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July patch deployed! (07/23/2012)Follow

#1 Jul 23 2012 at 11:25 AM Rating: Excellent
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NOC_EU wrote:


Event-related

- New battle content called Heroines' Holdfast has been introduced.
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Read on for details regarding this content.

[dev1125] Voidwatch Adjustments

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- It is now possible to skip the cutscene that occurs when zoning from Walk of Echoes to Provenance.
- The acquisition of other rewards will no longer be interrupted when a rare item already in one's possession is among the spoils obtained from a Riftworn Pyxis after selecting "obtain all."
- Enemies' resistance to enfeebling magic has been adjusted.


[dev1131] Legion Adjustments
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- It is now possible to reenter a battlefield after being ejected due to all participants having been KO'd.
- In addition, the distance that enemies roam has been adjusted.

- Enemies' resistance to enfeebling magic has been adjusted.

- Fields of Valor and Grounds of Valor Adjustments

- Objectives for the following training regime have been revised:

Ifrit's Cauldron: Page 5

- Potency of the field support effect White Magic: Protect has been increased.

[dev1132] Assault Adjustment
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- When moving to the next floor during Nyzul Isle Investigation and Nyzul Isle Uncharted Region, characters will now zone in at different coordinates around the Rune of Transfer.

[dev1133] Einherjar Adjustment

- All rewards procured from the Nashmau (H-7) NPC Kilusha will now be displayed on a single page.

- A new fish may now be cut open in the quest "Inside the Belly."


Battle-related

- The following job-related adjustments have been made:

- White Mage

- The effect of Protect V merit points has been adjusted.
- The value for each point has been modified from DEF+2 to DEF+5


- Bard

- The effect of Knight's Minne merit points has been adjusted.
- The value for each point has been modified from DEF+1 to DEF+2.

[dev1129] The maximum number of upgrades for the attribute merit point category has been raised from twelve to twenty-four.

[dev1093] ]Enfeebling Magic Resistance of Monsters
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- A log message now appears when a monster resists an enfeebling spell which enables the player to determine whether a monster possesses complete resistance to a particular type of enfeebling magic.
As long as the monster does not completely resist the effect, it is possible to inflict enfeebling magic upon them. The number of affectable monsters has drastically increased.

- A new system has been added in which using enfeebling magic multiple times will lower the target enemy's resistance. This system is known as "Immunobreak."

- When an Immunobreak occurs after the enemy has resisted a particular enfeebling magic, the resistance of the enemy to that effect will decrease by a certain amount.
- Immunobreaks can stack and continually lower an enemy's resistance.
- The more times the enfeebling magic is resisted, the greater the likelihood that an Immunobreak will occur.
- When the enfeebling effect is successfully applied, the resistance will reset.
- If the effect is continuously applied, the enemy will slowly gain more resistance, and eventually Immunobreaks will no longer occur.
- Note that some monsters have complete resistance to enfeebling effects.
(Immunobreaks will not occur on enemies which have complete resistance.)
Immunobreaks only apply to enfeebling effects (magic abilities based on Enfeebling Magic skill level).

- [dev1128] The following spell effects have been raised:

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Protect / Protectra / Protect II / Protectra II / Protect III / Protectra III / Protect IV / Protectra IV / Protect V / Protectra V / Knight's Minne / Knight's Minne II / Knight's Minne III / Knight's Minne IV / Knight's Minne V

- [dev1128] Resistances to the following spells have been changed:

Foe Requiem / Foe Requiem II / Foe Requiem III / Foe Requiem IV / Foe Requiem V / Foe Requiem VI / Foe Requiem VII

- [dev1130] The interval between the conclusion of battle and the next possible time an attack command can be carried out has been adjusted.

- [dev1130] The interval between the time a ranged attack finishes and the next possible time a new command can be carried out has been reduced.

- [dev1130] Guard and Parry Adjustments

- The guard and parry skills have been adjusted so that they may level up even if the skills do not activate when players are attacked.

- A new familiar may now be summoned with the beastmaster ability "Call Beast."
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- The beastmaster ability Tame may no longer be used if you already have a familiar out.

- The items dropped by the Yagudo Pipers found in Giddeus and Meriphataud Mountains have been modified.

Item-related

- New items have been added.
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- New synthesis recipes have been added.

- New synergy recipes have been added.

<Rank: Apprentice>
 
Item Name	Required Craft 	Materials 
Iridal Staff	  Woodworking  Fire Staff, Ice Staff, Wind Staff, Earth Staff, Thunder Staff, Water Staff, Light Staff, Dark Staff 
Chatoyant Staff   Woodworking	Vulcan's Staff, Aquilo's Staff, Auster's Staff, Terra's Staff, Jupiter's Staff, Neptune's Staff, Apollo's Staff, Pluto's Staff


 
<Rank: Adept> 
Item Name	Required Craft  	Materials 
Auroral Broth	Cooking	     Aurora Bass, San d'Orian Flour, Distilled Water



- The following items are no longer classified as rare:

Cordial Invite / Mercenary Camp Entry Slip / Martial Ball Invite / Training Grounds Key / Pest Repellant

- The Clr. Duckbills +2 attribute "Enhances Protectra V effect" has been increased.

- The enchantment attribute of the items Protect Ring and Protect Earring has been increased.


System-related

- [dev1126] An upper limit on the frame rate for fishing animations has been implemented so as to decrease the gap experienced between different platforms.
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[Windows and Xbox 360 Only]

- [dev1134] Spell icons have been modified in preparation for the UI overhaul.
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Resolved Issues

The following issues have been corrected:


- The issue with Einherjar wherein players could access Odin's Chamber and Odin's Chamber II without either the title Elite Einherjar or the requisite amount of valkyrie feathers.

- The issue with Legion wherein the Legion Libretto's "random selection" option would occasionally function improperly.

- The issue wherein the help text for the familiars Crab Familiar and Courier Carrie's pet command Bubble Shower erroneously read "within a fan-shaped area originating from pet" instead of "within area of effect."

- The issue wherein sending away either pets called with the beastmaster ability Call Beast, avatars, or automatons caused their masters' enmity to increase.

- The issue wherein engaging in battle while under the Allied Tags effect kept Guard from activating for both players and enemies.

- The issue wherein the visual effect for the Corsair ability Wind Shot would display improperly.

- The issue wherein the visual effect for the wyvern ability Thunder Breath would display improperly.

- The issue wherein the visual effects for the following spells would display improperly on crab enemies:

Repose / Sleep II / Sleepga II

- The issue wherein the enchantment effects of the Moogle Rod and Nomad Moogle Rod could be used during cutscenes.

- The issue wherein the graphics for Yagudo appearing in the following event replays would display improperly under certain circumstances.

The Tigress Strikes(pt.3) / A Manifest Problem(pt.2)

Known Issues

- Changes made to key assignments for the keyboard configuration "Compact 2" will sometimes be improperly applied when logging back in to FINAL FANTASY XI or the PlayOnline Viewer.

- The icon for the familiar Turbid Toloi's ability Water Wall does not display in the proper color.



http://forum.square-enix.com/ffxi/threads/25812-July-23-2012-Version-Update

Edited, Jul 23rd 2012 2:01pm by Szabo

Edited, Jul 23rd 2012 2:04pm by Szabo
#2 Jul 23 2012 at 11:43 AM Rating: Decent
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Nice, I'll be sure to get mats for a new Earth Staff (that's the one Chatoyant Staff won't rep) when I can catch a Soujii by the tail. (That's the guy I know who has synergy.) Guess I got that hq light staff in time.

Edited, Jul 23rd 2012 1:44pm by maryadavies
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#3 Jul 23 2012 at 11:57 AM Rating: Good
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What, no "an issue where players were able to sometimes beat near impossible content has been resolved"?
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#4 Jul 23 2012 at 11:58 AM Rating: Good
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Le sigh, too bad about Odin.
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#5 Jul 23 2012 at 12:12 PM Rating: Default
detlef wrote:
Le sigh, too bad about Odin.


Off topic and forgive me if this comes off as retarded...

What is with the increasing use of the word "Le" in the recent months? Is there some other meaning than the French word for "the"? Because "The sigh, too bad about Odin" sounds funky.

Never been bored enough to ask, sorry >.>
#6 Jul 23 2012 at 12:15 PM Rating: Decent
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rathalosattack wrote:
detlef wrote:
Le sigh, too bad about Odin.

What is with the increasing use of the word "Le" in the recent months?
If by "in recent months," you mean "for the past sixty years or more."
#7 Jul 23 2012 at 12:24 PM Rating: Decent
AshOnMyTomatoes wrote:
rathalosattack wrote:
detlef wrote:
Le sigh, too bad about Odin.

What is with the increasing use of the word "Le" in the recent months?
If by "in recent months," you mean "for the past sixty years or more."


No, I meant in recent months. Not by people trying to be french as is the case in that cartoon
#8REDACTED, Posted: Jul 23 2012 at 12:25 PM, Rating: Sub-Default, (Expand Post) In the road map - weapons may now skill up without being swung. It'd be one thing if SE made it so parry/guard skills proc more often, leading to more skill-ups, or even skilled-up more often with the same current proc rate, but to let them skill without proc'ing? Isn't the whole point of skilling up being dependent upon said skills proc'ing?
#9 Jul 23 2012 at 12:30 PM Rating: Good
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Check Version is up!

Wow, the servers are back up already too, that was a fast update.

Edited, Jul 23rd 2012 2:49pm by DomfranciscoOfIfrit
#10 Jul 23 2012 at 12:35 PM Rating: Good
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detlef wrote:
Le sigh, too bad about Odin.

Yes, well, you can still do Odin 2x as much as you could before they changed it (and without needing to coordinate feather mules), just not the 4x they accidentally made it into. And of course you can still do it twice a week while your ichor supplies last.
#11 Jul 23 2012 at 12:37 PM Rating: Good
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The ampoules sure were nice. I will look back fondly.
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#12 Jul 23 2012 at 12:50 PM Rating: Good
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Every Ability and Weaponskills have new icons. Smiley: nod

Not including job traits.

Edited, Jul 23rd 2012 2:51pm by Szabo
#13 Jul 23 2012 at 12:54 PM Rating: Good
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Yay! New pretty spell icons!
Yay! Enhanced Protect spells!
Yay! ....other random stuff!

I'll reserve judgement on the enfeebling alterations until I've had a chance to go at them properly. Test server just didn't give me a good enough feel for it since nothing actually resisted my enfeebles :p
#14 Jul 23 2012 at 12:58 PM Rating: Good
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Its probably just me, but the new icons make the menus look much busier than before. Its harder for me to pick things out from the list. That said, I do like the new icons for weaponskills, makes it easier to differentiate between elemental and non-elemental ones.

I'm probably just too used to the old list. I'll no doubt adapt in time.

Edited, Jul 23rd 2012 1:59pm by Altair
#15 Jul 23 2012 at 12:58 PM Rating: Decent
WOOT

Parry Skillups! You mean the one thing I have never capped off and is still like 200 range! :)

I do like the new Icons and pro +5 instead of +2 (very late on that). I only ever got it for the "Looks at me!".
Keep em coming SE! :)
#16 Jul 23 2012 at 1:22 PM Rating: Good
I'm getting giddy of this parrying and guard skill up thing as well. Time to train, and then just stand there :D
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#17 Jul 23 2012 at 1:29 PM Rating: Excellent
Fishing is broken Smiley: motz

Your framerate lowers to 15fps while your line is in the water. It really sucks.
#18 Jul 23 2012 at 1:38 PM Rating: Excellent
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While annoying, I thought that was the trick PC users used since fishing was much easier on a console.
#19 Jul 23 2012 at 1:39 PM Rating: Good
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Wint wrote:
Fishing is broken Smiley: motz

Your framerate lowers to 15fps while your line is in the water. It really sucks.
I'm not on yet, but do you find that the fishing rod doesn't jump around as much?
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#20 Jul 23 2012 at 1:43 PM Rating: Excellent
NOTHING jumps around lol. The game is choppy as hell. Picture playing it on an old netbook and you'll get the idea. So yeah, it's easier, but it stutters so bad I'm getting a headache from watching it.

Edited, Jul 23rd 2012 2:43pm by Wint
#21 Jul 23 2012 at 1:43 PM Rating: Excellent
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Seems weird that with them being so eager to unveil every tiny adjustment planned, they slipped in a new bst pet. I mean, it's not huge, either, but it's usually something that actually makes it into a teaser.
#22 Jul 23 2012 at 1:46 PM Rating: Good
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Hmmm, seems fairly solid all around. Nothing major, but a lot of nice, smaller stuff. I also love that their fix for protect/minne is MOAR DEFENSE, because that will really solve much of anything, given the nature of monster's pDIF.

(For non math literate, pDIF is the comparison of Atk vs Def followed by level correction; for players, depending on weapon type, it ranges from 0-2(1h), 0-2.25 (2h) or 0-3(ranged), while for monsters, it CANNOT go below 1.0, which is why defense becomes nearly worthless after level 50)

rathalosattack wrote:
AshOnMyTomatoes wrote:
rathalosattack wrote:
detlef wrote:
Le sigh, too bad about Odin.

What is with the increasing use of the word "Le" in the recent months?
If by "in recent months," you mean "for the past sixty years or more."


No, I meant in recent months. Not by people trying to be french as is the case in that cartoon

Blame Reddit
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Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#23 Jul 23 2012 at 1:49 PM Rating: Excellent
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Since I'm sure many players were not reaching a pDIF close to 1.0 before the update, the added defense will be welcome against lv99+ monsters.
#24 Jul 23 2012 at 2:09 PM Rating: Good
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Just made my Chatoyant, does anyone have a guess as to what "Iridescence" might be?
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#25 Jul 23 2012 at 2:10 PM Rating: Good
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I thought that was the hidden effect from all the +1 staves. SE just didn't have enough slots for all the stats, but wanted to make it visible.
#26 Jul 23 2012 at 2:11 PM Rating: Decent
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Can anyone summarize real quick what the Chatoyant gains/loses over the individual HQ staves?
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