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Job Adjustments (02/03/2012)Follow

#1 Feb 03 2012 at 9:46 AM Rating: Excellent
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Gildrein wrote:

[dev1079] Job Adjustments: Samurai

Warding Circle
Recast time reduced from ten minutes to five.
Duration increased from one minute to three.
Reduction granted by Warding Circle Recast merit enhancement adjusted from twenty seconds per point to ten.

Hamanoha
Recast time reduced from ten minutes to five.

http://forum.square-enix.com/ffxi/threads/20413-dev1079-Job-Adjustments-Samurai

Gildrein wrote:

[dev1080] Job Adjustments: Thief

Assassin’s Charge
Recast time will be reduced from fifteen minutes to five.
Additional merit points will no longer reduce recast time, but instead increase accuracy by 25% per point.

Feint
Recast time will be reduced from ten minutes to two.
Additional merit points will no longer reduce recast time, but instead raise the chance of Treasure Hunter leveling up by 25% per point.

http://forum.square-enix.com/ffxi/threads/20418

Gildrein wrote:

[dev1081] Job Adjustments: Bard

Nightingale
Recast time will be reduced from twenty minutes to ten.
Additional merit points will no longer reduce recast time, but instead reduce song casting time by an additional 5% per point.

Troubadour
Recast time will be reduced from twenty minutes to ten.
Additional merit points will no longer reduce recast time, but instead increase song accuracy by 25% per point.


Gildrein wrote:

[dev1082] Job Adjustments: Ranger

Flashy Shot
Recast time will be reduced from twenty minutes to ten.
Additional merit points will no longer reduce recast time, but instead reduce enmity incurred by 20% per point.

http://forum.square-enix.com/ffxi/threads/20426

Gildrein wrote:

[dev1083] Job Adjustments: Puppetmaster

Analyzer
Maximum damage reduction for enemy special attacks will be increased from 10% to 40%.
Additional Earth Maneuvers will now increase the number of special attacks mitigated rather than the percentage of damage reduction.

 
Earth Maneuvers	Specials Mitigated 
0	        1 
1	        2 
2	        4 
3	        6


http://forum.square-enix.com/ffxi/threads/20430

Gildrein wrote:

[dev1084] Job Adjustments: Warrior Part II

Warrior’s Charge
Recast time will be reduced from fifteen minutes to five.
Additional merit points will no longer reduce recast time, but instead increase accuracy by 25% per point.

http://forum.square-enix.com/ffxi/threads/20434

Gildrein wrote:

[dev1085] Job Adjustments: Paladin Part II

Fealty
Recast time will be reduced from twenty minutes to ten.
Additional merit points will no longer reduce recast time, but instead extend duration by an additional five seconds per point.

Chivalry
Recast time will be reduced from twenty minutes to ten.
Additional merit points will no longer reduce recast time, but instead increase MP recovery by an additional 5% per point.

http://forum.square-enix.com/ffxi/threads/20439

Gildrein wrote:

[dev1086] Job Adjustments: Dark Knight Part II

Dark Seal
Recast time will be reduced from fifteen minutes to five.
Additional merit points will no longer reduce recast time, but instead reduce casting time for dark magic spells by an additional 10% per point.

Diabolic Eye
Recast time will be reduced from fifteen minutes to five.
Additional merit points will no longer reduce recast time, but instead lessen the maximum HP down effect by 20% per point.

http://forum.square-enix.com/ffxi/threads/20443

Edit: didn't see the multiple other threads created in job forums and links to other thread Vlor can lock/nuke if its neccessary.


Edited, Feb 3rd 2012 2:36pm by Szabo

Edited, Feb 6th 2012 1:59pm by Szabo
#2 Feb 03 2012 at 10:24 AM Rating: Good
I put the individual adjustments in the job specific forums and just touted it in the original Merit Adjustment thread here http://ffxi.allakhazam.com/forum.html?forum=10&mid=1323492762128189254
#3 Feb 03 2012 at 10:44 AM Rating: Good
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Elspetta wrote:
I put the individual adjustments in the job specific forums and just touted it in the original Merit Adjustment thread here http://ffxi.allakhazam.com/forum.html?forum=10&mid=1323492762128189254

Ok I didn't see it, but its better to compile and create a topic in general for announcements to prevent accidents like this. Smiley: clown
#4 Feb 03 2012 at 11:00 AM Rating: Decent
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I swear se looks at all of the jobs I have and just ignores them. Least brd got something.
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#5 Feb 03 2012 at 11:10 AM Rating: Decent
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Quote:
[dev1083] Job Adjustments: Puppetmaster

Analyzer
Maximum damage reduction for enemy special attacks will be increased from 10% to 40%.
Additional Earth Maneuvers will now increase the number of special attacks mitigated rather than the percentage of damage reduction.


Earth Maneuvers Specials Mitigated
0 >>> 1
1 >>> 2
2 >>> 4
3 >>> 6


This is actually REALLY good for Valoredge.


Edited, Feb 3rd 2012 12:11pm by Tatham
#6 Feb 03 2012 at 11:15 AM Rating: Decent
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Well I guess the time reduction on Assassin's charge is good. Not that acc is really needed with a guaranteed hit via SA/TA.
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#7 Feb 03 2012 at 11:58 AM Rating: Good
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TheBarrister wrote:
Well I guess the time reduction on Assassin's charge is good. Not that acc is really needed with a guaranteed hit via SA/TA.

I thought SA and TA only affected the first hit? Wouldn't the accuracy bonus be used up before the other two hits land?
#8 Feb 03 2012 at 12:19 PM Rating: Good
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Glitterhands wrote:
TheBarrister wrote:
Well I guess the time reduction on Assassin's charge is good. Not that acc is really needed with a guaranteed hit via SA/TA.

I thought SA and TA only affected the first hit? Wouldn't the accuracy bonus be used up before the other two hits land?


Funny enough, no. When Triple Attack procs on an SA or TA, it guarantees all the hits (and the offhand hit, if DWing) have 100% accuracy. It just doesn't work that way for multi-hit weaponskills.
#9 Feb 03 2012 at 12:28 PM Rating: Good
Those bard changes are very exciting ^^
#10 Feb 03 2012 at 1:37 PM Rating: Good
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Bayohne wrote:
Thanks for bringing up these errors. You're correct in that it the Diabolic Eye recast should be reduced to 5 minutes (not 10) and I've fixed that. As for your second point, I am double checking with the Localization team, but I believe it should be "but instead reduce the maximum HP down effect by 20% per point." I'll edit that part after I get confirmation!

http://forum.square-enix.com/ffxi/threads/20467-dev1086-Diabolic-Eye-turned-into-self-KO-move?p=273806#post273806
#11 Feb 03 2012 at 1:40 PM Rating: Good
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Szabo wrote:
Bayohne wrote:
Thanks for bringing up these errors. You're correct in that it the Diabolic Eye recast should be reduced to 5 minutes (not 10) and I've fixed that. As for your second point, I am double checking with the Localization team, but I believe it should be "but instead reduce the maximum HP down effect by 20% per point." I'll edit that part after I get confirmation!

http://forum.square-enix.com/ffxi/threads/20467-dev1086-Diabolic-Eye-turned-into-self-KO-move?p=273806#post273806

Quote:
Diabolic-Eye-turned-into-self-KO-move

Aww, but then it'd be the MOST DRK ABILITY EVER!

But in actuality, it'd only take you to 20% of maximum HP, because only the four merits after the first are those increments of 20%.

Edited, Feb 3rd 2012 11:41am by Raelix
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#12 Feb 03 2012 at 1:52 PM Rating: Good
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I thought it'd leave you at 5% since 1 merit would be 15% hp reduction.
#13 Feb 03 2012 at 10:25 PM Rating: Excellent
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Quote:


Funny enough, no. When Triple Attack procs on an SA or TA, it guarantees all the hits (and the offhand hit, if DWing) have 100% accuracy. It just doesn't work that way for multi-hit weaponskills.


This brings back memories. There was a lot of confusion on this years ago. When sneak attack is stacked with a melee round and that round procs multi attacks (be it double or triple attacks) all swings will have 100% accuracy. This includes multi procs from both main and offhand. However this benefit does not carry over to weaponskills. I know because I used to think the accuracy bonus affected shark bite until I actually started paying attention to my tp returns when fighting gods. It turned out that even my sneak attacked *** charged shark bites were landing only 2 hits (the guarenteed first swing of main and offhand) when I was fighting gods if I didn't use some form of accuracy enhancement. It doesn't matter if it's multi hit or not. The 100% accuracy the extra swings get only applies to melee rounds, not weaponskill. Most thieves stack assassin's charge with weaponskills, so that 25% accuracy bonus is not wasted even if you're stacking with sa/ta. I'm not saying you should merit 5/5 of course, I'm just clarifying that SA and TA do NOT guarantee assassin's charged swings will land when you're weaponskilling.

Honestly I don't know where I stand on thf merits anymore (aside from still not liking ambush). 5 feint merits will guarantee a TH proc on the swing that lands feint, allowing for one sure fire TH increase every 2 minutes. Personal preference here, but dumping ONE merit into assassin's charge just got a lot more appealing even to those who didn't used to like it. I kinda like the idea of 5 feint 4 aura steal 1 *** charge myself, although 2 or 3 *** charge would be really nice for a pure damage stat based red curry rudra's/mercy build to use against HNM. As an aside, I used to go 5/5 feint 5/5 *** charge. I'd definitely merit aura steal with this in favor of a few *** charge merits even with the aforementioned accuracy stuff. Exact configuration aside, I definitely like the proposed thf merit tweaks.

Edited, Feb 3rd 2012 11:33pm by Melphina
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#14 Feb 03 2012 at 10:37 PM Rating: Decent
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Quote:
5 feint merits will guarantee a TH proc on the swing that lands feint, allowing for one sure fire TH increase every 2 minutes.


That's not how I read it, to be honest... I read it more like "if your normal hit has a 2% chance to raise TH, with 5/5 Feint active it will be doubled to 4%"

2 mins for a guaranteed TH proc would just encourage mob holding.
#15 Feb 03 2012 at 11:12 PM Rating: Good
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Quote:
5 feint merits will guarantee a TH proc on the swing that lands feint, allowing for one sure fire TH increase every 2 minutes.


That's not how I read it, to be honest... I read it more like "if your normal hit has a 2% chance to raise TH, with 5/5 Feint active it will be doubled to 4%"

2 mins for a guaranteed TH proc would just encourage mob holding.


You know I hadn't thought of it that way. Their wording here is ambiguous, but that would make sense too. I suppose we'll have to wait and see. "Additional merit points will no longer reduce recast time, but instead raise the chance of Treasure Hunter leveling up by 25% per point. " can be taken several different ways. They don't really tell you by 25% of what baseline, or even if it's a one time bonus or an effect that lasts the entire duration of feint's effect >..<. I like the concept though. Hopefully the implementation isn't screwed up.

Edited, Feb 4th 2012 12:14am by Melphina
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#16 Feb 03 2012 at 11:38 PM Rating: Decent
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And, I hadn't thought of it being a continuous effect that lasts for Feint's whole 30 second duration, just was thinking of the initial hit that applies the Feint effect.

Apparently we're both expanding each other's minds somehow o_O
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