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Final Fantasy XI Test Server Update (10/26/2012)Follow

#1 Oct 26 2012 at 4:37 AM Rating: Good
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Gildrein wrote:

[dev1139] Job Ability Adjustments: Perfect Defense / Tabula Rasa

The job abilities below have been adjusted in the following ways:

- Summoner

- Alexander's Perfect Defense

- Effect duration will be reduced from ninety seconds to thirty seconds plus an additional second for every twenty points of one's summoning magic skill. For example, with a summoning magic skill value of 600, the ability's effect duration would be a maximum of sixty seconds (the base thirty seconds plus thirty more seconds for one's skill value).

- Scholar

- Embrava (castable only while Tabula Rasa is in effect)

- Effect duration will be reduced from five minutes to ninety seconds.

- Haste potency will increase by 1% for every twenty points of one's enhancing magic skill instead of for every fifteen points. Therefore, an enhancing magic skill value of 500 will increase the potency of haste by a maximum of 25%

- Embrava will grant the effect of Refresh instead of Regain. The value of the effect, however, will remain the same.

Modifications will be made to the following battle systems to accommodate the above job ability adjustments.

- Nyzul Isle Uncharted Area Survey

- The number of astraria needed to exchange for equipment has been lowered from twenty-five to five.

*The number of astraria already in one's possession will be divided by five, with the remainder disregarded.
 
Astraria in Possession  Astraria in Possession 
Before Implementation  After Implementation

 
0~4	→	0 
5~9	→	1 
10~14	→	2 
15~19	→	3 
20~24	→	4 
25	→	5


- Legion

- Enemies' HP will be reduced by ten percent.

- Einherjar

- The enemy Odin that appears in Odin's Chamber II will have its HP reduced by ten to fifteen percent.


http://forum.square-enix.com/ffxi/threads/28290-dev1139-Job-Ability-Adjustments-Perfect-Defense-Tabula-Rasa?p=372630#post372630

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Gildrein wrote:

[dev1138] Bard Job Adjustments

The job ability “Pianissimo” will undergo the following adjustments.

- An additional effect that halves the casting time of the next song will be added.

- The level at which this ability is learned will be decreased from forty-five to twenty.

http://forum.square-enix.com/ffxi/threads/27883-dev1138-Bard-Job-Adjustments

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Gildrein wrote:

[dev1135] New Special Job Abilities

New special job abilities will be introduced.
* These special abilities will not share the same recast time as previous ones.
* The recast time will be decreased from two hours to one.
* The abilities displayed with a gray background have not been included in the Octber 26 test server update.



Job	     Ability Name	Effect

Warrior - WAR SP 2 - Grants a 100% chance of activating Double Attack.

Monk - -

White Mage - Asylum - Grants a powerful resistance to enfeebling magic and Dispel.

Black Mage - Subtle Sorcery - Decreases enmity generated by magic and increases magic accuracy.

Red Mage - -

Thief - -

Paladin - -


Dark Knight - Soul Enslavement - Auto-attacks absorb target's TP.

Beastmaster - -

Bard - -

Ranger - -


Samurai - Yaegasumi - Evades all special attacks that deal physical or magic damage.
Enhances the potency of your next weapon skill every time you evade a special attack.

Ninja - -

Dragoon - -


Summoner - Astral Conduit - Eliminates recast times for Blood Pacts and fully restores MP upon activation.

Blue Mage - Unbridled Wisdom - Allows unlimited casting of blue magic spells that use Unbridled Learning.
Additionally, Unbridled Learning will have no recast time.

Corsair - -

Puppetmaster - Heady Artifice - Allows automatons to use a special ability that varies by head.
Harlequin Head: Mighty Strikes
Valoredge Head: Invisible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (will only affect the automaton and members of its master's party)
Spiritreaver Head: Manafont

Dancer - Grand Pas - Gives five finishing moves, resets flourish recast timers, and eliminates the cost of finishing moves. Effect ends either when its duration expires or is used three times.

Scholar - Caper Emissarius - Transfers the whole party's enmity to a party member of your choice.

http://forum.square-enix.com/ffxi/threads/26302-dev1135-New-Special-Job-Abilities

Edited, Oct 26th 2012 6:46am by Szabo

Edited, Oct 26th 2012 7:01am by Szabo
#2 Oct 26 2012 at 6:02 AM Rating: Excellent
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Even SE forgot PLD was in the game... "What was their 2-hour again? Invisible? I don't see any around, that must be it! Give it to the puppet."

Edited, Oct 26th 2012 5:02am by Raelix
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#3 Oct 26 2012 at 8:37 AM Rating: Excellent
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Raelix wrote:
Even SE forgot PLD was in the game... "What was their 2-hour again? Invisible? I don't see any around, that must be it! Give it to the puppet."

So that's why no one ever invites PLD anymore!

I dont always get invited on PLD, but when i do, i'm invisible!
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#4 Oct 26 2012 at 8:48 AM Rating: Good
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Edited, Oct 27th 2012 6:13pm by Jevilwolf
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#5 Oct 26 2012 at 11:24 AM Rating: Excellent
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Camate wrote:

Greetings!

We are still organizing the information for how the effects of the new special abilities will change; however, I would like to go ahead and share the changes that were already implemented on the Test Server:

Warrior

The effect will be changed to the following:
"While the effect is active, grants a 100% chance of activating Double Attack.” (Can be applied towards weapon skills as well)

Black mage

In addition to the original effect, it will now also grant a large increase to magic accuracy.

Samurai

In addition to the original effect, it will now also grant TP when evading attacks.

Summoner

In addition to the original effect, when using the ability MP will be completely restored.

Blue mage

In addition to the original effect, the recast timer for spells that can be used under Unbridled Learning will be removed.


*Currently the ability and status icon explanations have not changed, but the above changes to the effects have been reflected in the update.

Please test them all out and let us know your thoughts!


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=372898#post372898

Edited, Oct 26th 2012 1:34pm by Szabo
#7 Oct 26 2012 at 2:23 PM Rating: Decent
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Quote:
Summoner

In addition to the original effect, when using the ability MP will be completely restored.


This was one of my biggest gripes about Chainspell. How come SMN gets a freebie here? @_@
#8 Oct 26 2012 at 5:07 PM Rating: Good
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Fynlar wrote:
Quote:
Summoner

In addition to the original effect, when using the ability MP will be completely restored.


This was one of my biggest gripes about Chainspell. How come SMN gets a freebie here? @_@


Nail, coffin, etc.. :P
#9 Oct 26 2012 at 8:26 PM Rating: Default
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Man, they are sure taking their time implementing these 2 hrs....
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#10 Oct 26 2012 at 9:11 PM Rating: Good
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Fynlar wrote:
Quote:
Summoner

In addition to the original effect, when using the ability MP will be completely restored.


This was one of my biggest gripes about Chainspell. How come SMN gets a freebie here? @_@


I think this applies only to Odin and Alexander. Once they do their ability, they depop and your 2-hour is over. However, the other summons can stay out with the 2-hour active for up to 2 minutes, and can be resummoned if they depop due to no MP or die. I don't think the MP is going to be restored for the "normal" avatars.... just Alex and Odin.

Cuz I mean, really. When you pop PD and Alex does his thing, a SMN has blown 1000+ MP for a whole 30 seconds of glory now. At least if all MP is restored, the SMN can fall back into curing, or summon another avatar (without 2 hour active.)

Edited, Oct 26th 2012 11:12pm by catwho
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#12 Oct 27 2012 at 5:47 AM Rating: Decent
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Yeah, surprised the context failed as far as it did. Those changes are just the new 2-hours.

Then again, I remember when Meikyo Shisui didn't give 300 TP...Yeah, that's a really good change on SMN's.
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#13 Oct 27 2012 at 5:12 PM Rating: Good
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I love the fact that some of the already useful 2 hours are getting even more improvements and are even more useful.

I love the fact that some "meh" 2 hours are recieving additional effects to make them more attractive.

I love the fact that some seriously complained about 2 hours are getting totally new effects that seem very useful.


I am compltely mystified why Puppetmaster, despite having it's 2-hour thoroughly critiqued and complained about why it's implementation is lack-luster, yet it's been added to this update completely unchanged . . .
#14 Oct 27 2012 at 5:41 PM Rating: Decent
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I am compltely mystified why Puppetmaster, despite having it's 2-hour thoroughly critiqued and complained about why it's implementation is lack-luster, yet it's been added to this update completely unchanged . . .


This ability is fantastic for PUP. It's a separate ability that doesn't share the 2 hour timer. The only reason it sucked before was because Overdrive was slightly better and you'd never use it over the better one. Now it's basically a two hour ability on a 1 hour timer and can be used with the other two hour.

BST's is still screwed though. It takes 8k gil out of your pocket and gives you a reraise scroll for it, but keeps you from playing the game for 5 minutes while you wait for Call Beast to come back. Might be nice to get a free reraise before you warp home, but that's about it. Since SMN's gives back their mp, and DNC's fills their finishing moves, can BST's reset call beast and reward timers?
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#15 Oct 27 2012 at 5:58 PM Rating: Excellent
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BST's is still screwed though. It takes 8k gil out of your pocket and gives you a reraise scroll for it, but keeps you from playing the game for 5 minutes while you wait for Call Beast to come back. Might be nice to get a free reraise before you warp home, but that's about it. Since SMN's gives back their mp, and DNC's fills their finishing moves, can BST's reset call beast and reward timers?


I thought BST's was changed to give a Stoneskin effect instead of Reraise?

But yeah, killing the pet still means it sucks, and since I'm guessing the amount of Stoneskin it gives you will be based on the remaining HP of your pet, it still wouldn't really function as an "oh ****" ability
#16 Oct 27 2012 at 6:30 PM Rating: Excellent
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Fynlar wrote:

I thought BST's was changed to give a Stoneskin effect instead of Reraise?

But yeah, killing the pet still means it sucks, and since I'm guessing the amount of Stoneskin it gives you will be based on the remaining HP of your pet, it still wouldn't really function as an "oh sh*t" ability

It gives reraise and stoneskin. Still worthless because we have the greatest defense in the game, a 5k hp pet that we can blame all our hate on.

The only time you'd need a defensive ability is when you have no pet. This ability takes away your pet. You cannot use it unless you don't need it. It would always be better to simply keep your current pet alive than to put up stoneskin and reraise. Especially since you should never not have reraise up, as instant reraise scrolls are 7 CP, reraise earrings are 12k gil.

Even reversing the effect would be better. Drop me to 1 hp and give my pet stoneskin and reraise. Why must there be a downside to our special ability? I don't see WAR's special ability giving 100% double attack but making crits impossible. I don't see BLM's giving bonus Macc but halving M att. Why give us a defensive ability that reduces our defenses, and our offenses, and our play time, and our wallet?

I swear, no one developing the game plays the game. Let's make everything BST has dependent on a pet, only affect the pet, or bring the pet up to the level it should have been at years ago. Then after that, let's give them nothing but abilities that take that pet away from them, leaving them helpless and weak, for really no benefit.

Edited, Oct 27th 2012 8:45pm by louispv
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Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

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#17 Oct 28 2012 at 3:12 AM Rating: Excellent
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louispv wrote:
Quote:
I am compltely mystified why Puppetmaster, despite having it's 2-hour thoroughly critiqued and complained about why it's implementation is lack-luster, yet it's been added to this update completely unchanged . . .


This ability is fantastic for PUP. It's a separate ability that doesn't share the 2 hour timer. The only reason it sucked before was because Overdrive was slightly better and you'd never use it over the better one. Now it's basically a two hour ability on a 1 hour timer and can be used with the other two hour.


In theory it sounds fantastic, but the way it's been implemented severely reduces its usefulness:

-They gave Invincible to the one puppet that can actually keep itself alive.
-They gave Manafont to a puppet when mp is almost never an issue.
-They gave Chainspell to the puppet who's most difficult to control the casting AI, and is still slapped with a universal casting timer (which completely defeats the point of instantaneous casting.
-They gave the Sharpshot puppet a NERFED version of Eagle Eye Shot
-They gave Mighty Strikes to the one puppet noone uses b/c it's so lacking compared to the other frames

-And then there's Benediction, which is the one legitimately useful ability out of the bunch.

These complaints have been posted and commented to SE, yet apperantly this is one of the few abilities that has been completely unchanged for it's re-release on the test server.

The fact that it doesn't share the 2-hour recast, and that it's recast is only an hour are nice, sure. But the ability itself still needs adjustments to be useful. Nearly every single other ability they just put on the test server has had changes that increase their usefulness, but Heady Artiface is exactly the same as when people originally complained, and it baffles me why it would be ignored like that.

Quote:
BST's is still screwed though. It takes 8k gil out of your pocket and gives you a reraise scroll for it, but keeps you from playing the game for 5 minutes while you wait for Call Beast to come back. Might be nice to get a free reraise before you warp home, but that's about it. Since SMN's gives back their mp, and DNC's fills their finishing moves, can BST's reset call beast and reward timers?



It was my understanding that the blank space after "Beastmaster" meant that they aren't ready to unveil the new ability. They may have completely changed it, but we don't know b/c that space is blank.
#18 Oct 28 2012 at 6:36 PM Rating: Decent
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-They gave Invincible to the one puppet that can actually keep itself alive.
-They gave Manafont to a puppet when mp is almost never an issue.
-They gave Chainspell to the puppet who's most difficult to control the casting AI, and is still slapped with a universal casting timer (which completely defeats the point of instantaneous casting.
-They gave the Sharpshot puppet a NERFED version of Eagle Eye Shot
-They gave Mighty Strikes to the one puppet noone uses b/c it's so lacking compared to the other frames

That's a bit silly. They gave invincible to PLD, a job that can already keep itself alive, too. But when sh*t hits the fan, they can use invincible to save themselves, which you couldn't do before. The Eagle eye shot is weaker than RNG's but you can use it twice to RNG's once, and if I understand correctly, when the puppet's ranged attacks crit, they do a **** of a lot more than RNG's, though perhaps I read the testing thread wrong. And BLM pretty much never uses Manafont either, unless they're combining it with mana wall, but hey, free mp, you couldn't do that before.

The chainspell does seem a bit dumb, but I haven't used stormwaker since I got soulsoother and spiritreaver anyway.

I also understand it's based on the head and not the frame. So;

Turbo charger+ barrage turbine+ sharpshot frame+ 3 wind maneuvers+ Overdrive should = a Hundred fisted 5 shot barraging, WS spamming machine.

If you added a harlequin head on top and used mighty strikes to force all those swings, shots, barrages, and ws's to crit, I wonder if that wouldn't be one of the better 2 hours in the game. Or perhaps harlequin head, valoredge body, 3 thunder, coiler, volt gun, and galvanizer to get 50% double attack, 50% counters, their best WS, all of which are crits, with some nice enthunder after each hit. It's almost the same thing WAR gets by using mighty strikes and their new ability at the same time.
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It was my understanding that the blank space after "Beastmaster" meant that they aren't ready to unveil the new ability. They may have completely changed it, but we don't know b/c that space is blank.

All of the other changes have been tiny little tweaks. None of them have been complete scrappings where they came back with something entirely different, have they? Cause that'd be what it'd take. And after they added Run WIld, which adds a regen effect (to keep your pet alive) to an ability that insta kills your pet, I hold out no hope that they will be removing the insta kill part that is the biggest issue.

EDIT: Apparently WAR's was completely changed, but it seems like a nerf. Making you completely ignore all the enemy's defenses by doing magical damage instead of physical seems much more powerful than adding a couple extra swings.

EDIT2: Okay so puppet EES is stronger than RNG's but weaker if the RNG crits on EES.

Edited, Oct 28th 2012 9:20pm by louispv

Edited, Oct 28th 2012 9:24pm by louispv
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Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

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#19 Oct 28 2012 at 7:40 PM Rating: Decent
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Szabo wrote:
Camate wrote:

Blue mage

In addition to the original effect, the recast timer for spells that can be used under Unbridled Learning will be removed.


*Currently the ability and status icon explanations have not changed, but the above changes to the effects have been reflected in the update.


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=372898#post372898


This removes the absolute uselessness of the ability, but I still can't think of a whole lot of practicality. I assume the spells themselves still have recasts. It can add some flexibility during Azure Lore if they keep the recasts separate.
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#20 Oct 28 2012 at 11:57 PM Rating: Good
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louispv wrote:
Quote:
-They gave Invincible to the one puppet that can actually keep itself alive.
-They gave Manafont to a puppet when mp is almost never an issue.
-They gave Chainspell to the puppet who's most difficult to control the casting AI, and is still slapped with a universal casting timer (which completely defeats the point of instantaneous casting.
-They gave the Sharpshot puppet a NERFED version of Eagle Eye Shot
-They gave Mighty Strikes to the one puppet noone uses b/c it's so lacking compared to the other frames

That's a bit silly. They gave invincible to PLD, a job that can already keep itself alive, too. But when sh*t hits the fan, they can use invincible to save themselves, which you couldn't do before. The Eagle eye shot is weaker than RNG's but you can use it twice to RNG's once, and if I understand correctly, when the puppet's ranged attacks crit, they do a **** of a lot more than RNG's, though perhaps I read the testing thread wrong. And BLM pretty much never uses Manafont either, unless they're combining it with mana wall, but hey, free mp, you couldn't do that before.

The chainspell does seem a bit dumb, but I haven't used stormwaker since I got soulsoother and spiritreaver anyway.

I also understand it's based on the head and not the frame. So;

Turbo charger+ barrage turbine+ sharpshot frame+ 3 wind maneuvers+ Overdrive should = a Hundred fisted 5 shot barraging, WS spamming machine.

If you added a harlequin head on top and used mighty strikes to force all those swings, shots, barrages, and ws's to crit, I wonder if that wouldn't be one of the better 2 hours in the game. Or perhaps harlequin head, valoredge body, 3 thunder, coiler, volt gun, and galvanizer to get 50% double attack, 50% counters, their best WS, all of which are crits, with some nice enthunder after each hit. It's almost the same thing WAR gets by using mighty strikes and their new ability at the same time.


Ok, well congratulations on being one of the few PUPs to be completely content with this ability?

Almost all PUPs are saying is that its usefulness is extremely limited. Invincible just isn't terribly useful on a pet you can reActivate every minute. Is it helpful to not have to? Sure. Would it be MORE helpful if the Valoredge head recieved Mighty Strikes instead? You betcha.

It's a pretty well established fact that Spiritreaver has fewer issues with MP management than Black Mages. You say that even Black Mages already find limited use with Manafont and therefore PUP should be happy with it even though they have even less of a need for it? Is there any particular reason we shouldn't request something we would find useful? ****, Chainspell on Spiritreaver would be more helpful than Stormwaker due to the significantly longer cast times for Spirit Reaver nukes. Or if SE would just remove the universal casting timer once Chainspell is used. There are soooo many ways SE could have refined and made this ability stronger, and they didn't touch a thing!

Why exactly should we be happy about a 1-hour recast ability for Sharpshot that only does comparable damage to an attatchment we can activate every 3 minutes? Or a WS we can trigger ever 1 minute? Why can't we ask for something more impressive for a recast so long?

I have to question how much PUP experience you have because your Overdrive example is not as effective in practice as you claim it to be. And throwing the Harlequin head on the Sharpshot body is going to drastically reduce the effectiveness of your puppet. It's also pretty common knowledge that in most situations mixing/matching heads and frames will dramaticaly lower the puppet's performance. If SE could adjust the head/frame combo mechanics so that mixed combinations didn't result in such a significant performance downer, this would be a whole different story.

Your enthusiasm and willingness to try and think of different options is great. But most of your arguments are simply "others are ok with 'meh' abilities so PUP should be too," and I don't think that should be the attitude we take.

Edited, Oct 29th 2012 12:59am by CireXF
#21 Oct 29 2012 at 9:53 AM Rating: Decent
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louispv wrote:
EDIT: Apparently WAR's was completely changed, but it seems like a nerf. Making you completely ignore all the enemy's defenses by doing magical damage instead of physical seems much more powerful than adding a couple extra swings.

Yup, their old one should go to DRK instead. It would stack nicely with Blood Weapon (ever had an ******* when fighting a slime on DRK? Yeah, that.) and continue a theme started with Twilight Scythe.

DRK's current new SP is a farce. DRK has enough WS cycle compression and TP gain already. Giving us an ability even more redundant with the proliferation of 5-hit on every respectable weapon but Rag (still 6-hit) and lolCalad, Save TP from Miser's/Discipline and multihit gear and whatnot is just stupid, because WS delay hurts enough already. It's already counter-f*cking-productive for a DRK to gain TP any faster because of WS delay.
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#22 Oct 29 2012 at 12:34 PM Rating: Good
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Camate wrote:

Greetings everyone!

I have a bit of follow-up information to share about a couple of the new special abilities.

Warrior

The new special ability’s effect duration is 30 seconds, and for multi-hit weapon skills, double attack will be calculated as usual so it will not be applied to every hit. We encourage you to try this out on the Test Server in a variety of conditions.

White mage

We plan on adjusting the balance between the effect and the duration as we monitor test trends; however, if we extend one aspect the other would have to be reduced somewhat. Effect wise this would mean the types of status ailments that are resisted. With that said we would like to hear your feedback on this ability.

Black mage

While this ability will not give large increases to the maximum damage dealt from a single spell, it will make it possible to increase the average damage output by gaining a magical accuracy boost that is on the same level as Elemental Seal.

Also, this ability will benefit not only elemental magic, but enfeebling magic and dark magic as well. In terms of increasing damage, we are currently looking into making it easier to land elemental magic by removing half-resists or via other methods. (However, removing half-resists for enfeebling magic would be too much of a boon, so it will be necessary to make adjustments to limit it to elemental magic.)

Blue mage

As we are planning to add spells to Unbridled Knowledge, in the future as the array of spells grow, the possibilities of this ability will also grow as well.


As always, please test out these abilities as much as possible on the Test Server and continue to give your feedback! We will be checking on the other questions we have seen in this thread, so until we get a response from the development team, sit tight!


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=374128#post374128

Camate wrote:

I’m back again for one more quick note regarding corsair!

Currently on the Test Server, Wild Card does not reset the cool down timers for new special abilities; however, we will be addressing this in the future.

Since resetting the cool down timers for both current and new special abilities at the same time when rolling either a 5 or 6 would be a pretty big bonus, we are looking into making it so that cool down timers for both abilities will only be reset at the same time when rolling a 6.


Camate wrote:


Correct. Rolling a 5 would reset the current special ability cool down timer, and rolling a 6 would reset the cool down timers for both current and new special abilities. We are not taking anything away from Wild Card, we are only factoring in the new special abilities.

http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=374459#post374459
http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=374476&viewfull=1#post374476

Okipuit wrote:

Hello,

Thank you for all the feedback, everyone! I would like to share some information that we received from Development Team:
Quote:
Here's a question to Camate and Co. Will DRK's TP drain work even if your attacks deal 0 damage, due to a physical shield or something like that?.

Because the absorbed amount of TP is not based on damage, so as long as you hit, even if the damage is 0, the ability will still absorb TP. To find out how much TP and in what cases, please try it out on the test server and let us know your feedback.

Quote:

I'd recommend making the White Mage 2-hour give immunity to Charm, Petrify, Death, Terror, and Dispel. It should last for 2 minutes.

We will be adding Dispel to the list of resists.
Whether we expand out to other status ailments depends on our discussions, so it would be really appreciated if you can let us know the specifics of why having a certain resistance would be good while keeping balance in mind so we can look into this. Of course having resistance against everything would be beneficial, but it's not the best course to just ignore how this will affect everything else.

While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!

http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=374751#post374751

Edited, Oct 31st 2012 2:51pm by Szabo
#23 Oct 29 2012 at 1:32 PM Rating: Excellent
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louispv wrote:
This ability is fantastic for PUP. It's a separate ability that doesn't share the 2 hour timer. The only reason it sucked before was because Overdrive was slightly better and you'd never use it over the better one. Now it's basically a two hour ability on a 1 hour timer and can be used with the other two hour.

CireXF wrote:
They gave Invincible to the one puppet that can actually keep itself alive.
-They gave Manafont to a puppet when mp is almost never an issue.
-They gave Chainspell to the puppet who's most difficult to control the casting AI, and is still slapped with a universal casting timer (which completely defeats the point of instantaneous casting.
-They gave the Sharpshot puppet a NERFED version of Eagle Eye Shot
-They gave Mighty Strikes to the one puppet noone uses b/c it's so lacking compared to the other frames


(1) Saying that Overdrive was better than something is a nice way of saying that thing is awful, since Overdrive is one of the least impressive 2hrs in the game. Stacking crap on top of crap does not produce a gourmet meal.

Take caution not to overestimate what Overdrive does. It prevents overloading (can be nice for ensuring you can do a fresh Activate and immediately spam ice maneuvers for nukes, probably the best use of Overdrive) and adds a moderate amount of delay-/attack/acc/evasion. For a physical DD puppet, total extra damage over the course of one Overdrive will be a fraction of one decent automaton WS. It doesn't affect maneuvers, as some people falsely believe.

Also note that none of the above Overdrive buffs are very useful stacked with any of these new abilities, except Harlequin's Mighty Strikes... but then you'd have to use a vastly inferior puppet, which massively outweighs any benefit you might gain.

(2) LMAO at SE STILL not correcting the typo that has been there since these abilities were first detailed, and saying Valoredge gets "Invisible". I say that for a special ability they should at least get sneak AND invisible ;)

(3) All of the puppet abilities described are garbage tier, except for Benediction. Well, at least that's SOMETHING.

In addition to what CireXF already said, I'll call out Invincible even more just because it perpetuates a dumb idea (automaton tanking). What the heck are you really tanking with an automaton where 30 seconds of physical damage immunity makes a lick of difference? It's not anything with a party, since Valoredge can't hold hate over even a well below average DD. So it's... something you're soloing with the puppet tanking which will take a long time anyway (30 seconds of no physical damage is irrelevant)? Where there's a great chance it's faster to just melee the **** thing yourself and use Soulsoother to cure you? As a dedicated PUP since ToAU, I have never been able to get people who even WANT to tank with Valoredge. And if you're that set on tanking with a melee pet, why in the world don't you just level BST?

Even if they went the route of being inspired by other jobs' 2hrs, I could give you a better choice for PUP that would have been actually useful and not overpoweringly strong, and even fits with PUP lore/design: Mijin Gakure. Master sets the puppet to explode, it counts down for 10 seconds, then the puppet goes boom and does AoE damage (maybe along with some status effect - Burn? Flash? Stun?) that's proportional to remaining puppet HP. Resets Activate timer, much like Mijin removes weakness after raise, so you can hit Activate and go about your business with a 100% powered puppet. I'd actually use that frequently. Both as a way to reset your Activate timer (just like NINs now Mijin mainly to remove weakness), and add a reasonable amount of spike damage as a benefit.

Edited, Oct 29th 2012 4:01pm by Anza
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#24 Oct 30 2012 at 4:03 AM Rating: Decent
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Your enthusiasm and willingness to try and think of different options is great. But most of your arguments are simply "others are ok with 'meh' abilities so PUP should be too," and I don't think that should be the attitude we take.


No, more along the lines of "All of the new abilities are meh, you're getting one of the least meh ones, what are you really expecting?" The fact that SE thinks any new ability should have more than a 10 minute timer should have already drastically lowered your expectations.

At least it is useful. Sharpshot can now add an EES to it's barrages and ws's, which it couldn't before. Valoredge can invincible, and soulsoother can benediction, which it couldn't before. You'll end up using it, unlike BLU and BLM's which are pretty worthless 99% of the time. Or BST's which actually makes you weaker by using it.

EDIT: I wonder if these will count as a two hour or a normal ability. Because if they are normal abilities, being able to use them every single time you find a blue chest in abyssea or every 20 mins with a COR might make some of them a teensy bit less crap.

Edited, Oct 30th 2012 6:07am by louispv
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#25 Nov 07 2012 at 1:34 PM Rating: Good
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Camate wrote:

Greetings everyone!

I’m back once again to share some more information about new special ability revamps for both those that have been implemented to the Test Server and those that will be implemented during this week’s Test Server update.

New special abilities already on the Test Server

Warrior

Currently the effect for this ability makes the activation rate for double attack 100%; however, we will be adjusting this so that the 100% activation rate is added to your current double attack rate when the ability is executed and then decrease over time. It will still be possible to maintain a very high double attack rate when using equipment and other support effects. The effect duration time will remain as 30 seconds.

White mage

Currently looking into the two below possibilities:
1. Keep the effect as it is currently, but change the effect duration from 30 seconds to 60 seconds.
2. Change effect so that you receive a strong resistance against Terror, Amnesia, and Death (Doom included). No changes to the 30 second effect duration.

Black mage

We will be limiting the effects of the new special ability to elemental magic and will be easing up on resists. For monsters that have strong resistances, a half-resist is guaranteed. If they resist yet again, it will result in a quarter resist. While the special ability is active, the resist determinant will be lowered and it will be possible to deal steady damage.

New special abilities that will be implemented during this week’s Test Server update

During this week’s Test Server update we will be implementing the below new special abilities. Please take a moment and try them out when you can!

Job	Ability Name	Effect

Bard - BRD SP2 - While effect is active, the number of songs that can be cast on party members will be increased by 1.
Ranger - RNG SP2 - While effect is active, ranged attack delay will be halved.
Additionally, Double Shot or Triple Shot activation is guaranteed.
Dragoon - DRG SP2 - While effect is active, there will be no cool down timer for Jump.

*Names, help text, and animations for abilities on the Test Server are still in-development. Effects are also subject to change and adjustment.


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=376369#post376369

Also for RNG:

Camate wrote:

Hello!

Producer Matsui has been carefully looking into ways to address players’ concerns about ammo costs, and is planning on the below changes:

Recycle job trait

- Instead of acquiring this trait via merit points, it will be learned naturally through leveling. The strength of the effect will increase in tiers depending on your level.
- Adding merit points to the Recycle category will enhance the activation rate.


While there were other suggestions given as feedback, the development team feels that increasing the effect of Recycle holds the most benefit. They are still in the midst of discussing what would be a good amount to enhance it, but as a starting point they have currently mentioned a rate of 90% with the job trait, merit points, and equipment. Please note that they are not planning any kind of damage decrease to go along with these changes.

We will be sure to keep you posted on any additional information we hear!

http://forum.square-enix.com/ffxi/threads/8050-RNG-Ammo?p=376364#post376364

Edited, Nov 7th 2012 2:54pm by Szabo
#26 Nov 07 2012 at 3:28 PM Rating: Excellent
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While Recycle doesn't outright address insane ammo costs, a high enough value can at least mitigate them a fair amount. I'd a hope a RNG could hit 50% via the traits, then maybe up to 75% with merits/gear.
#27 Nov 07 2012 at 3:51 PM Rating: Decent
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Quote:
Bard - BRD SP2 - While effect is active, the number of songs that can be cast on party members will be increased by 1.


If this works like how Daurdabla's effect does (in that as long as you actually maintain the higher amount of effects without letting any of them drop, you can keep them all up even without reequipping the Daurdabla) this could be useful. Far better than the pos they were getting before, anyway.

Quote:
Dragoon - DRG SP2 - While effect is active, there will be no cool down timer for Jump.


Even if this turns out to be less effective than Spirit Surge (which I actually doubt; IMO the best thing about Spirit Surge was forcing out Call Wyvern to become a 20 min JA instead of 120 min), I'm sure this will be entertaining to see, much like how long ago when Quick Draw was bugged and it was possible to spam that endlessly, cards permitting >_>
#28 Nov 07 2012 at 3:53 PM Rating: Excellent
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Just make Recycle a permanent part of the ranged attack mechanic, set at 100%, ammo only stacks to 1. Then give me back my ******* Omphalos Bullet.

Edited, Nov 7th 2012 3:54pm by AshOnMyTomatoes
#30 Nov 07 2012 at 8:29 PM Rating: Good
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Zelduh wrote:
So now one BRD at 99 can soul voice 5 different songs, but COR can only do 3 and no way to enhance it? =/


You know, I don't know any bards who finished final stage Dharp yet. A lot are on the HMP stage, but that's still 3 songs, not four.

(Not saying there isn't one out there, but I don't personally know of one.)
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#31 Nov 07 2012 at 9:43 PM Rating: Decent
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catwho wrote:
Zelduh wrote:
So now one BRD at 99 can soul voice 5 different songs, but COR can only do 3 and no way to enhance it? =/


You know, I don't know any bards who finished final stage Dharp yet. A lot are on the HMP stage, but that's still 3 songs, not four.

(Not saying there isn't one out there, but I don't personally know of one.)

The one with Afterglow Carnwenhan has 99 Dharp and Ghorn too, I think.

Letticia on Odin, fyi.

Edited, Nov 7th 2012 7:46pm by Raelix
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#32 Nov 07 2012 at 9:50 PM Rating: Good
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I got the trifecta but Letticia is on another level of white box.

99 Harp is the same cost as a 99 relic; it isn't on the level of a mythic weapon.
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#33 Nov 08 2012 at 5:38 AM Rating: Good
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catwho wrote:
Zelduh wrote:
So now one BRD at 99 can soul voice 5 different songs, but COR can only do 3 and no way to enhance it? =/


You know, I don't know any bards who finished final stage Dharp yet. A lot are on the HMP stage, but that's still 3 songs, not four.

(Not saying there isn't one out there, but I don't personally know of one.)



Our LS BRD Evylin has one. It's amazing what he can do completely on his own. We typically pair him up with one of our other BRDs for six songs, or if the occasion demands one of our members has a mule with a 90 Emp harp so we can do seven songs. Thought honestly ... seven songs is seriously overkill, we've run out of good buffs to give.
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#35 Nov 08 2012 at 6:52 AM Rating: Good
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And then you are pretty much wasting time singing minnuet 2 and 1.

A single brd with it should be able to deal with almost all the buffs a pt needs by himself.
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#37 Nov 08 2012 at 10:23 AM Rating: Good
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AshOnMyTomatoes wrote:
Just make Recycle a permanent part of the ranged attack mechanic, set at 100%, ammo only stacks to 1. Then give me back my ******* Omphalos Bullet.

Other MMO's have gone this way with Ranged classes and seen great success. With games like WoW, Dragonica, etc keeping a job from having a non-stop "restocking fee" just to play, it definitely increases the appeal. To be completely honest, I never understood how ranger survived this long in it's current state as a never-ending cash-sink of a job.

What's more is they already have an "infinate ammo" system in place via the returning "thrown" items, so it's not like they are going to have to develop anything crazy to make this work. Sure, it will impact the economy, but that never stopped S/E from making completely drastic changes to other crafting professions on a whim. Replace every arrow-type with a new item from that same craft so the crafting market stays a-float, and tada! fixed.

Now if they'd only eliminate the need for those stupid-freaking ninja tools... we'd have jobs we could actually just... Play!
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#38 Nov 08 2012 at 1:42 PM Rating: Good
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Camate wrote:

Hello!

We’ve noticed a couple pretty good questions floating around in various places, so I’d like to follow-up a bit about the new special abilities we introduced yesterday for bard and dragoon.

Dragoon

The big question on everyone’s mind is “does this new special ability remove the recast timer on Jump only or all jump abilities?”

This ability is still in-development, and the development team is currently looking into making the below adjustments:
- Recast time will be increased from 0 to 10 seconds.
- Effect duration will be increased from 30 seconds to 45 seconds.

HOWEVER! The ability will affect all jumps and when activating the special ability, any recast timers that are up for jumps will be reset. While it will no longer be possible to spam the same jump in succession with no delay in between, we feel that the adjusted effect will quite beneficial with the increase duration.

We are also planning to make it possible to reduce the recast time further via merit points in the future.

*This ability will be implemented on the Test Server this week with the effect that was announced yesterday, and will not reflect the above adjustments

Bard

There was a question as to whether it would be possible to have a total of 5 songs when using the new special ability with the level 99 Daurdabla.

While there is a possibility that adjustments are made in the future due to testing or other factors, the ability was designed to allow for a maximum of 5 songs when using the bonus granted from Daurdabla.



As we find out more about other new special abilities for jobs that have not been mentioned yet, we will be sure to share the information with you all.


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=376657#post376657
#39 Nov 08 2012 at 2:16 PM Rating: Good
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- Recast time will be increased from 0 to 10 seconds.


Laaaaaame
#40 Nov 14 2012 at 12:37 AM Rating: Decent
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RNG one looks delicious.
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#41 Nov 15 2012 at 5:34 AM Rating: Decent
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Almalieque wrote:
Man, they are sure taking their time implementing these 2 hrs....

Dont blame them, they need to make sure they are working as "Intended" and not abused. People complain when SE makes changes because they wait months to implement them. We can either wait till they properly work them out or have them now and then complain when they get changed.
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#42 Nov 15 2012 at 5:41 AM Rating: Good
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Seriha wrote:
While Recycle doesn't outright address insane ammo costs, a high enough value can at least mitigate them a fair amount. I'd a hope a RNG could hit 50% via the traits, then maybe up to 75% with merits/gear.

Have to totally agree.

If a single stack can actually last would certainly help.
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