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Final Fantasy XI Test Server Update (05/31/2013)Follow

#1 May 31 2013 at 4:08 AM Rating: Good
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Gildrein wrote:

[dev1141] Monstrosity

• New content known as “Monstrosity” will be added.

Refer to this thread for information about testing this content on the test server and ways to provide feedback.

http://forum.square-enix.com/ffxi/threads/34232-dev1141-Monstrosity?p=440570#post440570

Screenshot

Gildrein wrote:

[dev1142] Adjustments to Minimum Enmity Amounts

The minimum amount of enmity generated from job abilities and spells will be adjusted as given below.

              	 
               Pre-adjustment 	  	Post-adjustment 
Damage-volatile enmity 	1 	→ 	0 
Time-volatile enmity 	1 	→ 	1


*Examples of affected content include beastmaster, summoner, dragoon, and puppetmaster pet commands.


http://forum.square-enix.com/ffxi/threads/34235-dev1142-Adjustments-to-Minimum-Enmity-Amounts?p=440573#post440573

Gildrein wrote:

[dev1143] One-handed and Ranged Weapon Adjustments

• Status adjustments for one-handed weapons (hand-to-hand weapons included) and ranged weapons will be increased as given below.
The end result is that status adjustments for main-hand weapons will be the same as for two-handed weapons.

  
•  One-handed Weapons 
Main Weapons 	Pre-adjustment 	  Post-adjustment 
Attack (STR) 	50% 	→ 	75% 
Accuracy (DEX) 	50% 	→ 	75% 
 
Sub Weapons 	Pre-adjustment 	  Post-adjustment 
Accuracy (DEX) 	50% 	→ 	75% 
 
      
 
•  Ranged Weapons 
Ranged Weapons 	Pre-adjustment 	  Post-adjustment 
Attack (STR) 	50% 	→ 	75% 
Accuracy (AGI) 	50% 	→ 	75% 


http://forum.square-enix.com/ffxi/threads/34239-dev1143-One-handed-and-Ranged-Weapon-Adjustments?p=440577#post440577

Gildrein wrote:

[dev1144] Elemental Magic Adjustments

• The damage of elemental magic spells will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

 
Tier I 	    INT+0	    INT+100 
	Before	After	Before	After 
Earth	10	10	42	160 
Water	16	25	66	165 
Wind	25	40	92	170 
Fire	35	55	108	175 
Ice 	46 	70 	126 	180 
Lightning 60	85	149	185 
 
 
Tier II    INT+0	    INT+100 
	Before	After	Before	After 
Earth 	78 	100 	175 	350 
Water 	95 	120 	195 	355 
Wind 	113 	140 	213 	360 
Fire 	133 	160 	233 	365 
Ice 	155 	180 	255 	370 
Lightning 178	200	278	375 
 
 
Tier III    INT+0	    INT+100 
	Before	After	Before	After 
Earth 	210 	200 	360 	550 
Water 	236 	230 	386 	560 
Wind 	265 	260 	415 	570 
Fire 	295 	290 	445 	580 
Ice 	320 	320 	470 	590 
Lightning 345	350	495	600 
 
Tier IV   INT+0	    INT+100 
	Before	After	Before	After 
Earth 	381 	400 	581 	850 
Water 	410 	440 	610 	865 
Wind 	440 	480 	640 	880 
Fire 	472 	520 	672 	895 
Ice 	506 	560 	706 	910 
Lightning 541	600	741	925 
 
 
Tier V 	     INT+0	    INT+100 
	Before	After	Before	After 
Earth 	626 	650 	855 	1200 
Water 	680 	700 	909 	1210 
Wind 	734 	750 	967 	1220 
Fire 	785 	800 	1014 	1230 
Ice 	829 	850 	1058 	1240 
Lightning 874	900	1103	1250

 

• The MP cost, casting times, and recast times of elemental magic spells will be adjusted.
 
Tier I 	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	9 	4 	1.5 	0.5 	6.5 	2 
Water 	13 	10 	1.75 	0.5 	7.75 	2 
Wind 	18 	16 	2 	0.5 	9 	2 
Fire 	24 	22 	2.25 	0.5 	10.25 	2 
Ice 	30 	28 	2.5 	0.5 	11.5 	2 
Lightning 37	34	3	0.5	13	2 
 
 
Tier II    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	43 	36 	3.25 	1.5 	14.5 	6 
Water 	51 	43 	3.5 	1.5 	15.75 	6 
Wind 	59 	51 	3.75 	1.5 	17 	6 
Fire 	68 	60 	4.25 	1.5 	18.5 	6 
Ice 	77 	68 	4.5 	1.5 	19.75 	6 
Lightning 86	77	4.75	1.5	21	6 
 
 
Tier III    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
 Earth 	92 	64 	5.25 	3 	22.5 	15 
Water 	98 	75 	5.5 	3 	24 	15 
Wind 	106 	88 	5.75 	3 	25.25 	15 
Fire 	113 	101 	6 	3 	26.5 	15 
Ice 	120 	115 	6.25 	3 	27.75 	15 
Lightning 128	129  	6.75	3	29.25	15 
 
 
Tier IV    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	138 	112 	7 	6 	30.75 	30 
Water 	144 	129 	7.25 	6 	32 	30 
Wind 	150 	148 	7.5 	6 	33.25 	30 
Fire 	157 	169 	8 	6 	34.75 	30 
Ice 	164 	190 	8.25 	6 	36 	30 
Lightning 171	213  	8.5	6	37.25	30 
 
 
Tier V 	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	222 	156 	8.75 	10 	39 	45 
Water 	239 	182 	9.25 	10 	40.25 	45 
Wind 	255 	210 	9.5 	10 	41.5 	45 
Fire 	270 	240 	9.75 	10 	42.75 	45 
Ice 	282 	272 	10 	10 	44 	45 
Lightning 294	306	10.25	10	45.5	45


http://forum.square-enix.com/ffxi/threads/34243-dev1144-Elemental-Magic-Adjustments?p=440583#post440583

Gildrein wrote:

[dev1145] Steal/Despoil Job Ability Adjustments

• The job abilities Steal and Despoil will be adjusted to not share reactivation timers.

http://forum.square-enix.com/ffxi/threads/34248-dev1145-Steal-Despoil-Job-Ability-Adjustments?p=440588#post440588

Screenshot

Gildrein wrote:

[dev1146] Visual Effects for Closing and Opening Windows

• A new text command called "/test winfx" will be added.

/test winfx [subcommand]

Toggles visual effect for opening and closing windows on/off.

>>Subcommands:

on Display opening/closing visual effect.
off Do not display opening/closing visual effect.
Toggles on and off when no subcommand is specified.

*/test commands are only available on the test server.

http://forum.square-enix.com/ffxi/threads/34252-dev1146-Visual-Effects-for-Closing-and-Opening-Windows?p=440592#post440592

Gildrein wrote:

[dev1147] Various Effect Area Recognition Adjustments

• The color of the icon depicting spell, ability, ranged attack, and pet command subtargets will change depending on the distance between the PC and the main target.

• The icon depicting subtargets will be blue when the main target resides within the area of effect.
Screenshot


• The icon depicting subtargets will be red when the main target resides outside the area of effect.
Screenshot


• The icon depicting subtargets will be yellow when the main target resides near the border of the area of effect.
Screenshot

*There will be instances where commands cannot be executed even when the subtarget icon is yellow.

http://forum.square-enix.com/ffxi/threads/34256-dev1147-Various-Effect-Area-Recognition-Adjustments?p=440598#post440598

Gildrein wrote:

[dev1148] Geomancy Special Effects Adjustments

• The visual effects of Indicollure geomancy spells will be adjusted to be less visible.

• Pre-adjustment
Screenshot


• Post-adjustment
Screenshot


Test Server Only
The effect changes will only be implemented for the following geomancy spells:

Indi-VIT / Indi-DEX / Indi-STR

http://forum.square-enix.com/ffxi/threads/34260-dev1148-Geomancy-Special-Effects-Adjustments?p=440604#post440604

Edited, May 31st 2013 8:22am by Szabo

Edited, Jun 3rd 2013 5:13pm by Szabo
#2 May 31 2013 at 5:15 AM Rating: Decent
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I can't wait for the one-handed update. Between that and the relic buff, if I can manage to farm gil faster than Umbral Marrow prices rise my Thief will be a whole new person after this next patch.
#3 May 31 2013 at 8:42 AM Rating: Decent
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Hey look, they remembered they have a test server!
#4 May 31 2013 at 10:17 AM Rating: Decent
NIN gets a buff, while MNK gets even stronger. Yay for me, at least.
#5 May 31 2013 at 11:14 AM Rating: Decent
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Never thought I'd see the day:

Steal/Despoil Job Ability Adjustments

• The job abilities Steal and Despoil will be adjusted to not share reactivation timers.

I guess it wasn't so overpowered after all!
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#6Theonehio, Posted: May 31 2013 at 5:33 PM, Rating: Sub-Default, (Expand Post) Hey look! They've always had a test server that's used for internal development!
#7 Jun 05 2013 at 12:49 PM Rating: Good
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Camate wrote:

Elemental Magic Adjustments Continued

Hello!

In regards to the elemental magic adjustments that were implemented on the Test Server last week, we will be continuing our adjustments on -ga spells, -ja spells, -ra spells, ancient magic, and comet during this week's Test Serve update.

Below is an outline of the adjustment content.

• -ga Spells
Damage will be adjusted as below.
* The values given below are before the effects of Magic Attack Bonus have been accounted for.
*In the chart below, "INT +0" and "INT +100" refer to the differences in INT between the caster and the target
.
 
-ga 
Tier I 	       INT+0	    INT+100 
	Before	After	Before	After 
Earth 	56 	60 	123 	310 
Water 	74 	80 	146 	315 
Wind 	96 	100 	155 	320 
Fire 	120 	120 	208 	325 
Ice 	145 	160 	241 	350 
Lightning 172 	200 	271 	375


 
-ga  
Tier II  INT+0	    INT+100 
	Before	After	Before	After 
 
Earth 	201 	250 	300 	600 
Water 	232 	280 	331 	610 
Wind 	266 	310 	365 	620 
Fire 	312 	340 	411 	630 
Ice 	350 	370 	450 	640 
Lightning 392 	400 	541 	650 


 
-ga  
Tier III   INT+0	    INT+100 
Earth 	434 	500 	525 	950 
Water 	480 	540 	630 	970 
Wind 	527 	580 	676 	990 
Fire 	589 	620 	738 	1015 
Ice 	642 	660 	791 	1035 
Lightning 697 	700 	846 	1055


The MP cost, casting times, and recast times of -ga spells will be adjusted as shown below.
 
-ga 
Tier I 	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	37 	24 	2.5 	2 	11 	5 
Water 	47 	34 	2.75 	2 	12.25 	5 
Wind 	57 	45 	3 	2 	13.5 	5 
Fire 	71 	57 	3.5 	2 	15.25 	5 
Ice 	82 	80 	3.75 	2 	16.5 	5 
Lightning 95 	105 	4 	2 	17.75 	5


 
-ga 
Tier II    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	109 	93 	4.25 	4 	19 	10 
Water 	123 	112 	4.5 	4 	20.25 	10 
Wind 	138 	131 	5 	4 	21.75 	10 
Fire 	158 	153 	5.25 	4 	23.25 	10 
Ice 	175 	175 	5.5 	4 	24.5 	10 
Lightning 193 	200 	6 	4 	26 	10


 
-ga 
Tier III    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	211 	175 	6.25 	7 	27.25 	25 
Water 	231 	202 	6.5 	7 	28.5 	25 
Wind 	252 	232 	6.75 	7 	29.75 	25 
Fire 	277 	263 	7.25 	7 	31.5 	25 
Ice 	299 	297 	7.5 	7 	32.75 	25 
Lightning 322 	332 	7.75 	7 	34 	25


• -ja Spells

Damage will be adjusted as below.
* The values given below are before the effects of Magic Attack Bonus have been accounted for.
*In the chart below, "INT +0" and "INT +100" refer to the differences in INT between the caster and the target.


 
-ja 
Spells 	    INT+0	    INT+100 
	Before	After	Before	After 
Earth 	719 	750 	947 	1300 
Water 	782 	800 	1010 	1317 
Wind 	844 	850 	1076 	1335 
Fire 	902 	900 	1130 	1352 
Ice 	953 	950 	1181 	1370 
Lightning 1005 	1000 	1233 	1387


The MP cost, casting times, and recast times of -ja spells will be adjusted as shown below.

 
-ja 
Spells 	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After  
Earth 	299 	298 	7 	7 	45 	45 
Water 	322 	318 	7.25 	7 	46.25 	45 
Wind 	344 	338 	7.5 	7 	47.5 	45 
Fire 	364 	358 	7.75 	7 	48.75 	45 
Ice 	380 	378 	8 	7 	50 	45 
Lightning 396 	398 	8.25 	7 	51.25 	45


• -ra Spells

Damage will be adjusted as below.
* The values given below are before the effects of Magic Attack Bonus have been accounted for.
*In the chart below, "INT +0" and "INT +100" refer to the differences in INT between the caster and the target.


 
-ra 
Tier I      INT+0	    INT+100 
	Before	After	Before	After 
Earth 	128 	150 	217 	400 
Water 	153 	180 	250 	415 
Wind 	179 	210 	279 	430 
Fire 	216 	240 	316 	445 
Ice 	247 	270 	347 	460 
Lightning 282 	300 	382 	475


 
-ra 
Tier II    INT+0	    INT+100 
	Before	After	Before	After 
Earth 	317 	350 	417 	700 
Water 	356 	390 	456 	720 
Wind 	396 	430 	496 	740 
Fire 	450 	470 	600 	760 
Ice 	496 	510 	646 	780 
Lightning 544 	550 	694 	800


The MP cost, casting times, and recast times of -ra spells will be adjusted as shown below.
 
-ra 
Tier I     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	73 	57 	3.25 	1.5 	15 	5 
Water 	85 	68 	3.5 	1.5 	16.5 	5 
Wind 	97 	80 	4 	1.5 	18 	5 
Fire 	115 	97 	4.25 	1.5 	19.5 	5 
Ice 	129 	111 	4.5 	1.5 	21 	5 
Lightning 144 	126 	5 	1.5 	22.5 	5


 
-ra 
Tier II    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	160 	150 	5.25 	3 	23 	15 
Water 	177 	169 	5.5 	3 	24.5 	15 
Wind 	195 	188 	6 	3 	26 	15 
Fire 	218 	213 	6.25 	3 	27.5 	15 
Ice 	237 	235 	6.5 	3 	29 	15 
Lightning 258 	258 	7 	3 	30.5 	15


• Ancient Magic Spells

Along with the reduction of enmity that is generated, these spells will be changed to a fixed type of enmity generation*.
The MP cost, casting times, and recast times of ancient magic spells will be adjusted as shown below.

*A set value is added to time-volatile enmity and damage-volatile enmity when an action is successful. This is applies to enhancements and enfeebles that generally do not have numerical results. 

Please refer to this post to read the explanation of the enmity system
.

 
AM   I    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	337 	315 	18.25 	12 	42.75 	60 
Water 	368 	315 	18.75 	12 	43.75 	60 
Wind 	322 	315 	18 	12 	42.25 	60 
Fire 	383 	315 	19 	12 	44.5 	60 
Ice 	307 	315 	17.75 	12 	41.5 	60 
Lightning 352 	315 	18.5 	12 	43.25 	60


 
AM   II    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	287 	280 	10 	10 	90 	60 
Water 	287 	280 	10 	10 	90 	60 
Wind 	287 	280 	10 	10 	90 	60 
Fire 	287 	280 	10 	10 	90 	60 
Ice 	287 	280 	10 	10 	90 	60 
Lightning 287 	280 	10 	10 	90 	60


• Comet

Damage will be adjusted as below.
* The values given below are before the effects of Magic Attack Bonus have been accounted for.
*In the chart below, "INT +0" and "INT +100" refer to the differences in INT between the caster and the target.


 
      	    INT+0	    INT+100 
	Before	After	Before	After 
Comet   964 	1000 	1193 	1387


The MP cost, casting time, and recast time of Comet will be adjusted.

 
      	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Comet   367 	350 	11 	10 	60 	45
 

http://forum.square-enix.com/ffxi/threads/34397-Elemental-Magic-Adjustments-Continued


---------

Camate wrote:

Quote:

Is this just for Hand-to-Hand weapons or all one-handed (dual wield) weapons?


The adjustment mentioned in my previous post is only for hand-to-hand weapons.

This is being adjusted in order to tone down damage dealt from weapon skills; however, regular attacks will not see much of a difference from this change.

http://forum.square-enix.com/ffxi/threads/34323-dev1143-One-handed-and-Ranged-Weapon-Adjustments?p=442546#post442546

Camate wrote:

Greetings,

There has been a variety of feedback both for and against these changes, especially in regards to how it will affect those that dual wield and use hand-to-hand weapons. The development team's goal is to make adjustments so that there is balance between two-handed weapons and one-handed weapons.

In regards to hand-to-hand weapons, we'd like to go about these adjustments carefully or else there may be too big of a jump in power, so we will be making some slight adjustments during the next Test Server update. The 75% STR modifier that is currently only applied to the right hand will be slightly reduced to 62.5% and we will be applying it to both hands. (The 75% DEX modifier for both hands will not change.)

We'll continue to update you on any planned changes!


Edited, Jun 5th 2013 2:57pm by Szabo
#8 Jun 05 2013 at 3:05 PM Rating: Good
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Oh **** off, why INCREASE AM1 recast?!?!
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#9 Jun 05 2013 at 4:14 PM Rating: Good
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Fortunately, it is still only a test server update, so things could change pretty quickly

In addition, if enough people make a fuss about it on their official forums, they'll probably give an explanation as to their reasoning (though it might be a pretty pathetic one).

I think it is interesting they're giving all the AM spells the same MP cost and changing enmity to a fixed amount instead of based on damage.

Edited, Jun 5th 2013 5:17pm by xypin
#10 Jun 05 2013 at 5:34 PM Rating: Good
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The standardization of cast/recast times are weird. Basically it makes the earth-end, which was always weaker damage wise, even sucker compared to the thunder-end since they no longer cast faster and have shorter recast times. Heck, in the case of the AMs, they even cost the same MP. Yet they'll always do less damage, and FFXI's magic weakness system is such garbage that there's extremely few times when you ever wanted to cast earth over thunder to begin with.

Hell, they should be adjusting that *last one* Instead of all this other nonsense.
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#11 Jun 05 2013 at 7:29 PM Rating: Good
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Erecia wrote:
The standardization of cast/recast times are weird. Basically it makes the earth-end, which was always weaker damage wise, even sucker compared to the thunder-end since they no longer cast faster and have shorter recast times. Heck, in the case of the AMs, they even cost the same MP. Yet they'll always do less damage, and FFXI's magic weakness system is such garbage that there's extremely few times when you ever wanted to cast earth over thunder to begin with.

Hell, they should be adjusting that *last one* Instead of all this other nonsense.


I'm guessing that since earth spells are getting quite a bit cheaper, and thunder spells are slightly more expensive

And that with stacking INT, the dmg gap seems to close considerably more than before the update

I think the point to earth spells is that they're supposed to be more mp efficient.


Edit: except for ancient magic, that is. I have no idea what the point of that is . . .

Edited, Jun 5th 2013 8:30pm by CireXF
#12 Jun 06 2013 at 12:36 AM Rating: Good
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