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Announcing the December Version Update!Follow

#1 Nov 25 2014 at 3:11 AM Rating: Excellent
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PlayOnline wrote:

The next version update is scheduled for early December.

This version contains "Gifts,"extra bonuses such as increased capacity gains and more for jobs depending on the number of job points spent in that job.

Also making an appearance are several quests exploring Adoulin and Eastern Ulbuka, new notorious monsters for Unity Wanted battles, the ability to equip two linkpearls at once, new Monster Rearing elements, job adjustments, and a variety of other additions and changes!

Cuddle up with your blanket and get ready for an action-packed December!

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

Edited, Nov 25th 2014 7:51am by Szabo
#2 Nov 26 2014 at 2:57 AM Rating: Excellent
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Gildrein wrote:

[dev1242] Job Adjustments

  • The following jobs will undergo adjustments.
  • Summoner

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  • New blood pacts will be added.
  • Blood Pact: Ward: Pacifying Ruby (Lv.99)
Reduces Enmity of target party member.
  • Blood Pact: Rage: Conflagration Strike (Lv.99)
Deals fire elemental damage. Additional effect: Burn.
  • Blood Pact: Rage: Crag Throw (Lv.99)
Delivers a ranged attack that slows target.
  • Blood Pact: Ward: Soothing Current (Lv.99)
Increases potency of cure effects received for party members within area of effect.
  • Blood Pact: Ward: Hastega II (Lv.99)
Gives party members within area of effect the effect of “Haste.”
  • Blood Pact: Ward: Crystalline Blessing (Lv.99)
Confers a TP bonus on party members within area of effect.
  • Blood Pact: Rage: Volt Strike (Lv.99)
Delivers a threefold attack that stuns target.

  • Blue Mage

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  • New blue magic spells are learnable.
  • Molting Plumage (Lv.99 Recast time: 25 sec.)
Deals wind elemental damage in a fan-shaped area originating from caster.
  • Nectarous Deluge (Lv.99 Recast time: 45 sec.)
Deals water elemental damage to enemies within range. Additional effect: Poison.
  • Sweeping Gouge (Lv.99 Recast time: 120 sec.)
Delivers a twofold attack. Additional effect: Paralysis. Additional effect duration varies with TP.
  • Atramentous Libations (Lv.99 Recast time: 180 sec.)
Steals HP from enemies within range. Ineffective against undead.

  • Puppetmaster

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  • The animations and animation lock for maneuvers will be removed.
  • The harlequin frame and stormwaker frame weapon attributes will be changed from hand-to-hand to blunt.


  • Weapon skills will undergo the following adjustments.

  • The potency of the following weapon skills will be increased.
Dancing Edge / Shark Bite / Evisceration / Mercy Stroke / Mordant Rime /
Pyrrhic Kleos / Rudra's Storm / Vorpal Blade / Savage Blade /
Knights of Round / Death Blossom / Expiacion / Rampage / Calamity /
Mistral Axe / Decimation / Onslaught / Bora Axe / Ruinator / Blade: Jin /
Blade : Ku / Blade: Metsu / Blade: Kamu / Blade : Hi / Blade: Shun /
True Strike / Judgement / Hexastrike / Black Halo / Randgrith /
Realmrazer / Exenterator / Chant du Cygne
  • The TP Bonuses for the following weapons will be increased.
Mandalic Stab / Rudra’s Storm / Savage Blade / Expiacion / Calamity /
Mistral Axe / Blade: Ten / Judgement / Black Halo / Mystic Boon
  • Bonuses for the following weapon skills that only applied at initial ranks will now be applied to all ranks.
Dancing Edge / Evisceration / Pyrrhic Kleos / Vorpal Blade / Swift Blade /
Rampage / Decimation / Blade: Jin / Blade: Ku / Hexastrike / Exenterator /
Chant du Cygne

  • The maximum accuracy of one-handed weapons equipped as the main weapon will be increased from 95% to 99%.
  • The maximum accuracy of familiars summoned with Call Beast, wyverns, avatars, and automatons will be increased from 95% to 99%.
  • New food that increases both player and familiar accuracy will be added.


http://forum.square-enix.com/ffxi/threads/45216

Edited, Nov 26th 2014 4:21am by Szabo
#3 Nov 26 2014 at 5:25 AM Rating: Default
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Still no change to THF JA's to allow it to be a hate control job again, but I will not say no to any damage boosts...
#4 Nov 26 2014 at 7:16 AM Rating: Decent
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Quote:
The animations and animation lock for maneuvers will be removed.


I'm a little confused as to what this means. Does this mean you can run while using maneuvers without getting stopped from JA activation? That it wont stop your weapon delay? Something else entirely?

Quote:
The maximum accuracy of one-handed weapons equipped as the main weapon will be increased from 95% to 99%.


Holy crap, this is HUGE.

It wont close the gap between one handed weapons and two handed weapons, but it's a giant leap forward.

Edited, Nov 26th 2014 1:51pm by Zafire
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Retired since February 2011.
All SJ's capped for LVL99!

#5 Nov 26 2014 at 1:45 PM Rating: Good
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Quote:
The maximum accuracy of one-handed weapons equipped as the main weapon will be increased from 95% to 99%.


I have to say I am a little bit miffed about this. Not that it isn't a good thing, but everyone knows that it is a well documented fact of the universe that everything has a 1/20 chance of failure
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#6 Nov 26 2014 at 2:32 PM Rating: Decent
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Zafire wrote:
Quote:
The animations and animation lock for maneuvers will be removed.


I'm a little confused as to what this means. Does this mean you can run while using maneuvers without getting stopped from JA activation? That it wont stop your weapon delay? Something else entirely?


It reads like for sure, you will be able run while using maneuvers

Whats not clear is if this will remove the 3 seconds of paused auto attack associated with JA. I hope it is, because that alone would make my xmas.
#7 Nov 27 2014 at 3:25 AM Rating: Excellent
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Gildrein wrote:

[dev1243] New Job Enhancements: Gifts

  • A new job enhancement system known as Gifts will be added.
Gifts are a new system with a variety of effects derived from the number of job points already spent.

Some affect the performance of a job, while others provide increased capacity point gains and the ability to equip special equipment marked as "Superior."

The following Gifts will be added in the December version update, with expansions planned for the future.

  • Gifts


  • Warrior

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 10.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 10.	 10 
Physical Evasion Bonus	 Increases physical evasion by 5.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 5.	 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 50 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
Enhances "Fencer" effect.	 "Fencer" TP Bonus +50.	                 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Monk

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 5.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 8.      10 
Physical Evasion Bonus	 Increases physical evasion by 6.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 6.	 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
Guarding Skill Bonus	 Increases guarding skill by 5.	                 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%	 95


  • White Mage

 
Name	                 Effect	                             Job Points Needed 
Magic Defense Bonus	 Increases magic defense by 7.	                 5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Magic Attack Bonus	 Increases magic attack by 3.	                 10 
Magic Evasion Bonus	 Increases magic evasion by 7.	                 20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Magic Accuracy Bonus	 Increases magic accuracy by 7.	                 30 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 2.	 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Healing Magic Skill Bonus	 Increases healing magic skill by 5.	 60 
Divine Magic Skill Bonus	 Increases divine magic skill by 5.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Black Mage

 
Name	                 Effect	                             Job Points Needed 
Magic Defense Bonus	 Increases magic defense by 2.	                 5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Magic Attack Bonus	 Increases magic attack by 7.	                 10 
Magic Evasion Bonus	 Increases magic evasion by 6.	                 20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Magic Accuracy Bonus	 Increases magic accuracy by 6.	                 30 
Elemental Magic Skill Bonus	 Increases elemental magic skill by 5.	 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Dark Magic Skill Bonus	 Increases dark magic skill by 5.	         60 
Magic Burst Damage Bonus	 Increases magic burst damage by 5%.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Red Mage

 
Name	                 Effect	                             Job Points Needed 
Magic Defense Bonus	 Increases magic defense by 4.	                 5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Magic Attack Bonus	 Increases magic attack by 4.	                 10 
Magic Evasion Bonus	 Increases magic evasion by 8.	                 20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Magic Accuracy Bonus	 Increases magic accuracy by 10.	         30 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 3.	 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Enfeebling Magic Skill Bonus	 Increases enfeebling magic skill by 5.	 60 
Enhancing Magic Skill Bonus	 Increases enhancing magic skill by 5.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Thief

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 4.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 7.	 10 
Physical Evasion Bonus	 Increases physical evasion by 10.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 5.	 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
“Treasure Hunter” Bonus	 Increases the change for Treasure Hunter to increase in rank by 5%.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Paladin

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 15.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 4.	 10 
Physical Evasion Bonus	 Increases physical evasion by 3.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 4.	 30 
Magic Evasion Bonus	 Increases magic evasion by 6.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 6.	                 60 
Divine Magic Skill Bonus	 Increases divine magic skill by 5.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Dark Knight

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 4.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 15.	 10 
Physical Evasion Bonus	 Increases physical evasion by 3.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 3.	 30 
Magic Evasion Bonus	 Increases magic evasion by 6.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 6.	                 60 
Dark Magic Skill Bonus	 Increases dark magic skill by 5.	         80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Beastmaster

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 10.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 10.	 10 
Physical Evasion Bonus	 Increases physical evasion by 5.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 5.	 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
Familiar Physical Attack and Physical Defense Bonus	 Increases familiar physical attack and physical defense by 15.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Bard

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 3.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Evasion Bonus	 Increases physical evasion by 3.	         10 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 2.	 20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Magic Defense Bonus	 Increases magic defense by 3.	                 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
Singing Skill Bonus	 Increases singing skill by 5.	                 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Ranger

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 3.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 10.	 10 
Physical Evasion Bonus	 Increases physical evasion by 2.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 10.	 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
"Conserve TP" Effect Bonus	 Increases "Conserve TP" activation rate by 3.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Samurai

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 10.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 10.	 10 
Physical Evasion Bonus	 Increases physical evasion by 5.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 5.	 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
"Zanshin" Effect Bonus	 Increases "Zanshin" effect activation rate by 2. 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Ninja

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 8.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 10.	 10 
Physical Evasion Bonus	 Increases physical evasion by 9.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 8.	 30 
Magic Attack Bonus	 Increases magic attack by 4.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Evasion Bonus	 Increases magic evasion by 7.	                 60 
Magic Accuracy Bonus	 Increases magic accuracy by 7.	                 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Dragoon

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 10.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 10.	 10 
Physical Evasion Bonus	 Increases physical evasion by 5.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 9.	 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
Critical Damage Bonus	 Increases critical damage dealt by 2%.	         80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Summoner

 
Name	                 Effect	                             Job Points Needed 
Magic Defense Bonus	 Increases magic defense by 3.	                 5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Magic Evasion Bonus	 Increases magic evasion by 3.	                 10 
Physical Defense Bonus	 Increases physical defense by 3.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Evasion Bonus	 Increases physical evasion by 3.	         30 
Spirit and Avatar Physical Attack and Defense Bonus	 Increases spirit and avatar physical attack and defense by 15.	 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Spirit and Avatar's Physical Accuracy and Physical Evasion Bonus	 Increases spirit and avatar's physical accuracy and physical evasion by 10.	 60 
Spirit and Avatar Magic Attack and Defense Bonus	 Increases spirit and avatar magic attack and magic defense by 5.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Blue Mage

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 10.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 10.	 10 
Physical Evasion Bonus	 Increases physical evasion by 5.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 5.	 30 
Magic Defense Bonus	 Increases magic defense by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Attack Bonus	 Increases magic attack by 5.	                 60 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Corsair

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 3.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 5.	 10 
Physical Evasion Bonus	 Increases physical evasion by 3.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 5.	 30 
Magic Attack Bonus	 Increases magic attack by 2.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 60 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Puppetmaster

 
Name	                 Effect	                             Job Points Needed 
Physical Attack Bonus	 Increases physical and ranged attack by 6.	 5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Evasion Bonus	 Increases physical evasion by 8.	         10 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 7.	 20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 30 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Automaton Physical Attack and Defense Bonus	 Increases automaton physical attack, ranged attack, and physical defense by 15.	 60 
Automaton Physical Accuracy and Physical Evasion Bonus	 Increases automaton physical accuracy and physical evasion by 10.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Dancer

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 6.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 6.	 10 
Physical Evasion Bonus	 Increases physical evasion by 9.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 9.	 30 
Magic Evasion Bonus	 Increases magic evasion by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 60 
"Subtle Blow" Effect Bonus	 Increases "Subtle Blow" effect by 3.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Scholar

 
Name	                 Effect	                             Job Points Needed 
Magic Defense Bonus	 Increases magic defense by 3.	                 5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Magic Attack Bonus	 Increases magic attack by 5.	                 10 
Magic Evasion Bonus	 Increases magic evasion by 6.	                 20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Magic Accuracy Bonus	 Increases magic accuracy by 6.	                 30 
Dark Magic Skill Bonus	 Increases dark magic skill by 5.	         45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Enhancing Magic Skill Bonus	 Increases enhancing magic skill by 5.	 60 
Elemental Magic Skill Bonus	 Increases elemental magic skill by 5.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Geomancer

 
Name	                 Effect	                             Job Points Needed 
Magic Defense Bonus	 Increases magic defense by 4.	                 5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Magic Attack Bonus	 Increases magic attack by 6.	                 10 
Magic Evasion Bonus	 Increases magic evasion by 7.	                 20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Magic Accuracy Bonus	 Increases magic accuracy by 7.	                 30 
Geomancy Skill Bonus	 Increases geomancy skill by 5.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Handbell Skill Bonus	 Increases handbell skill by 5.	                 60 
Elemental Magic Skill Bonus	 Increases elemental magic skill by 5.	 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


  • Rune Fencer

 
Name	                 Effect	                             Job Points Needed 
Physical Defense Bonus	 Increases physical defense by 5.	         5 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 5 
Physical Attack Bonus	 Increases physical and ranged attack by 7.	 10 
Physical Evasion Bonus	 Increases physical evasion by 8.	         20 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 25 
Physical Accuracy Bonus	 Increases physical and ranged accuracy by 8.	 30 
Magic Defense Bonus	 Increases magic defense by 8.	                 45 
Superior 1	         Enables the player to equip items marked as Superior 1 (Su1).	 50 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 55 
Magic Evasion Bonus	 Increases magic evasion by 10.	                 60 
Magic Accuracy Bonus	 Increases magic accuracy by 5.	                 80 
Capacity Point Bonus	 Increases acquired capacity points by 5%.	 95


http://forum.square-enix.com/ffxi/threads/45235

Edited, Nov 27th 2014 9:33am by Szabo
#8 Nov 27 2014 at 9:18 AM Rating: Good
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Psst, hey SE, if you're gonna make JP virtually mandatory, make getting it not suck. :|
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#9 Nov 27 2014 at 12:07 PM Rating: Default
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Seriha wrote:
Psst, hey SE, if you're gonna make JP virtually mandatory, make getting it not suck. :|


Depends on your definition of "not suck" - Do you mean handed to you? Abyssea style infinite acquisition with almost no work involved? Or what? xD it doesn't "suck" now since it's an obvious grind like Merit points were back in the day, it could be faster but if its TOO fast there will be issues on the balance side of things.
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#10 Nov 27 2014 at 3:27 PM Rating: Decent
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Seriha wrote:
Psst, hey SE, if you're gonna make JP virtually mandatory, make getting it not suck. :|


Just go do those "old school" parties people are always begging to be the "main" source of experience in the game. There's your ideal CP party. Can easily get a few an hour, which is actually faster than meripo's, which mostly capped at 2 an hour back in the day.
#11 Nov 27 2014 at 5:28 PM Rating: Good
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SirEaglestrike wrote:
Seriha wrote:
Psst, hey SE, if you're gonna make JP virtually mandatory, make getting it not suck. :|


Just go do those "old school" parties people are always begging to be the "main" source of experience in the game. There's your ideal CP party. Can easily get a few an hour, which is actually faster than meripo's, which mostly capped at 2 an hour back in the day.

Main issue here, especially with a diminished population, is getting the right people on the right jobs. Unlike merits, you can't have the BRD or WHM princesses rolling in the points and just putting them in on the other jobs. On the other hand, you're still going to have discrimination on the DPS end where if you're not the heaviest hitters, enjoy seeking for hours.

Either way, the rate of casual acquisition is inadequate. Add this on top of the fact some people DO like to play multiple jobs and it's not hard to see why the current environment sucks and will only worse when this "superior" gear starts yielding the next BiS items. Or we could eschew from common sense and just accuse people they want things handed to them. That seems to be the MMO Douche way.
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#12 Nov 27 2014 at 7:05 PM Rating: Decent
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Seriha wrote:
SirEaglestrike wrote:
Seriha wrote:
Psst, hey SE, if you're gonna make JP virtually mandatory, make getting it not suck. :|


Just go do those "old school" parties people are always begging to be the "main" source of experience in the game. There's your ideal CP party. Can easily get a few an hour, which is actually faster than meripo's, which mostly capped at 2 an hour back in the day.

Main issue here, especially with a diminished population, is getting the right people on the right jobs. Unlike merits, you can't have the BRD or WHM princesses rolling in the points and just putting them in on the other jobs. On the other hand, you're still going to have discrimination on the DPS end where if you're not the heaviest hitters, enjoy seeking for hours.

Either way, the rate of casual acquisition is inadequate. Add this on top of the fact some people DO like to play multiple jobs and it's not hard to see why the current environment sucks and will only worse when this "superior" gear starts yielding the next BiS items. Or we could eschew from common sense and just accuse people they want things handed to them. That seems to be the MMO Douche way.


I heavily disagree. I get great merits on my THF, with a BLU and DNC playing with me, using my GEO dualbox for Indi-haste (or indi-fury) and trusts as my healers. BLU handles erases, DNC helps heal, we can get 4-5 JP's an hour on worms in Woh Gates, more if using CP rings. Those are 3 "reject" jobs when it comes to merits and we do just fine.
#13 Nov 27 2014 at 10:08 PM Rating: Good
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Beastmaster

Physical Attack Bonus Increases physical and ranged attack by 10. 10


You gonna give BST archery skill now, SE?

~sleepygirl, and what's BST need with magic accuracy?
#14 Nov 28 2014 at 2:57 AM Rating: Excellent
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[dev1244] New Linkshell and Log Window Functions

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  • It will become possible to have two separate log windows.

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* Details on setting up these windows will be provided on the day of the version update.

http://forum.square-enix.com/ffxi/threads/45258
#15 Nov 28 2014 at 4:49 AM Rating: Good
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SirEaglestrike wrote:
Seriha wrote:
SirEaglestrike wrote:
Seriha wrote:
Psst, hey SE, if you're gonna make JP virtually mandatory, make getting it not suck. :|


Just go do those "old school" parties people are always begging to be the "main" source of experience in the game. There's your ideal CP party. Can easily get a few an hour, which is actually faster than meripo's, which mostly capped at 2 an hour back in the day.

Main issue here, especially with a diminished population, is getting the right people on the right jobs. Unlike merits, you can't have the BRD or WHM princesses rolling in the points and just putting them in on the other jobs. On the other hand, you're still going to have discrimination on the DPS end where if you're not the heaviest hitters, enjoy seeking for hours.

Either way, the rate of casual acquisition is inadequate. Add this on top of the fact some people DO like to play multiple jobs and it's not hard to see why the current environment sucks and will only worse when this "superior" gear starts yielding the next BiS items. Or we could eschew from common sense and just accuse people they want things handed to them. That seems to be the MMO Douche way.


I heavily disagree. I get great merits on my THF, with a BLU and DNC playing with me, using my GEO dualbox for Indi-haste (or indi-fury) and trusts as my healers. BLU handles erases, DNC helps heal, we can get 4-5 JP's an hour on worms in Woh Gates, more if using CP rings. Those are 3 "reject" jobs when it comes to merits and we do just fine.


Fact not everyone multi-boxes aside, could you further guarantee that rate of acquisition once more people are compelled into the grind? SE may have indeed added a few potential 6-man camps with the last patch, but I'm not one who's forgotten how cutthroat colibri and mamool camps got. That, to me, did not facilitate "fun" gameplay even though I'm also aware some people get off on depriving others of progression.

Realistically, acquisition of JPs should not really be centralized around the presence of a campaign bonus, a good CP cape, and the use of a ring. Such may indeed make the process tolerable for some people now, but for those without, it's pretty bleh. So, while some interpret this grievance as me saying people shouldn't have to party for a particularly mundane task, what I'm really saying is I don't mind partying being the superior option, but soloing and more casual play shouldn't be so far behind, especially if they're not decked out in i119 stuff yet. A process that's arguably getting harder to do since the people "done" have little incentive to backtrack and help fresher faces.
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#16 Nov 28 2014 at 9:00 AM Rating: Decent
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Seriha wrote:
So, while some interpret this grievance as me saying people shouldn't have to party for a particularly mundane task, what I'm really saying is I don't mind partying being the superior option, but soloing and more casual play shouldn't be so far behind, especially if they're not decked out in i119 stuff yet. A process that's arguably getting harder to do since the people "done" have little incentive to backtrack and help fresher faces.


I normally agree, but no, not in this instance. I'm hardly decked out in i119 (what I have I've done, solo, and that's reforged AF and Relic on BLU) and I can still manage to pull 2-3 JP an hour solo with just trusts. I'm also not killing things in Woh or Doh either. That number jumps up on campaign periods, obviously. The last campaign got me a Grand Coffer from a mule that I sent to my main character and it had a +39% cape on it, so that'll probably go even a bit better now if I can find time to knock out CP.

This isn't rocket science and CP/JP's been out long enough to realize they're not really going to adjust the rates further. So you can either continue to ***** about it on the forums or stop crying, buckle down, and knock out a few here and there.

For the fact that they're flat out bonuses, there's no "choosing" involved considering you can max everything, and in the next patch you're going to be getting *FREE* bonuses for actually grinding out points? The rate of getting them is about where it needs to be because you're double dipping on character boosts now.

#17 Nov 28 2014 at 9:14 AM Rating: Default
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Seriha just looked too far into something that isn't there..that's usually specific to the FFXIV community's mind set:

"OH IF SE DOES THIS, IT WILL BECOME A REQUIREMENT BY THE PLAYERS OR I CANT DO DEH CONTENTZ!!!!!"

It's not like how merits were, where they directly enhanced your jobs by giving you additional weaponskills and abilities and extending past limits, e.g blue mage points. These are legit bonuses and anyone who's played XI long enough know that 10 additional defense or attack will do nothing for example..so maxing that out will show very little that it'll become a "requirement" lol. Since +x total won't do much to become a 'requirement' compared to having the appropriate ilvl gear which weighs heavily in this game compared to other MMOs with ilvl, since it was their way to go past the game's limitations.

Requiring appropriate ilvl gear should be your concern if/when they decide to start gating it behind content you already need ilvl gear for that you can't easily access.

The good bonuses are nice..and are indeed bonuses but it takes almost no work to get JP if you're actually doing it, especially on the higher end areas SE themselves suggested. This is why I asked you to define your definition of "not suck" because as of now..it's really not that bad, even solo. It's not like you get 1 JP every 26 hours. THAT is what you call, sucking.





Edited, Nov 28th 2014 7:17am by Theonehio
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#18 Nov 28 2014 at 10:36 AM Rating: Good
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"OH IF SE DOES THIS, IT WILL BECOME A REQUIREMENT BY THE PLAYERS OR I CANT DO DEH CONTENTZ!!!!!"


It's going to become a requirement because of the "Superior" gear that requires a minimum of 50 JP's.
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#19 Nov 28 2014 at 11:02 AM Rating: Good
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Zafire wrote:
Quote:
"OH IF SE DOES THIS, IT WILL BECOME A REQUIREMENT BY THE PLAYERS OR I CANT DO DEH CONTENTZ!!!!!"


It's going to become a requirement because of the "Superior" gear that requires a minimum of 50 JP's.

Winner, winner, chickenturkey dinner.

Edit: And seeing a translated post from BG, it seems like SE is actually acknowledging that maaaaaybe CP gains aren't where they should be.
Quote:
Gifts (11/28)
We thank the players for their feedback. We will be answering some questions.
The intent of adding magic accuracy bonuses for non-mage jobs was to enhance the accuracy of elemental weapon skills, as well as weapon skill and weapon added effects.
We will be continuing to add more bonuses in the future, and we are currently discussing added new spells and abilities to be unlocked through this system.
For the moment, we do not plan on balancing content with Gift bonuses in mind. Please think of these as bonuses to make content easier. We plan on making it easier to obtain capacity points moving forward. For example, you can increase your gain using items from Incursion, and we plan on adding bonuses through other content in the future.
The content that offer these bonuses will be more casual, and we wish to make it so that players will naturally gain capacity points over time as they play through a variety of content.

We will be adding the attribute "Superior" to certain crafted level 119 armor. Our thought is that in exchange for being available through auction house and bazaar, it will have an additional requirement. The items added in the December update will be relatively easy to synthesize, and will carry the "Su1" attribute. We wish to make it so that items marked as "Superior" will be one of the choices of 119 armor for players.

"Whining" received, it'd seem. Commence nerdpocalypse.

Edited, Nov 28th 2014 12:12pm by Seriha
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#20 Nov 28 2014 at 5:55 PM Rating: Good
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The content that offer these bonuses will be more casual, and we wish to make it so that players will naturally gain capacity points over time as they play through a variety of content.
We will be adding the attribute "Superior" to certain crafted level 119 armor. Our thought is that in exchange for being available through auction house and bazaar, it will have an additional requirement. The items added in the December update will be relatively easy to synthesize, and will carry the "Su1" attribute. We wish to make it so that items marked as "Superior" will be one of the choices of 119 armor for players.


Looks like we won't be required to get job points. It's just for alternative 119 gear that would be way too easy to get if not for said requirement.

So basically people who don't like to grind Delve, or grind sparks for JSE, can instead grind job points for 119s. It probably won't actually be superior to 119 delve or JSE AF stuff.
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#21 Nov 30 2014 at 4:11 AM Rating: Decent
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Seriha wrote:
Fact not everyone multi-boxes aside, could you further guarantee that rate of acquisition once more people are compelled into the grind? SE may have indeed added a few potential 6-man camps with the last patch, but I'm not one who's forgotten how cutthroat colibri and mamool camps got. That, to me, did not facilitate "fun" gameplay even though I'm also aware some people get off on depriving others of progression.

Realistically, acquisition of JPs should not really be centralized around the presence of a campaign bonus, a good CP cape, and the use of a ring. Such may indeed make the process tolerable for some people now, but for those without, it's pretty bleh. So, while some interpret this grievance as me saying people shouldn't have to party for a particularly mundane task, what I'm really saying is I don't mind partying being the superior option, but soloing and more casual play shouldn't be so far behind, especially if they're not decked out in i119 stuff yet. A process that's arguably getting harder to do since the people "done" have little incentive to backtrack and help fresher faces.


My dualbox is used for a single Indi-spell, with a few exceptions for maybe an emergency heal or the rare geo-defense down cast. Just about any support job in the game with capped native skills and otherwise sparks gear could contribute as much if not more. Or just toss in a 3rd trust, only issue there being that double healing trusts often overlap heals and waste mp, but oh well.

The system is setup quite well for this type of farming. I've even dualboxed the content, me + dualbox + 3 trusts, though it's quite annoying, I'd rather shout for some people first. I've heard that the last patch put in some new camps, that are lower mob level than Woh Gates worms, which makes things quite a bit easier to casually do. Trusts help fill in any gaps in your party you've made. And I've only seen competition once for a camp, and you can roughly do two parties on worms (though it's not streamlined, it's doable, though might not be two parties if you have 6 real people in a group and not relying on trusts/dualboxes)

All I do when I CP party is use my ring, find some people, and go kill mobs for an hour. Then I pack up and take a break. It's really simple, it's fairly interesting for that time period, and when I get bored I move on. It takes almost no more time than any other content, and I can get 6-7 JP in an hour. Reports on BG of a JP party killing Dullahan's (not sure what camp) for 9 JP in an hour, no campaign bonus. So we're talking around 6 hours of an ideal group hitting the JP's for Su1, and CP's will get easier and easier to obtain with the gifts giving you increased CP gain.

Finally, I'm not sure what you're complaining about with acquiring JP's if you're not even touching Incursion. You can go into any group, on just about any job, and acquire a decent CP gain cape. If you're not even willing to do that for your character, how important are acquiring JP, really? You don't get to be **** about character completion if you're ignoring significant parts of content.
#22 Nov 30 2014 at 9:53 AM Rating: Good
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Finally, I'm not sure what you're complaining about with acquiring JP's if you're not even touching Incursion. You can go into any group, on just about any job, and acquire a decent CP gain cape.


Tbh, I don't exactly scour the yell channel all of the time, but I have never seen a yell for incursion ever since it was released. Just casually hopping into a group might not be as simple as you're making it out to be.
#23 Nov 30 2014 at 12:39 PM Rating: Good
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Fynlar wrote:
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Finally, I'm not sure what you're complaining about with acquiring JP's if you're not even touching Incursion. You can go into any group, on just about any job, and acquire a decent CP gain cape.


Tbh, I don't exactly scour the yell channel all of the time, but I have never seen a yell for incursion ever since it was released. Just casually hopping into a group might not be as simple as you're making it out to be.

It's pretty much the trap those comfortable with multi-boxing or fortunate enough to have a stable friend pool or linkshell fall into, they lose touch with how those on the outside of their given circle may handle things. Or not at all. Building on this, if someone misses a new content rush for whatever reason, good luck catching up. Established groups tend not to randomly draw strangers in too often for the sake of charity, or if they do, charge them (often an unreasonable amount) for a clear. How likely is it someone starting fresh in Adoulin now could quickly pick up the Delve KIs, let alone the currency to buy what they need from the NPCs? I think we can all agree the job you play will influence this time period, but this also goes back into the age old argument of forcing people to play jobs they don't like to play just to gear up the ones they do. Adding potentially mandatory JP grinds on top of that is obviously bad for player morale in such instances.

Attempting to approach this pragmatically, with the Superior gear being crafted, I would hope it'd serve as the Delve or even AF/Relic alternative. On the other hand, even with it being classified i119, it could be like Sparks gear where the effective stat level is lower than its suggested ilvl. This is something we just won't learn until the patch itself hits, or SE posts a more specific teaser. Nonetheless, people in Sparks gear aren't going to be soloing in the values some are proposing, even with an intelligent Trust layout. Those with the better gear also have the luxury of sacrificing the cape slot, often a high source of +ATK for melees, to fulltime a CP bonus if they can get their hands on one. Ergo, we're back to the easier activities, or even prepping ones like Dynamis/Limbus, needing to be more conducive to get people up to speed. Or at least further facilitating some multi-tasking so even if it is the purest definition of a grind, it at least feels a bit more rewarding and not a case of doing one thing at the expense of another.

Overall, it comes down to time. I could again remind that XI has 22 jobs, but some folks seem a bit too enamored at the concept of enforcing the existence of mains, in turn designing content around that premise. In XIV, this manifests with currency caps and needing a couple months to "max" one class, RNG forgiving, before you could start on another unless you literally create an alternate character and don't mind redoing myriad introductory things like class requirements, the story mode, and so on. In XI's case, maining first manifested via the merit system, which is now reborn through CP/JPs. Personally, I recall my time during Abyssea basically being available to tackle multiple roles with but a trip to the moogle. This better facilitated the formation of groups and carrying out desired activities, often with profit and fun for all involved. But like XIV, we risk those who played similarly being intentionally hamstrung, usually for little more reason than a mix of time sink and placating those who can't accept some folks do have a bit more time at their disposal. Do some people want progression to be easier just because they're lazy? Sure. Then again, from my perspective, I'm "whining" because it's simply not feasible to be as versatile as I used to be under current and known pending conditions. Doubly so as someone who comes back to a dead linkshell and only seeing groups forming asking for very specific things like relic BRDs and whatnot. But if resistance to this just comes down to some petty feeling of prestige, there's really not enough to embolden the sentiment of, "FU" I'd express in kind. Let bosses and events be the hard parts of the game, not whacking fodder mobs for literally days just because.
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#24 Dec 01 2014 at 2:29 AM Rating: Excellent
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Gildrein wrote:

[dev1245] New Wanted Objectives Will Be Added

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Bibiki Bay / Carpenters’ Landing / Yhoator Jungle / Eastern Altepa Desert / Beaucedine Glacier / Xarcabard
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* The plans to increase the maximum number of participants in Unity chat from 64 to 128 have been postponed to a future version update pending further testing.

http://forum.square-enix.com/ffxi/threads/45295
#25 Dec 01 2014 at 6:12 AM Rating: Decent
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Seriha wrote:
It's pretty much the trap those comfortable with multi-boxing or fortunate enough to have a stable friend pool or linkshell fall into, they lose touch with how those on the outside of their given circle may handle things. Or not at all. Building on this, if someone misses a new content rush for whatever reason, good luck catching up. Established groups tend not to randomly draw strangers in too often for the sake of charity, or if they do, charge them (often an unreasonable amount) for a clear. How likely is it someone starting fresh in Adoulin now could quickly pick up the Delve KIs, let alone the currency to buy what they need from the NPCs? I think we can all agree the job you play will influence this time period, but this also goes back into the age old argument of forcing people to play jobs they don't like to play just to gear up the ones they do. Adding potentially mandatory JP grinds on top of that is obviously bad for player morale in such instances.

Attempting to approach this pragmatically, with the Superior gear being crafted, I would hope it'd serve as the Delve or even AF/Relic alternative. On the other hand, even with it being classified i119, it could be like Sparks gear where the effective stat level is lower than its suggested ilvl. This is something we just won't learn until the patch itself hits, or SE posts a more specific teaser. Nonetheless, people in Sparks gear aren't going to be soloing in the values some are proposing, even with an intelligent Trust layout. Those with the better gear also have the luxury of sacrificing the cape slot, often a high source of +ATK for melees, to fulltime a CP bonus if they can get their hands on one. Ergo, we're back to the easier activities, or even prepping ones like Dynamis/Limbus, needing to be more conducive to get people up to speed. Or at least further facilitating some multi-tasking so even if it is the purest definition of a grind, it at least feels a bit more rewarding and not a case of doing one thing at the expense of another.

Overall, it comes down to time. I could again remind that XI has 22 jobs, but some folks seem a bit too enamored at the concept of enforcing the existence of mains, in turn designing content around that premise. In XIV, this manifests with currency caps and needing a couple months to "max" one class, RNG forgiving, before you could start on another unless you literally create an alternate character and don't mind redoing myriad introductory things like class requirements, the story mode, and so on. In XI's case, maining first manifested via the merit system, which is now reborn through CP/JPs. Personally, I recall my time during Abyssea basically being available to tackle multiple roles with but a trip to the moogle. This better facilitated the formation of groups and carrying out desired activities, often with profit and fun for all involved. But like XIV, we risk those who played similarly being intentionally hamstrung, usually for little more reason than a mix of time sink and placating those who can't accept some folks do have a bit more time at their disposal. Do some people want progression to be easier just because they're lazy? Sure. Then again, from my perspective, I'm "whining" because it's simply not feasible to be as versatile as I used to be under current and known pending conditions. Doubly so as someone who comes back to a dead linkshell and only seeing groups forming asking for very specific things like relic BRDs and whatnot. But if resistance to this just comes down to some petty feeling of prestige, there's really not enough to embolden the sentiment of, "FU" I'd express in kind. Let bosses and events be the hard parts of the game, not whacking fodder mobs for literally days just because.


Incursion sucks to dualbox. Or maybe I suck at dualboxing, but other than casting 1-2 buffs, I miss WAY too much on my main to bother with my dualbox when I tab over. I've gone into incursion with both, I'm at like 70% on my main and 50% on my dualbox, so sure, I'm 120% my original effectiveness but more prone to taking increased damage since I'm slow to swap into -DT gear, ws less often, etc. so it's worthwhile but not super effective.

And established friends/LS? My LS is DEAD, that's why I haven't played this past month, there is but one or two people, both largely play melee jobs (when I'm trying to get back to playing my main, as a THF onry) who even sign onto my LS anymore. And one of them went on a week long vacation, which was enough to get me to take time off myself. I am friends with the "top LS leader for NA's", and while she does invite me sometimes, she also shouts. In fact, maybe you're making me appreciate my server because shout groups aren't terribly uncommon. I don't want to join some of them, but they're there if I want them to be, and I can make my own if I want to. Incursion is very good casual content. If you're looking to advance, no, it's not. But if you just want to go in there for exp/cp/KI/capes it's pretty damn easy to do so.

And the community went back to job exclusion WELL before the concept of JP's came into being, it's one of my greatest annoyances, seeing how I play a THF, like it's an actual DD. And I can certainly pull off the numbers for it to be so, but good luck getting too many randoms to understand that...
#26 Dec 01 2014 at 11:17 AM Rating: Good
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SirEaglestrike wrote:
And the community went back to job exclusion WELL before the concept of JP's came into being, it's one of my greatest annoyances, seeing how I play a THF, like it's an actual DD. And I can certainly pull off the numbers for it to be so, but good luck getting too many randoms to understand that...


I feel like people should know by now that your ability as a thief is pretty darned good.
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