on what the job needs the most.
I would rather wait two updates for something implemented harmoniously with player needs and preferences than get a quick botched implementation akin to years and years of mage gear onry for PUP.
Have some patience, GEO is already an immensely powerful job on release (admittedly this is probably through dumb luck and not careful design) and it has no real solo ability so it probably won't see the wrath of the Wheel-O-Balance.
Admittedly, however, GEO is going to see a bit of difficulty finding its way into low-man groups as the job is designed to be synergistic instead of autonomous. But, Corsair is similar in that regard and things worked out okay for it.
[+]
Quetzalcoatl.Eron
Server: Quetzalcoatl
Game: FFXI
Posts: 64
By Quetzalcoatl.Eron 2013-05-31 18:01:13
Bismarck.Diablosword said: »Need moar bells.
Sorry, it had to be said.
Server: Shiva
Game: FFXI
Posts: 694
By Shiva.Alistrianna 2013-05-31 18:09:59
I got a fever... and the only prescription is more cowbell.
[+]
Server: Siren
Game: FFXI
Posts: 95
By Siren.Taruina 2013-05-31 18:12:50
Am I the only one who only saw their gear?
AF2~?
Quetzalcoatl.Eron
Server: Quetzalcoatl
Game: FFXI
Posts: 64
By Quetzalcoatl.Eron 2013-05-31 18:14:29
The gear looks like Delve stuff. AF2 is a reskin of AF1 and I don't see a giant UFO hat in those pics.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-31 18:14:59
To be honest though I cannot wait for all of the hilarious melee stats on GEO AF1/2/3.
[+]
Bismarck.Bloodrose
Server: Bismarck
Game: FFXI
Posts: 4322
By Bismarck.Bloodrose 2013-05-31 18:15:48
That would be Delve's Ormail body and what appears to be the Xux hat
Server: Siren
Game: FFXI
Posts: 95
By Siren.Taruina 2013-05-31 18:15:50
~bless club skill~
*Edit* whoops bokwus robe
Server: Sylph
Game: FFXI
Posts: 138
By Sylph.Mesheef 2013-05-31 18:16:01
Personally i think it would be better if we had the option to just turn off GEO's annoying graphics from their spells in the menu's.
By Quetzacoatl 2013-05-31 18:18:43
And it's only going to get better from here.
[+]
Server: Siren
Game: FFXI
Posts: 95
By Siren.Taruina 2013-05-31 18:22:58
All I am expecting is the bastardization of buffs knows as "Adloquium".
By Enuyasha 2013-05-31 18:28:32
All I am expecting is the bastardization of buffs knows as "Adloquium". except with moare 3 regain/tic at capped skill!!
Phoenix.Gameesh
Server: Phoenix
Game: FFXI
Posts: 859
By Phoenix.Gameesh 2013-05-31 18:32:06
In my opinion Geomancer didn't need Enfeebling magic. It already has a ton of enfeebles through Geomancy. The addition of Sleep and Sleep II are a welcome sight but I would rather have seen a new variation of sleep depending on bell/geomancy skill much like how Bard has one.
Everything else they are tweaking seems like a good change though.
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-05-31 18:32:54
In my opinion Geomancer didn't need Enfeebling magic. It already has a ton of enfeebles through Geomancy. The addition of Sleep and Sleep II are a welcome sight but I would rather have seen a new variation of sleep depending on bell/geomancy skill much like how Bard has one.
Everything else they are tweaking seems like a good change though.
That would mean an unresistable sleep that is endless in duration as long as they are in the area of effect range, as that's how geo debuffs work. That would be completely broken and unbalanced.
Phoenix.Gameesh
Server: Phoenix
Game: FFXI
Posts: 859
By Phoenix.Gameesh 2013-05-31 18:33:51
In my opinion Geomancer didn't need Enfeebling magic. It already has a ton of enfeebles through Geomancy. The addition of Sleep and Sleep II are a welcome sight but I would rather have seen a new variation of sleep depending on bell/geomancy skill much like how Bard has one.
Everything else they are tweaking seems like a good change though.
That would mean an unresistable sleep that is endless in duration as long as they are in the area of effect range, as that's how geo debuffs work. That would be completely broken and unbalanced.
I don't mean an Indi-Sleep or Geo-Sleep. Why can't Geomancer have more unique black magic like the -ra spells? What about Sleepra?
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-05-31 18:34:24
That would call for enfeebling skill too though, so why code in a new spell line that would literally be no different from what is already in the game, other than the range of the AoE?
Phoenix.Gameesh
Server: Phoenix
Game: FFXI
Posts: 859
By Phoenix.Gameesh 2013-05-31 18:37:31
Well, at least that way Theurgic Focus has another use to enhance Sleepra but reduce it's range (more potent sleep on a single target that way). I'm probably asking for too much but I think they could expand on this JA more that way.
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-05-31 18:39:10
Theurgic Focus only works for elemental magic. Sleeps are enfeebling. Not really seeing where you're going with this. If they added a sleep-ra by some odd chance, it would more than likely check the enfeebling skill, no?
Phoenix.Gameesh
Server: Phoenix
Game: FFXI
Posts: 859
By Phoenix.Gameesh 2013-05-31 18:41:42
Hm I was under the impression Theurgic Focus only worked on -ra magic, since the JA doesn't deactivate when I use a single target nuke with it. Well, if they do add enfeebling magic maybe some day in the future Geomancer will get a few unique enfeebling spells although it's probably unlikely :/
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-05-31 18:46:31
It might only work on -ra, but the description on the BG wiki says +50MAB for the effect and the description says "elemental magic", not quite specifically -ra. I'm leveling my Geo now, during this double exp weekend.
By Enuyasha 2013-05-31 18:50:25
It might only work on -ra, but the description on the BG wiki says +50MAB for the effect and the description says "elemental magic", not quite specifically -ra. I'm leveling my Geo now, during this double exp weekend. it works for elemental -gas as well :< its specifically made for -ra spells though.
By Quetzacoatl 2013-05-31 18:50:30
Not to mention it's very troublesome to play a mage job without some form of crowd control anyways, and /SCH Manifestation took out so much from your available strategems as is x_x
I would've loved to see Sleepra also, but i'll take what I can get at this moment. :p
All I am expecting is the bastardization of buffs knows as "Adloquium". except with moare 3 regain/tic at capped skill!! COR gets the same amount of regain, yeah? 4 at 11-roll, of course, so I bet with 400+ Geo/Hand, for example, it'll be 4/tic. Pretty decent, imo.
Believe me, I too will rage if they *** up regain twice lol
[+]
05-30-2013 01:13 PM | Camate | Community Rep | |
| | Geomancer Adjustments
Greetings geomancers!
To get a little more specific and build on what Okipuit mentioned previously, in the next version update we will be performing the below adjustments to geomancer in addition to adding a merit point category.
Shortening of the casting time for geomancy spells (indi and geo)
Addition of the job trait “Clear Mind”
Addition of the job trait “Max MP Boost”
Adjustment to the level in which the “Conserve MP” job trait is learned
Addition of the spells “Sleep” and “Sleep II”
*To go along with the addition of Sleep and Sleep II enfeebling skill will also be added.
| |
05-31-2013 01:21 PM | Okipuit | Community Rep | |
| | Hey Geomancers!
Just as another tiny bit of information related to the upcoming geomancer adjustments; the enfeebling magic skill that will be added to geomancer will be the same rank as that of a black mage.
Also, the recast timer reductions for abilities that affect luopons will be located in the group 1 merit point category. | |
Also, a side note from a previous thread from today:
05-31-2013 04:34 AM | Gildrein | Community Rep | |
| | [dev1148] Geomancy Special Effects Adjustments
Test Server Only
The effect changes will only be implemented for the following geomancy spells:
Indi-VIT / Indi-DEX / Indi-STR | |
Other Updates Today:
Yesterday:
06-07-2013 04:28 AM | Gildrein | Community Rep | |
| | [dev1150] Job Adjustments: Geomancer
Geocolure Spells
- Casting time will be reduced from 8 seconds to 2 seconds.
- Recast time will be reduced from 24 seconds to 12 seconds.
Traits
- The levels at which “Conserve MP” is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
- The below job traits will be learnable by geomancers:
The level displayed in the “Level Learned” column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait |
Level Learned |
Clear Mind |
20 |
Max MP Boost |
30 |
|
| |
06-07-2013 04:28 AM | Gildrein | Community Rep | |
| | [dev1150] Job Adjustments: Geomancer
Geocolure Spells
- Casting time will be reduced from 8 seconds to 2 seconds.
- Recast time will be reduced from 24 seconds to 12 seconds.
Traits
- The levels at which “Conserve MP” is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
- The below job traits will be learnable by geomancers:
The level displayed in the “Level Learned” column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait |
Level Learned |
Clear Mind |
20 |
Max MP Boost |
30 |
|
| |
06-17-2013 02:00 PM | Slycer | BG Translator | |
| | Mocchi: GEO Merit Follow-ups
The Life Cycle recast is 10 minutes and the merits were stated to only reduce recast by 10 seconds. Is there any reason this isn't consistent with other merits which reduce recast time?
In the test server update on June 14, the values you stated were those that were initially implemented, but this will be changed to the correct value of 20 seconds reduction per merit.Is there any reason that the reuse time on Life Cycle is so long? Compared to other pet HP recovery abilities:
BST: 90 seconds
DRG: 90 seconds
PUP: 180 seconds
There's been precedent with these other abilities for 90~180 seconds recast time. It would be much better if the recast timer was reduced to this range and the merit was changed to recover additional HP with each merit.
[[Other suggestions about improving Ecliptic Attrition/Lasting Emanation and Blaze of Glory.]]
Thanks for your feedback.
For the effects of Blaze of Glory and Ecliptic Attrition, you may find that you want to use them more frequently. However, similar to the effect of Marcato for Bard, these cannot be maintained at all times, and this is intentional by design, so there is no plan to adjust this at the moment. The merits will allow to use them to obtain the effects a bit more often.
Regarding the recast timer of Life Cycle, it will be updated to -20 seconds per merit so it can also be taken advantage of more often.For the group 2 job trait Curative Recantation, I think the HP recovery amount should be evaluated. If the recovery amount is determined based on the Luopan's remaining HP, it may be an ability best used for soloing. It's possible to convert the Luopan to 25% of the Luopan's HP recovered at 5 merits.
With the recast of Full Circle being 10 seconds, Geomancers can recover their own HP without relying on cure spells.
These effects are still being adjusted and may be changed. For Curative Recantation, it does recover HP based on the Luopan's maximum HP.
[[Quote 1:]] Instead of leaving Luopans in place until their HP runs out, they can be placed to match the enemy behavior. This may help alleviate some of the MP consumption issues.
[[Quote 2:]] Even with the merit point taken into account, the MP consumption by GEO spells is still very high.
There were different opinions on the benefits of the Full Circle effect enhancement from different people. Thank you for both of your opinions.
Deciding whether to maintain or sacrifice the Luopan can be a decision made based on the circumstance. For example, when you have a lot of MP, you could try to increase the effectiveness of the Luopan, and when your MP is lower, you may prefer to use abilities to maintain the Luopan. Please consider a variety of situations.
Translated by: Slycer | |
06-17-2013 02:02 PM | Camate | Community Rep | |
| | Greetings,
I have some responses for feedback we have been seeing thus far regarding geomancer merits.
Life Cycle Recast
We will be changing this so that each merit level reduces the recast time by 20 seconds.
Blaze of Glory / Ecliptic Attrition
We understand that many of you would like to be able to have these effects active for an even longer time. However, we do not have plans to make it so you can maintain these effects forever, similar to how it is not possible for bards to have Marcato on forever.
We'd like you to consider how to keep your luopan alive and when to ramp up the luopan's potency in order to achieve a longer effect.
Full Circle
We've been seeing a lot of mixed feedback about the effects of Full Circle, both stating that the boons from meriting this are large, while others state it is not that much.
We would like you all to decide to whether to maintain or get rid of your luopans based on the situation you find yourself in. For example, at the beginning of battles when you have a lot of MP, you can use abilities that increase the potency of luopans, and when you feel that your MP is getting low, you can use abilities that focus on keeping your luopan alive.
Also, starting with the artifact equipment that will be added in the next version update as well as other new equipment that will be added moving forward, these will have both geomancy and handbell skill enhancements which will push the potency of geomancy even higher. | |
06-17-2013 04:14 PM | Slycer | BG Translator | |
| | Mocchi: Follow-up Frenzy
Geomancer
[[Quoted post talking about Blaze of Glory and Ecliptic Attrition, and how it's easy to use both of them on one spell only to have the Luopan get destroyed immediately by an enemy attack.]]
It is not intended that you should be able to maintain the boosted state of the effect for a long time. That said, the effects will grow in power in the future. On artifact gear which will be added in the next update as well as more equipment in the future, there will be stats which increase geomancy and handbell skills.
[[Quoted post talking about how they've had Geo spell effects dispelled. Not sure if they're talking about the Indi-spell on themselves, or what.]]
Thanks for your report.
This sounds a little strange, and we will have the QA team investigate again. The effects of both Indi- and Geo- spells should be non-dispellable. Once we investigate, I'll inform you of the results.
It may already be too late, but I was really hoping for something in Group 2 merits for Geomancer which could improve the potency of Indi- spells.
As far as I know, Bolster is the only way to boost the effects of Indicolure spells, with nothing else like the abilities that enhance Geo- spells. I was wondering if you could add something like this (or maybe an AF effect?) that enhances Indi- spells.
There are no plans to strengthen the effect of Indi-spells through abilities or otherwise, as this was considered as part of the basic performance of the job.
There will be other elements, such as equipment, which increase the effect value and duration. For example, in the next update, the added artifact armor will increase geomancy and handbell skills (the magnitude of the effect of all geomancy magic is dependent on these skills).
Translated by: Slycer | |
|
|