Gildren wrote:
[dev1150] Job Adjustments: Geomancer
• Indicolure Spells
Casting time will be reduced from 4 seconds to 2 seconds.
• Geocolure Spells
• Casting time will be reduced from 8 seconds to 2 seconds.
• Recast time will be reduced from 24 seconds to 12 seconds.
• Traits
• The levels at which “Conserve MP†is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
• The below job traits will be learnable by geomancers:
The level displayed in the “Level Learned†column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait Level Learned Clear Mind 20 Max MP Boost 30
• Spell Additions
• The below spells will be learnable by geomancers.
Magic Level Learned Sleep 30 Sleep II 70
*Along with the addition of Sleep and Sleep II, the enfeebling magic skill will also be added to geomancers.
http://forum.square-enix.com/ffxi/threads/34430-dev1150-Job-Adjustments-Geomancer?p=443082#post443082
Gildrein wrote:
[dev1149] Reive Adjustments
• The evaluation method for Lair Reives, Colonization Reives, and Wildskeeper Reives will be adjusted.
• Physical damage, magic damage, healing, and other separate evaluation aspects will be consolidated into one category.
• The stored evaluations will yield experience points and Bayld based on the amount of boss monster or obstacle HP reduced.
With these changes, evaluations will take place separately from obstacle and boss HP reduction, changing the way in which players receive rewards.
• The strength of monsters and how often they spawn* will be adjusted for Lair Reives that occur in the following areas.
Yahse Hunting Grounds / Ceizak Battlegrounds
The strength of monsters and how often they spawn* will be adjusted for Colonization Reives that occur in the following areas.
• Yahse Hunting Grounds / Ceizak Battlegrounds / Sih Gates / Moh Gates
*As an adjustment for solo and low-man groups, the HP, attack power, and other parameters of monsters will be reduced, the detection range will be reduced, and spawning frequency will be reduced.
Test Server Only
Reive evaluation adjustments are currently a work in progress.
http://forum.square-enix.com/ffxi/threads/34428-dev1149-Reive-Adjustments?p=443080#post443080
Gildrein wrote:
[dev1141] Monstrosity
• New areas will be added to Monstrosity.
La Theine Plateau / Valkurm Dunes / Jugner Forest / Beaucedine Glacier / Xarcabard
• HP and MP will gradually recover when out of combat. Amounts recovered vary depending on maximum HP and MP values.
* The amount of HP recovered is subject to change.
Test Server Only
• Locations where PCs appear when moving from the lobby to the field will be fixed.
• The following effects will be granted to PCs when moving from the lobby to the field.
• Invisible
• Sprint
• Inability to attack
http://forum.square-enix.com/ffxi/threads/34232-dev1141-Monstrosity
Gildrein wrote:
[dev1144] Elemental Magic Adjustments
• -ga Spells
The damage of these spells will be adjusted as shown 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 these spells will be adjusted.
-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
The damage of these spells will be adjusted as shown 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 these spells will be adjusted.
-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
The damage of these spells will be adjusted as shown 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 these spells will be adjusted.
-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
The amount of enmity accrued from these spells will be reduced and treated as static enmity in the future.
The MP cost, casting times, and recast times of these spells will be adjusted as shown below.
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
The damage of these spells will be adjusted as shown 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 times, and recast times of elemental magic spells 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/34243-dev1144-Elemental-Magic-Adjustments
Gildrein wrote:
[dev1143] One-handed and Ranged Weapon Adjustments
• Status modifiers for hand-to-hand, one-handed, and ranged weapons will be increased as shown below.
As a result of this adjustment, the status modifiers for one-handed weapons used in the main weapon slot will be the same as that for two-handed weapons.
• Hand-to-hand Main Weapons Pre-adjustment Post-adjustment Attack (STR) 50% → 62.5% Accuracy (DEX) 50% → 75%
*The attack and accuracy status modifiers for hand-to-hand weapons will be applied to both hands.
• 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
Edited, Jun 7th 2013 7:33am by Szabo