What's Hot in Final Fantasy XI!
The April version update for Final Fantasy XI is fast approaching, and the Official Forums are buzzing with information about what players can expect to see. In their ongoing work to revamp the enmity system, a large number of job abilities and magic spells will see a decrease in their enmity generation, and plans are being made to adjust how enmity works in relation to commands for Summoner's avatars.
A number of changes will be implemented to Rune Fencer, increasing the enmity generation from some of its special abilities, increasing the potency of elemental resistance from its runes, as well as decreasing the recast time of a number of its job abilities.
For those that are fans of the Reive systems, a number of changes are planned as well. The Key Items to gain access to the Wildskeeper fights will see a reduction in Bayld cost in relation to your rank in each Coalition, and the rate that colonization percentages decrease as a result of inactive Coalition Reives will be reduced, allowing for easier colonization progress.
Let us know what you think of all these planned changes over on the ZAM forums!
From the official Final Fantasy XI forums:
Bayld Needed to Obtain the Wildskeeper Reive Key Item
Greetings everyone!
During the version update scheduled to take place at the end of the month, we will be making an adjustment so that the Bayld cost for the Wildskeeper Reive key items are reduced based on your rank with each Coalition. (We're currently finalizing development and testing on this.)
We’ll be sure to let you know additional details in the coming days!
Colonization Rate Adjustment
Greetings,
We've been receiving reports of the colonization rate in Ceizak Battlefields and Yahse Hunting Grounds jumping erratically between 26%→23%→26%→23%, and have been asked if this is normal.
We confirmed that this is normal; however, we’ve decided that it would be better to make adjustments to this and are planning to do so.
To give a clearer idea of what’s going on…
The system was set up so that once the colonization rate exceeds 25%, the percentage will begin to decrease at a quicker pace.
When it reaches 25%, the expectation was that reives and Coalition Assignments would continue to be done at the same pace, but since this is a server-wide effort and there are aspects where differences arise from world to world, we set the value the way it is with a high predicted value in mind.
As a result of looking at the colonization conditions for each world after launch, we will be decreasing the rate that it decreases while also boosting the colonization rate from reives.
We are currently working on these adjustments so that they can be implemented during the version update scheduled to take place at the end of this month.
As a follow-up to my previous post, we will be making adjustments to job abilities and spells that have a fixed amount of enmity in the upcoming version update.
A majority of spells and abilities will have their enmity reduced by nearly half the current value.
On the other hand, Reprisal and Foil will have their enmity boosted.
Below is the list of abilities and spells that will have their enmity values reduced:
- Job Abilities
Benediction / Shadowbind / Barrage / Sharpshot / Heel / Leave / Sic / Stay / Reward / Deactivate - White Magic
Raise / Raise II / Raise III / Arise / Poisona / Paralyna / Blindna / Silena / Stona / Viruna / Cursna / Blink / Stoneskin / Aquaveil / Slow (I & II) / Haste / Paralyze (I & II) / Silence / Barfire / Barblizzard / Baraero/ Barstone / Barthunder / Barwater / Barsleep / Barpoison / Barparalyze / Barsilence / Barblind / Barbreak / Barvirus / Sacrifice / Esuna / Auspice / Repose / Erase / Addle / Temper / Embrava / Enfire (I & II) / Enblizzard (I & II) / Enthunder (I & II) / Enwater (I & II) / Enaero (I & II) / Enstone (I & II) / Enlight / Phalanx (I & II) / Regen (I~V) / Refresh (I & II) / Sandstorm / Rainstorm / Windstorm / Firestorm / Hailstorm / Thunderstorm / Aurorastorm / Voidstorm / Animus Augeo / Animus Minuo / Adloquium - Black Magic
Poison (I & II) / Poisonga / Bio (I~III) / Burn / Frost / Choke / Rasp / Shock / Drown / Retrace / Blaze Spikes / Ice Spikes / Shock Spikes / Sleep (I & II) / Blind (I & II) / Break / Breakga / Bind / Dispel / Absorb-MND / Absorb-CHR / Absorb-VIT / Absorb-AGI / Absorb-INT / Absorb-DEX / Absorb-STR / Absorb-ACC / Absorb-Attri / Endark / Klimaform - Summoning Magic
Carbuncle / Fenrir / Ifrit / Titan / Leviathan / Garuda / Shiva / Ramuh / Diabolos / Alexander / Odin / Fire Spirit / Ice Spirit / Air Spirit / Earth Spirit / Thunder Spirit / Water Spirit / Light Spirit / Dark Spirit - Ninjutsu
Monomi: Ichi / Aisha: Ichi / Utsusemi: Ichi / Utsusemi: Ni / Jubaku: Ichi / Hojo: Ichi / Hojo: Ni / Kurayami: Ichi / Kurayami: Ni / Dokumori: Ichi / Myoshu: Ichi / Migawari: Ichi / Kakka: Ichi / Yurin: Ichi - Songs
Foe Requiem (I~VII) / Horde Lullaby (I & II) / Army’s Paeon (I~VI) / Mage's Ballad (I~III) / Valor Minuet (I~V) / Knight’s Minne (I~V) / Blade Madrigal / Sword Madrigal / Hunter's Prelude / Archer's Prelude / Sheepfoe Mambo / Dragonfoe Mambo / Fowl Aubade / Herb Pastoral / Shining Fantasia / Scop’s Operetta / Puppet’s Operetta / Gold Capriccio / Warding Round / Goblin Gavotte / Advancing March / Victory March / Battlefield Elegy / Carnage Elegy / Enchanting Etude / Spirited Etude / Learned Etude / Quick Etude / Vivacious Etude / Dextrous Etude / Sinewy Etude / Bewitching Etude / Logical Etude / Sage Etude / Swift Etude / Vital Etude / Uncanncy Etude / Herculean Etude / Light Carol (I & II) / Earth Carol (I & II) / Water Carol (I & II) / Wind Carol (I & II) / Fire Carol (I & II) / Ice Carol (I & II) / Lightning Carol (I & II) / Dark Carol (I & II) / Light Threnody / Dark Threnody / Earth Threnody / Water Threnody / Wind Threnody / Fire Threnody / Ice Threnody / Lightning Threnody / Magic Finale / Foe Lullaby (I & II) / Goddess's Hymnus / Maiden's Virelai / Chocobo Mazurka / Raptor Mazurka / Foe Sirvente / Adventurer's Dirge / Sentinel's Scherzo / Pining Nocturne - Geomancy
Indi-Regen / Indi-Poison / Indi-Refresh / Indi-STR / Indi-DEX / Indi-VIT / Indi-AGI / Indi-INT / Indi-CHR / Indi-MND / Indi-Fury / Indi-Barrier / Indi-Acumen / Indi-Fend / Indi-Precision / Indi-Voidance / Indi-Focus / Indi-Attunement / Indi-Wilt / Indi-Frailty / Indi-Fade / Indi-Malaise / Indi-Slip / Indi-Torpor / Indi-Vex / Indi-Languor / Indi-Slow / Indi-Paralyze / Indi-Gravity / Geo-Regen / Geo-Poison / Geo-Refresh / Geo-STR / Geo-DEX / Geo-VIT / Geo-AGI / Geo-INT / Geo-CHR / Geo-MND / Geo-Fury / Geo-Barrier / Geo-Acumen / Geo-Fend / Geo-Precision / Geo-Voidance / Geo-Focus / Geo-Attunement / Geo-Wilt / Geo-Frailty / Geo-Fade / Geo-Malaise / Geo-Slip / Geo-Torpor / Geo-Vex / Geo-Languor / Geo-Slow / Geo-Paralyze / Geo-Gravity
Sorry for the delay! Due to the special nature of geomancy spells’ effects, it took some time to check up on this.
We are currently working on making it so can toggle the effect of the Indi- geomancy spells ON/OFF. As long as there are no major issues, we are aiming to implement this feature during the version update, which is scheduled for the end of this month.
Rune Fencer Job Adjustments
Greetings! I’d like to give everyone a heads up on the adjustments to rune fencer that we have planned for the upcoming version update. The main focus will be the adjustment of rune fencer’s job abilities, and the planned changes are listed below.*Please keep in mind that this is still being worked on and is subject to change.- Rune Enchantment
The effect values for elemental resistances granted from runes will be increased. - Vallation
Recast time will be reduced from 5 minutes to 3 minutes.
Effect duration will be reduced from 3 minutes to 2 minutes. - Pflug
Recast time will be reduced from 5 minutes to 3 minutes.
Effect duration will be reduced from 3 minutes to 2 minutes. - Valiance
Recast time will be reduced from 10 minutes to 5 minutes.
Effect duration will remain the same (3 minutes). - One for All
Recast time will be reduced from 10 minutes to 5 minutes.
Effect duration will remain the same (30 seconds).
From the official Final Fantasy XI forums:
Hello,
Thanks for the feedback thus far since my previous post.
We've seen a couple of questions, so I would like to provide some responses
• Dia
While this is a spell that has a static amount of enmity, the amount of enmity generated is extremely low, so we removed it from the scope of our adjustments.
• Helix spells
The enmity for these spells depends on the effect, so it was removed from the scope of our adjustments.
Similar to elemental magic, the enmity generated is proportionate to the damage dealt
Uhh, what about summoner job abilities…?
Blood Pacts, Retreat, and Release do not generate enmity, and as such were not included in the list.
Also, while on the subject of pet jobs, below are some notes about beastmaster's job abilities that were not included on the list:
• Ready
This ability does not generate enmity.
• Spur/Run Wild
While these abilities have a static amount of enmity generation, they are time volatile, and because the amount is lost every second it was removed from the scope of our adjustments
Why would you reduce enmity values on NIN spells?
With ninja itself in mind, we understand that it would be best to increase the enmity for ninjutsu.
With that said, we will be going a separate route of adjustment so that ninjas can control enmity better.
However, we've included ninjutsu in the scope of our adjustments due to the fact that red mages who use ninja as their support job could cause the same issues from the past to arise.
We will not be adjusting enmity on blue magic because we feel that blue mage is a job that can better withstand a beating in the event that they pull hate from the target.
The AoE Bar- spells were removed from the scope of our adjustments due to the fact that the amount of enmity is very low. While the enmity depends on the amount of party members, the effect duration is quite long and is normally cast before battle, and if you need to it cast during battle, it's something you can use when Provoke and other front-line job enmity generation methods are being used.
The information mentioned yesterday about summoner's abilities and Blood Pacts not creating hate seems to have raised some questions, so I'd like to follow up on it.
To be precise, Blood Pacts have a non-volatile enmity value of 1. It's been arranged this way so that some enmity remains on the summoner when having a pet perform an action against a monster. If we were to make it so enmity was not placed on the summoner, once the enmity from the avatar is gone, it would cause bugs to occur (such as monsters becoming unclaimed). It's very similar to the way linked monsters don't come after the summoner once the avatar has vanished (except it would happen to the monster you perform the Blood Pact on).
In the case that the avatar's enmity has a minimum value of 1 for both non-volatile and volatile enmity, when executing a Blood Pact, the summoner will receive +1 to their non-volatile enmity, making a total of 2 non-volatile and 1 volatile enmity. When this happens, the target will go after the avatar.
As an adjustment, we are looking into the below:
- When the summoner has enmity, they will not receive +1 to non-volatile enmity when executing a Blood Pact. (The +1 to non-volatile enmity will only occur when the summoner's enmity value is 0.)
We had looked into taking another approach by adding an enmity+ stat to avatars like beastmaster's familiars have, and to ease up on the enmity lost when taking damage; however, this was geared more towards solo play and there are times when it would be best for avatars not to take hate during party battles, so we decided to adopt the adjustment mentioned above.



