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Next version update to blink in to a Vana'diel near you! Follow

#1 Mar 13 2013 at 6:16 AM Rating: Excellent
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PlayOnline wrote:

Adventurers, We hope you are as excited as your moogle compatriots for the next version update, scheduled to come warping in on Wednesday, March 27.

This update will see the sun rising on Seekers of Adoulin, bringing with it a veritable cornucopia of related content, including the rune fencer and geomancer jobs, reive and skirmish battle content, and a bevy of new missions and quests.

* In order to play Seekers of Adoulin, players must install data from the expansion disk, register the content ID, link their Play Online ID to their SQUARE ENIX account, and perform the necessary transfer procedures.


Purchase or reserve your copy of Seekers of Adoulin.
View the accounts transfer page.

http://www.playonline.com/ff11us/index.shtml

Edited, Mar 13th 2013 8:16am by Szabo
#2 Mar 13 2013 at 10:47 AM Rating: Good
oo two weeks!
#3 Mar 13 2013 at 11:31 AM Rating: Decent
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I really need to start working on my limit break quests... I dont want to hold up my leveling
#4 Mar 15 2013 at 2:29 PM Rating: Excellent
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Akihiko Matsui wrote:


Elements to be Implemented in the March 27th Version Update

Hello,

Matsui here.

I've been quite busy preparing for the release of Seekers of Adoulin and I'm sorry that my posting frequency has gone down a bit.

I'd like to make a separate post in regards to content related to Seekers of Adoulin, but I've been writing and erasing text, so for now I'd like to inform you all about the adjustments mentioned previously that will be implemented in the March 27th Version Update.

• Enmity Adjustments

In regards to enmity, we will be performing the first stage of the content that was discussed previously. To start out, we will be making adjustments so that if the target is level 51 or above, the enmity generated in proportion to the damage dealt, and the enmity incurred in relation to the amount of HP cured, will be reduced. In the case that the target is above level 99, the amount of enmity generated will be reduced to 30% compared to before adjustment (the current level). We are also making adjustments at the same time so that the enmity gains from Cure V are reduced.

While this isn't limited to enmity adjustments, we understand this is an element that we need to continuously follow and address, and I wanted to remind you that this would be the first step.

• Attack/Defense Ratio Adjustments

This is in regards to the post I made previously about future battle adjustments.
We will be making adjustments based on the content described under the "Regarding Defense" header. After the adjustment, in the case that a player's defense is significantly lower compared to a monster’s attack power, the amount of damage received will be higher than what it is currently.

Example:

For the below values:
Monster attack damage value = 100
Monster attack power = 1000
Your defense = 250

The damage received will be as follows:
Pre-adjustment amount of damage received = 200
Post-adjustment amount of damage received = 400
*This is just a simple calculation to make it easy to illustrate the change.

To go along with the above, the below two adjustments will also be made:

• The maximum value for damage dealt from the attack defense ratio will be adjusted so they are identical for both single-handed weapons and two-handed weapons.
• The defense reduction penalty for "Counterstance" will be reduced.

• Embrava and Perfect Defense Adjustments

This is regarding Embrava and Perfect Defense adjustments that were described previously.
There have been no changes made to the aspects outlined previously, but I'd like to go over the adjustments once again. Along with these changes we will be making adjustments to various battle content, so I will be going over each of the adjustments planned breaking it down by content.

• Embrava
 
	Before		After 
Duration 5 min	→	90 sec 
Haste +1% per 15 enhancing magic skill	→ +1% per 20 enhancing magic skill 
Regain	Regain	→	Refresh 



• Perfect Defense
 
        Before		After 
Duration 90 sec →	30 sec (+1 sec per 20 summoning magic skill) 


For adjustments related to various battle content, we will be performing the adjustments outlined in my previous post and the follow-up made by Camate.

• Adjustments to Nyzul Isle Uncharted Area Survey

Adjustments will be made to the levels of monsters.

 
Floor	        Level 
Floors 1-19	Reduced by 10 levels 
Floors 20-39	Reduced by 7 levels 
Floors 40-59	Reduced by 4 levels 
Floors 60-79	Reduced by 2 levels 
Floors 80-100	No change


*These changes will also be applied to notorious monsters.
Adjustments will be made to the stats of a portion of notorious monsters that only spawn in Nyzul Isle Uncharted Area Survey. We will be making adjustments so that damage dealt will be higher than the current values when utilizing a mode of attack that exploits a monster's weakness, such as blunt attacks, piercing attacks, magic attacks, etc.

• Adjustments to Legion

Special characteristics will be attributed to the monsters that spawn.
In addition to the reduction of stats such as HP, attack power, and defense, we will also be setting special monster weaknesses. While some monsters stats will see increases at the same time as the reductions, it will be possible to defeat them much easier than before the adjustment when attacking their weakness.

• Adjustments to Einherjar

Stats such as HP, attack power, and defense for Odin will be reduced for Odin's Chamber II.

• Adjustments to Voidwatch

The range of use for Void clusters will be expanded to Provenance.

• Adjustments to Walk of Echoes

Monster levels will be reduced, the "EX" status will be removed from each type of coin and sack, and sacks will be added that dispense multiple Devious Die and Liminal Residue.

• Adjustments to Salvage

The drop rates for level 35 equipment will be revamped, and changes will be made so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment.

• Adjustments to Twilight Scythe

As was mentioned in a previous post, we will be changing the weapon so that the regular attacks are slashing damage and by using an enchantment they can become non-elemental.

The enchantment can be used 10 seconds after equipping the weapon and will be set as below:
Effect duration: 60 seconds
Recast time: 10 minutes
Charges: Unlimited

Finally, here are some other adjustments that will be made.

• Expansion of the /yell Feature

As outlined by Camate, we will be expanding the range of /yell in the below manner; however, the addition of this feature to the Chocobo Circuit will not take place at this time until other features have been added to that area:

Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno
↓
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno / Aht Urhgan Whitegate / East Adoulin / West Adoulin

• Changes to Mog Tablet Rewards

As was mentioned by Camate, we will be keeping the Nomad Moogle statute and Talaria as prizes, but will be switching out other rewards. To keep it a surprise, we won't reveal which rewards have been switched, but keep in mind it's still a bonus type of item.

• Auto-translate

Since it would not be possible to add new terms related to Seekers of Adoulin without deleting words that are not used frequently, we will be eliminated words to add new ones. Moving forward we plan to switch out words in the dictionary as well.


As I mentioned at the beginning of this post, I will be doing my best to make a post next week about the addition of Seekers of Adoulin content.

Also, we've been working extremely hard on other adjustments besides the ones described above, and once we are at the stage where we can share information I will be sure to make a post on the forums.

Thank you all very much.

http://forum.square-enix.com/ffxi/threads/31068-Elements-to-be-Implemented-in-the-March-27th-Version-Update

Edited, Mar 15th 2013 4:41pm by Szabo

Edited, Mar 15th 2013 5:48pm by Szabo
#5 Mar 15 2013 at 3:44 PM Rating: Excellent
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I am actually pretty excited about the WoE changes. Making the coins tradeable might pique a bit more interest in the event cause people will be able to bazaar them. I know I'm totally up for buying some of the coins I need to get my fake empy sword.
#6 Mar 15 2013 at 6:52 PM Rating: Excellent
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So they're fixing by defense by making everyone take more damage?


Also, I STILL don't understand the need for the changes to Twilight Scythe...
#7 Mar 15 2013 at 8:49 PM Rating: Decent
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Did they sneak something in about giving player one-handers a 2.25 Ratio cap or was that just referring to something we didn't know that mobs could be one-handed or two-handed?

xypin wrote:
Also, I STILL don't understand the need for the changes to Twilight Scythe...

You might not have noticed the influx of JP DRKs amidst the Ragtard bandwagon, but they're all taking Twilight Scythe to Salvage (or Salvage II, I'm not precise on details) and killing a supposed-to-be-physical-immune boss in no time flat. I'm still not also sure if it's for Alex or Plans, but that's the general idea.

Guess I shouldn't plan to duo Lusca anymore, heh...
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#8 Mar 15 2013 at 10:15 PM Rating: Good
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Raelix wrote:
Did they sneak something in about giving player one-handers a 2.25 Ratio cap or was that just referring to something we didn't know that mobs could be one-handed or two-handed?
I believe the update will be for player weapons and not mobs since one of the posts a while back mentioned trying to close the gap between 1h and 2h weapons for players with this change specifically.
#9 Mar 15 2013 at 10:19 PM Rating: Excellent
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xypin wrote:
So they're fixing by defense by making everyone take more damage?


I'd like to believe the truer intent is to make DEF more meaningful for tanky types while abilities like Berserk require a bit more tactical thinking just triggering it the moment it's ready. Pair this with the enmity adjustment and DDs will have a harder time keeping a mob's attention, as well. Still, Defender needs tweaked so it's not such a mauling to your ATK. Plus I feel our default/expected defense ratings may be a smidge too low if you consider mobs like Ig-Alma have 1000+ ATK.
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#10 Mar 19 2013 at 12:12 PM Rating: Good
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Camate wrote:

Greetings everyone!

I’d like to follow-up on a couple of questions in regards to the adjustments that are scheduled to take place during the March 27th version update.

SpankWustler wrote:

I notice that no changes to Monster-Vs-Player level correction are mentioned here. Is something like that incoming and just not announced yet? Have plans changed in regard to it? Is a change to level correction coming later after seeing how things work with the new attack/defense calculations?

In case there was any question or confusion, we will be performing the level correction adjustments we mentioned previously. And going forward, enemies that appear in Seekers of Adoulin will not have level correction effects placed on them.

Rorrick wrote:

Camate, can we get clarification on whether or not the attack ratio adjustments for one-handed weapons will apply to Hand-to-hand or not?

Previously we mentioned that we felt it would be best to adjust hand-to-hand weapons as a separate category, but this was specifically in relation to stat modifiers, and not for adjustments to the attack/defense ratio. For the attack/defense ratio maximum damage value, hand-to-hand weapons will receive the same adjustments as other single-handed weapons. With this, the amount of damage dealt via single-handed weapons and hand-to-hand weapons will see an increase.

Fermion wrote:

Where is the Elemental Magic update?

In regards to the magic adjustments that were mentioned previously, once Seekers of Adoulin has been released and some time has passed we will be announcing the specifics on this. In the future we will be putting this data onto the Test Server for you all to try out and give feedback.

Economizer wrote:

You are including the nearly useless Cure VI in the enmity reduction right? Right? (For the MP cost I almost expect Cure VI to reduce enmity...)

There will be no changes to Cure VI. With the upcoming enmity adjustments, the use of Cure V would become somewhat poor, so we will only be making adjustments to Cure V, and would like to keep the amount of HP recovered and enmity generated for Cure VI as it is currently.

http://forum.square-enix.com/ffxi/threads/31068-Elements-to-be-Implemented-in-the-March-27th-Version-Update?p=408839#post408839
#11 Mar 22 2013 at 10:10 PM Rating: Good
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PlayOnline wrote:

All Worlds Maintenance (Mar. 26)

At the following time, we will be performing a version update on FINAL FANTASY XI and server maintenance to implement "FINAL FANTASY XI: Seekers of Adoulin." During this period, FINAL FANTASY XI will be unavailable.
Please note that "FINAL FANTASY XI: Seekers of Adoulin" content will not be available at the end of this maintenance period.
The content will be released on Mar. 27, 2013, and we will post an additional notification when it is released.

We apologize for any inconvenience this may cause and thank you for your understanding.

*A version update will also be performed on the client program. This will begin automatically when pressing the "Play" button after the maintenance, so please follow the instructions on-screen.

*World transfer services will become unavailable 30 minutes prior to the maintenance period.

*We expect a high volume of access following the version update. In the event that a network error, such as "POL-1160" or "POL-0010", is displayed, please try again later.

We appreciate your cooperation.

*File sizes are as follows:
If the expansion data disc is installed
PlayStation 2 Version: 120.0MB
Windows Version: 218.4MB
Xbox 360 Version: 215.0MB

If the expansion data disc is not installed
PlayStation 2 Version: 80.0MB
Windows Version: 147.9MB
Xbox 360 Version: 146.6MB

*Details on the content of the update will be posted on Mar. 26, 2013.

[Date & Time]
Mar. 26, 2013 from 10:00 to 13:00 (PDT)
Mar. 26, 2013 from 17:00 to 20:00 (GMT)
Mar. 26, 2013 from 1PM to 4:00PM (EDT)
Mar. 27, 2013 from 2AM to 5:00AM (JST)
* The completion time may be subject to change.

[Affected Service]
- FINAL FANTASY XI

http://www.playonline.com/ff11us/polnews/news21939.shtml

PlayOnline wrote:

Registering the Expansion Pack "Seekers of Adoulin"

We expect a high volume of Square Enix Account activity on Mar. 26, 2013, the release date of the expansion pack "Seekers of Adoulin," and Mar. 27, 2013, the day the expansion content becomes available.

Since this may lead to heavy traffic on the Square Enix Account Management System, we recommended that you complete all Square Enix Account related procedures, such as registering "Seekers of Adoulin," at your earliest convenience.

http://www.playonline.com/ff11us/polnews/news21940.shtml

Edited, Mar 23rd 2013 12:10am by Szabo

Edited, Mar 23rd 2013 12:34am by Szabo
#12 Mar 23 2013 at 1:53 AM Rating: Decent
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So, this chane to WoE is interesting. What does it mean as far as building an Ukon Vs. its WoE counterpart, for instance?
#14 Mar 23 2013 at 4:17 AM Rating: Good
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Seriha wrote:
xypin wrote:
So they're fixing by defense by making everyone take more damage?


I'd like to believe the truer intent is to make DEF more meaningful for tanky types while abilities like Berserk require a bit more tactical thinking just triggering it the moment it's ready. Pair this with the enmity adjustment and DDs will have a harder time keeping a mob's attention, as well. Still, Defender needs tweaked so it's not such a mauling to your ATK. Plus I feel our default/expected defense ratings may be a smidge too low if you consider mobs like Ig-Alma have 1000+ ATK.


Except that won't happen. +25% attack is just too big a boost to your damage while the -25% defense will only increase the enemies damage to you by a small amount. Ig's 1000 attack is a rarity, very few NMs actually have that much attack. What really hurts your damage intake isn't berserk but the myrid of insane -defense aoe moves that SE's been giving everything. -50% is pretty common and it's not unheard of for -75~90%. When the NM is spamming that stuff your defense becomes pretty irrelevant. What makes it worse is that the kinds of enemies that you would worry about the -25% defense are the exact same ones that you absolutely need the +25% attack on.

SE needs to address all the stupid aoe spam and overpowered offensive moves first, then adjust the mechanics so that defense is actually meaningful.
#15 Mar 25 2013 at 5:23 AM Rating: Good
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PlayOnline wrote:

All Worlds Maintenance Time Change (Mar. 27)

The All Worlds maintenance which was scheduled to take place from 10:00 to 13:00 on Mar. 26, 2013 (PDT) has been rescheduled and will now take place at the following time. Please note that "FINAL FANTASY XI: Seekers of Adoulin" content will not be available at the end of this maintenance period.
The content will be released on Mar. 27, 2013 (PDT), and we will post an additional notification when it is released.

We apologize for any inconvenience this may cause and thank you for your understanding.

[Date & Time]
Mar. 27, 2013 from 3:00 to 6:00 (PDT)
Mar. 27, 2013 from 10:00 to 13:00 (GMT)/11:00 to 14:00 (BST)
Mar. 27, 2013 from 6am to 9am (EDT)
Mar. 27, 2013 7pm to 10pm (JST)
* The completion time may be subject to change.

[Affected Service]
- FINAL FANTASY XI


http://www.playonline.com/ff11us/polnews/news21948.shtml

PlayOnline wrote:

Regarding "Chocobo Shirt" Campaign Code Registration (03/25/2013)

On March 26, 2013, the FINAL FANTASY XI: Ultimate Collection Seekers Edition will go on sale and those who purchase this special edition will also receive the Chocobo Shirt in-game bonus item. Please note that registration of the Chocobo Shirt campaign code will not be available until Seekers of Adoulin becomes playable.

*The specific time when Seekers of Adoulin content will become playable will be announced at a later date.

http://www.playonline.com/ff11us/index.shtml
#16 Mar 25 2013 at 12:30 PM Rating: Good
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CorncobWilly wrote:
So, this chane to WoE is interesting. What does it mean as far as building an Ukon Vs. its WoE counterpart, for instance?


Fake ukon will be easier to get, but unless the chests absolutely puke up dice and residue, or coins are worth enough/demand rises that people want to do more walk of echoes it will still remain difficult to upgrade it to higher level

The problem is no one really knows about/does Walk of echoes. I've tried starting shouts for it but it is very difficult to get enough people to do higher fluxes
#17 Mar 25 2013 at 4:24 PM Rating: Good
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Quote:
I've tried starting shouts for it but it is very difficult to get enough people to do higher fluxes


That right there be the big problem with the WoE paths. All the Abyssea stuff can be done with 2 people tops.
#18 Mar 25 2013 at 4:34 PM Rating: Decent
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That right there be the big problem with the WoE paths. All the Abyssea stuff can be done with 2 people tops minimum.
#19 Mar 25 2013 at 4:46 PM Rating: Good
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Zymunn wrote:
Quote:
That right there be the big problem with the WoE paths. All the Abyssea stuff can be done with 2 people tops minimum.


Uh, no, I said 2 people tops because a lot of people can do (and have done) theirs solo. Abyssea is not hard.
#20 Mar 25 2013 at 4:53 PM Rating: Decent
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Okay. I thought you might have but I don't count dual boxers as solo. Didn't occur to me til a little after I posted that I know two, a Bst and a Pup, that solo Abyssea mega bosses.
#21 Mar 25 2013 at 4:56 PM Rating: Default
Zymunn wrote:
Okay. I thought you might have but I don't count dual boxers as solo. Didn't occur to me til a little after I posted that I know two, a Bst and a Pup, that solo Abyssea mega bosses.

As a sch i solo mega bosses. Many jobs can.
#22 Mar 25 2013 at 5:03 PM Rating: Decent
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Quote:
As a sch i solo mega bosses. Many jobs can.


Congrats. Not sure why plug that another job can. I am not that good a player.

Edited, Mar 25th 2013 7:04pm by Zymunn
#23 Mar 25 2013 at 5:28 PM Rating: Excellent
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Okipuit wrote:
saevel wrote:

The other thread you mentioned raising the monster attack cap from 2.0 to 3.0, the above example is assuming a 4.0 cap.


We have always planned to raise the monster attack cap from 2.0 to 4.0.

saevel wrote:

I mentioned these because if the level based attack bonus is not removed ... high level monsters will be dealing 1000~2000+ damage per melee hit on anyone who isn't an Paladin with Burtang. I know SE is wanting to make defense more important, yet 4.0 as a cap is extremely excessive if the monster is allowed to keep it's level bonus.


Monsters that are added with Seekers of Adoulin will not have level correction applied so the damage will not be as high as you may be anticipating.

In the cases where level correction will take place in existing areas, you may see damage increases from monsters, but it will not amount to the numbers suggested. Regardless of whether there is level correction or not, we are adjusting enemies' levels and stats, so don't be afraid to attack and see that difference for yourself. Last thing, players will need to adjust their strategy and especially focus on defense. It will be important to consider decisions such as food, magic, songs, rolls, and equipment.

saevel wrote:

Camate will the developers be doing anything about the rampant use of defense down by every NM they've created? Currently all the harder NM's use some form of aoe defense down move that renders our defense useless. Even someone with Defender + Cocoon + Protect V + Taco will have no defense if something like Aegis Schism, Bilgestorm, Tourbillion, Yaksha: Damnation, Shadow Wreck, Dark Star or Flank Opening hits them. There are too many -defense moves to name and they all make defense pretty useless of a state to use.


Same as the above and I'm sure you guys are aware of the following: More focus will be required to remove applicable status ailments and also temporarily disengage the enemy to reduce the risk of potent attacks.

http://forum.square-enix.com/ffxi/threads/31068-Elements-to-be-Implemented-in-the-March-27th-Version-Update?p=410348#post410348
#24 Mar 25 2013 at 5:39 PM Rating: Excellent
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Fynlar wrote:
Quote:
I've tried starting shouts for it but it is very difficult to get enough people to do higher fluxes


That right there be the big problem with the WoE paths. All the Abyssea stuff can be done with 2 people tops.


Yeah, I agree, it's a big problem. And the fact that pet jobs are still pretty necessary. Or, I haven't seen anyone try it any other way and succeed. And it is harder than voidwatch with fewer rewards.... sigh.

I actually really like walk of echoes, and they have tried to fix it, but really the number one thing they need to do to fix it is make the weapons suck less. If the weapons were more like 2% behind empys vs 20% behind (numbers from my butt hole there) I think more people would want them. If WoE got going they would be way easier to make than an empy, but with no one doing them they are actually harder to complete than an empy.
#25 Mar 25 2013 at 5:41 PM Rating: Default
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Quote:
players will need to adjust their strategy and especially focus on defense. It will be important to consider decisions such as food, magic, songs, rolls, and equipment.


This come off as "no more zerg for you" to anyone else?

Quote:
More focus will be required to remove applicable status ailments and also temporarily disengage the enemy to reduce the risk of potent attacks.


Disengage the enemy... This will make an attack that lands for 2k damage only land for 1500 instead?
#26 Mar 25 2013 at 5:49 PM Rating: Good
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Zymunn wrote:
Quote:
players will need to adjust their strategy and especially focus on defense. It will be important to consider decisions such as food, magic, songs, rolls, and equipment.


This come off as "no more zerg for you" to anyone else?

Quote:
More focus will be required to remove applicable status ailments and also temporarily disengage the enemy to reduce the risk of potent attacks.


Disengage the enemy... This will make an attack that lands for 2k damage only land for 1500 instead?


This comes off as "gee I am glad I got my mekira mekogai so I can have full gear haste with lots of damage reduction."

I am actually hoping they nerf zerging, if only because it might make my bst a more attractive party member. Also some stats (Vit is one of them) are nearly useless. No one looks at a piece of gear currently and says "wow look at all the Vit on that" and wants it. Personally I think all stats should have value.

Next up, CHA! Let's see damage reduction for all our charismatic party members!
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