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Final Fantasy XI Test Server Update (11/09/2012)Follow

#1 Nov 09 2012 at 4:23 AM Rating: Good
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Gildrein wrote:

[dev1140] Meeble Burrows

Trading one's grimoire to the Burrow Investigator in Upper Jeuno will allow players to view the status of the expeditions they have undertaken.


http://forum.square-enix.com/ffxi/threads/28593-dev1140-Meeble-Burrows?p=376793#post376793

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Gildrein wrote:

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

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 adjusted in the following manner: (Updated November 9, 2012)


Pre-adjustment		Post-adjustment 
 
0	→	0 
1-6	→	1 
7-12	→	2 
13-18	→	3 
19-24	→	4 
25	→	5



- The largest amount of floors one may randomly teleport will be increased from nine to eleven. (Added November 9, 2012)
- The objective “activate all lamps” will receive the following adjustments: (Added November 9, 2012)

- The waiting period between when simultaneously activated lamps deactivate and can be reexamined will be reduced from thirty seconds to fifteen.
- The amount of time players must wait before learning if they correctly activated lamps in the specified order will be reduced from twelve seconds to seven.

http://forum.square-enix.com/ffxi/threads/28290-dev1139-Job-Ability-Adjustments-Perfect-Defense-Tabula-Rasa

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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 November 9 test server update.
 
Job	Ability Name	Effect	Effect Duration


Warrior - WAR SP 2 - Grants a 100% chance of activating Double Attack. - 30 sec

Monk - - -

White Mage - Asylum - Grants a powerful resistance to enfeebling magic and Dispel. - 30 sec

Black Mage - Subtle Sorcery Decreases enmity generated by magic and increases magic accuracy. - 60 sec

Red Mage - - -

Thief - - -

Paladin - - -

Dark Knight - Soul Enslavement - Auto-attacks absorb target's TP. - 30 sec

Beastmaster - - -

Bard - BRD SP 2 - Allows an additional song to be cast on party members. (Added November 9, 2012) - 180 sec

Ranger - RNG SP 2 - Halves the delay on ranged weapons.
Grants a 100% chance of activating Double Shot and Triple Shot. (Added November 9, 2012) - 60 sec

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. 45 sec

Ninja - - -

Dragoon - DRG SP 2 - Eliminates the recast time of jump abilities. (Added November 9, 2012) - 30 sec

Summoner - Astral Conduit - Eliminates recast times for Blood Pacts and fully restores MP upon activation. - 30 sec

Blue Mage - Unbridled Wisdom - Allows unlimited casting of blue magic spells that use Unbridled Learning.
Additionally, Unbridled Learning will have no recast time. - 60 sec

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 Mighty Strikes: 45 sec
Invisible: 30 sec
Eagle Eye Shot: Instantaneous
Chainspell: 60 sec
Benediction: Instantaneous
Manafont: 60 sec

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. - 30 sec

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


* Abilities implemented on the test server have provisional names, help text, and graphical effects. Actual effects of these abilities may be changed or adjusted.


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

Edited, Nov 9th 2012 8:17am by Szabo
#2 Nov 15 2012 at 12:58 PM Rating: Good
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Camate wrote:

Greetings!

With this week’s Test Server update we will be implementing the new special abilities for monk, red mage, ninja, and corsair, so I would like to share with you each of the new effects!

Monk

While the effect is active, your max HP will be doubled and upon activating the ability HP will be recovered for the amount that is added.
- The effect will stack with items and other max HP enhancing effects.

Since large problems were discovered through testing for the previous counter effect, we changed the effect while still keeping to the idea of a defensive ability, and made it so there is an HP increase effect to increase your endurance and deal with large damage.

Red mage

The next enfeebling magic spell cast will receive a boost in accuracy. (Effect duration: 60 seconds)

- As long as the target does not have immunity, it is guaranteed to land. (There is a possibility for a half-resist)
- The ability will have no effect on monsters that have immunity.
- Effect will be removed after 60 seconds or once an enfeeble spell lands.

This makes a 100% accurate enfeebling spell. While it is not something that can be used frequently, by selecting the situations to use it, you will be able to greatly impair and neutralize monsters.

Ninja

While the effect is active, depending on the number of shadows, the number of regular attack rounds performed will increase. (Effect duration: 30 seconds)

- The effect will stack with job traits, equipment, and other effects. However, the maximum number of attacks per round is 8.
- Effect is not applied towards weapon skills.
 
Number of shadows	Increased number of attacks 
1	                        +1 
2	                        +1-2 
3	                        +1-3 
4	                        +1-4 
5	                        +1-5


We’ve adjusted this ability to be more focused on attacking. The more shadows you have the stronger the effect will become, so by skillfully not taking the attention of your target or positioning yourself in a good attack position it will be possible to take advantage of this effect.


Corsair

Special ability cool down timers for all party members in range will be reduced. (Effect duration: instant)

- Amount of time reduced depends on the number rolled. Maximum reduction is 50%.
- Effect will not apply to this special ability, including other characters.

 
Number rolled	Reduction 
1	             -5% 
2	             -10% 
3	             -20% 
4	             -30% 
5	             -40% 
6	             -50%



We changed this effect to focus on special abilities. With this effect it will be possible to use special abilities more frequently. Wild Card will completely reset cool down timers at a specific rate, but the new special ability has a guaranteed effect with varying degrees.
*Currently the above effect will apply to Wild Card as well, but we will be looking into whether this should be changed.


We are planning to add new special abilities for thief, paladin, and beastmaster during next week’s Test Server update.


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=378790#post378790

Edited, Nov 15th 2012 1:59pm by Szabo
#3 Nov 15 2012 at 1:24 PM Rating: Excellent
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That new Ninja ability is amazing. Corsairs looks promising too.

Why is Red Mage getting a gimpy Elemental Seal? :/
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#4 Nov 15 2012 at 2:34 PM Rating: Excellent
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Red mage

The next enfeebling magic spell cast will receive a boost in accuracy. (Effect duration: 60 seconds)

- As long as the target does not have immunity, it is guaranteed to land. (There is a possibility for a half-resist)
- The ability will have no effect on monsters that have immunity.
- Effect will be removed after 60 seconds or once an enfeeble spell lands.


At first I was like "Yay! RDM/BRD will be an option to BLM/BRD in Abyssea!"

Then I realized, no, it won't. Smiley: lol
#5 Nov 15 2012 at 6:07 PM Rating: Excellent
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The new RDM 2h idea is bloody making me see red.

The old idea was good in concept but bad in execution. Everyone pretty much agreed that offering double potency Enhancing magic at double duration would have been just about right. It was even said a two-score times that the duration and potency needed increasing.

How did they manage to come back with something not only identical to Elemental Seal, but worse?




These guys are idiots. They are bumbling, herp derp, pants-on-head, Ralph Wiggum stupid.
#6 Nov 15 2012 at 6:10 PM Rating: Excellent
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#8 Nov 17 2012 at 3:27 PM Rating: Good
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Update.

Camate on SE Official Board wrote:
The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)

*Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.

With that said please make sure to test it out as we would love to hear your feedback!

Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.

First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.

There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)

Next, on to red mage's new special ability, which is being heavily discussed.

Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.

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#9 Nov 17 2012 at 4:57 PM Rating: Excellent
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Quote:
While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal.


You know, I always heard this, but never once in like 7 years of playing this game did I ever, EVER, see Elemental Seal ever fail to make a spell land at 100% strength.
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#10 Nov 17 2012 at 4:59 PM Rating: Excellent
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Erecia wrote:
Quote:
While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal.


You know, I always heard this, but never once in like 7 years of playing this game did I ever, EVER, see Elemental Seal ever fail to make a spell land at 100% strength.


Ditto.
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#12 Nov 17 2012 at 7:05 PM Rating: Excellent
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Yeah, I've never seen Elemental Seal fail either unless the mob was totally immune. Ever heard that story of a SAM subbing /BLM at Fafnir and sleeping him with it back in the 75 era? I don't know if it's a true story or what, but there's no doubt in my mind that if Fafnir *was* sleepable, that a SAM/BLM would be able to land it.
#13 Nov 17 2012 at 10:40 PM Rating: Excellent
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I've had ES Elegy resist on Khimera.
#14 Nov 17 2012 at 11:17 PM Rating: Decent
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Quote:
I've had ES Elegy resist on Khimera.


I don't know what kind of khimaira you're talking about or if they share an innate resistance to it, but I know I've tried casting Hojo on Apademak recently and I got a "completely resists" message indicating an immunity. I can't recall what the results were trying slow on other kinds of khimaira mobs >_>
#15 Nov 18 2012 at 12:03 AM Rating: Good
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SE wrote:
There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.


Since playing for the last 10 years and RDM being my first job...I was under the impression that was SE's idea behind the job....you know...to hinder the party's target with Enfeebling Magic...maybe I was wrong all these years...


What was I thinking...
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#16 Nov 18 2012 at 3:50 AM Rating: Excellent
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The only way something like this could be different than elemental seal is that if you could land *ANY* enfeeble, even if the mob was 100% resistant to it. For example, Silence on a silence immune mob, etc. Doesn't mean it has to last full duration. For a one hour cooldown, it wouldn't be like you could spam it.

That would actually..make RDM useful again in some fights.

Edited, Nov 18th 2012 4:51am by Zafire
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#17 Nov 18 2012 at 4:25 AM Rating: Excellent
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klausneck wrote:
SE wrote:
There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.


Since playing for the last 10 years and RDM being my first job...I was under the impression that was SE's idea behind the job....you know...to hinder the party's target with Enfeebling Magic...maybe I was wrong all these years...


What was I thinking...


Actually you are wrong. Red Mages concept never had anything to do with enfeebling, that was added later before NA launch. Red Mage's original concept was the same as from FFI, namely a class that could cast both white and black magic while also having respectable melee capability. Of course this was a looong time ago and the developers were new to MMO's and didn't realize the balance issues that all hybrid jobs run into sooner or later. Their band aid was to raise RDM's enfeebling magic from a B to A+ and give them Dispel / Gravity and Refresh. If you want to see this in effect look at what types of gear RDM is put on from level 1 to about 40~50 (original level cap). Then look at what gear it has access to from 50 to 60, then from 60 to 75. Do the same with what magics RDM has access to.
#18 Nov 18 2012 at 2:38 PM Rating: Good
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#19 Nov 18 2012 at 2:57 PM Rating: Excellent
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Fynlar wrote:
Quote:
I've had ES Elegy resist on Khimera.


I don't know what kind of khimaira you're talking about or if they share an innate resistance to it, but I know I've tried casting Hojo on Apademak recently and I got a "completely resists" message indicating an immunity. I can't recall what the results were trying slow on other kinds of khimaira mobs >_>


Actual Khim isn't immune, and keeping Slow and Elegy on it was an important part of the strategy at 75. We always brought 2 BRD/BLM to do an ES + Troubadour rotation to keep Carnage Elegy on full time, and I somehow failed ;) I think I landed it without ES before Troub wore though, so good luck canceled out the bad and people only noticed when I called attention to it after the fight.
#20 Nov 18 2012 at 2:57 PM Rating: Default
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How do people with answers still fail? It's like Street Fighter live action movies...It's not that hard ...

On a side noob note.. How do you play/instal the test server?
#21 Nov 18 2012 at 3:28 PM Rating: Excellent
Almalieque wrote:
How do people with answers still fail? It's like Street Fighter live action movies...It's not that hard ...

On a side noob note.. How do you play/instal the test server?


Test server appears as an option when you have logged into POL and gone to the FFXI page.

It will not appear if you use Windower, however. Only vanilla POL gets it.
#22 Nov 18 2012 at 3:54 PM Rating: Default
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I see the option, but when I tried to login, it says that it isn't installed.

Edit: Disregard, I'm downloading the files from the site.

Edited, Nov 19th 2012 1:55am by Almalieque
#23 Nov 18 2012 at 6:52 PM Rating: Decent
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Quote:
Test server appears as an option when you have logged into POL and gone to the FFXI page.

It will not appear if you use Windower, however. Only vanilla POL gets it.


Normally yeah, you can't do it. Some sneaky bastards found a way though. Personally tried that and can verify it works.
#24 Nov 19 2012 at 12:01 AM Rating: Excellent
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Almalieque wrote:
On a side noob note


I read that as "On a side boob note" and heard Peter Griffin's voice, and laughed when I reread your post.
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#25 Nov 19 2012 at 1:38 PM Rating: Excellent
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Camate wrote:


Greetings!

First let me start off by saying that the Community Team understands everyone's concerns with red mage's new special ability and we are doing our best to collect all your feedback and share it with the development team. It might take a bit before we get a solid response, but we will continue to collect and submit everything we see.

While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.

Next, some more monk feedback.

There were some comments mentioning that monk's new special ability wouldn't help much for tanking since the effect duration is only a minute long. While the development team will continue to adjust the effect duration as testing is performed, they're thinking about keeping the maximum duration at 60 seconds. The effect duration was set this way to act as a method of surviving a crisis, much like Invincible or Perfect Dodge, and not to maintain the increased HP for an entire battle.

Also, there was a request to change the HP increase value to a static number instead of doubling the amount of HP the character has due to differences in races. While we will look into this, by making it a completely static value we will no longer be able to address the HP per level, so the effect would have to be added by either "level x n" or "VIT x n."

As long as we can make it in time, we will switch to a static value increase for the next Test Server update so you can all try this out for a while.


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=380007#post380007

Camate wrote:

Hello!

The core issue here is overwriting songs and there are two factors at play:

1. Depending on what instruments you use there are differences in effects for songs, and songs that are cast later will be shorter.
2. It’s not possible to overwrite songs that have effect durations of 120 seconds or more.


The former factor is something that players have control over via equipment, so we prefer to leave this as it is; since there are times that you will not want songs with weaker effects to take priority.

On the other hand, the latter is something that we would like to adjust and are currently looking into how we can make it so songs with an effect duration of 120 seconds or more can be overwritten. We believe that Tenuto and other elements are a contributing factor to this issue and would like some time to look into this.

On a slightly different note, there was a request to make it easier to distinguish songs that have worn off via the chat log, since in cases when similar songs (i.e. Minuet IV and V) are both on a party member and one of them is removed by Dispel or other means, it’s difficult to discern which of the two was removed. We agree that this would definitely be beneficial and is something that we would like to address if possible; however, it would require the development team to redo the enhancing statuses for each song and level, readjust the stats one by one, and change the song system significantly, so unfortunately it would be extremely difficult to do right away.

We will keep you posted when we receive some new information about the overwriting issue.


http://forum.square-enix.com/ffxi/threads/21526-Pianissimo-and-Tenuto?p=380044#post380044

Edited, Nov 19th 2012 6:40pm by Szabo
#26 Nov 20 2012 at 3:57 AM Rating: Good
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Szabo wrote:
Camate wrote:

While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.

So the one thing that would have at least partially made this useful is getting "fixed". How typical.
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