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Final Fantasy XI Test Server Update (06/07/2013)Follow

#1 Jun 07 2013 at 4:24 AM Rating: Good
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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

Screenshot

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


Screenshot

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

Screenshot

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
#2 Jun 07 2013 at 7:10 AM Rating: Excellent
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#3 Jun 07 2013 at 9:36 AM Rating: Excellent
Glad to see that Reives will be adjusted to be more forgiving towards less than screen-lagging amounts of players.
#4 Jun 07 2013 at 10:14 AM Rating: Default
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I'm glad to see that it didn't take long for SE to make that adjustment.
#5 Jun 07 2013 at 6:44 PM Rating: Good
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Gildren wrote:
• 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

I hate that they are so vague about Job Traits. I certainly had no idea that GEO has Conserve MP V and at what levels. I didn't even know that level of Conserve MP existed. They had no problem telling us they are now getting Conserve MP VII now (highest of any trait so far I think) but won't give the levels for Clear Mind and Max MP Boost. Of course, it's a lot easier to eyeball and test specifically on those two traits but it just bothers me in general they have this fixation on hiding stats.

On a lighter note, so glad they are getting MP trait changes and casting time. Now I'll be able to focus more on Conserve MP for casting versus Fast Cast.
#6 Jun 13 2013 at 4:25 PM Rating: Decent
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Raelix wrote:
I have decided to be the ultimate crab terror of Valkurm Dunes.

I want to be a bunny.

A bunny of horrible death with Fafnir's Spike Flail.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#7 Jun 13 2013 at 4:30 PM Rating: Decent
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Almalieque wrote:
I'm glad to see that it didn't take long for SE to make that adjustment.

They really need to at least roll out the cost reduction for the KIs ASAP. The lack of rieves is acting as a nice, fat roadblock to getting 100k for Wildkeeper rieves.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#8 Jun 13 2013 at 4:32 PM Rating: Good
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Pawkeshup, Averter of the Apocalypse wrote:
Almalieque wrote:
I'm glad to see that it didn't take long for SE to make that adjustment.
They really need to at least roll out the cost reduction for the KIs ASAP. The lack of rieves is acting as a nice, fat roadblock to getting 100k for Wildkeeper rieves.
Make sure you're running coalition tasks. At least for me, those make up a bulk of all the Bayld I've earned so far (which is a fair amount).
#9 Jun 13 2013 at 4:36 PM Rating: Decent
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xypin wrote:
Pawkeshup, Averter of the Apocalypse wrote:
Almalieque wrote:
I'm glad to see that it didn't take long for SE to make that adjustment.
They really need to at least roll out the cost reduction for the KIs ASAP. The lack of rieves is acting as a nice, fat roadblock to getting 100k for Wildkeeper rieves.
Make sure you're running coalition tasks. At least for me, those make up a bulk of all the Bayld I've earned so far (which is a fair amount).

Actually, as a mage, I was averaging around 7k bayld a fight, not including Clear The Way imp task. I really need to start doing the others now, since every time I've gone out, I seem to be doing so at an off hour for rieves.
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
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