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Final Fantasy XI Test Server Updated!

 Several major changes are in store for the official Final Fantasy XI test server! Among the content added for testing is the revised and revamped elemental magic system and weapon adjustments, a brand new cursor for determining area of effect and distance targetting, adjustments to Geomancer effects, and much more.

 In addition, the new battle content, "Monstrosity", which will allow players to become monsters out in the field to do battle with adventurers, has also been implemented!

Let us know what you think of all these new changes to the Test Server over on the ZAM forums!

From the official Final Fantasy XI forums:

[dev1146] Visual Effects for Closing and Opening Windows

 

  • A new text command called "/test winfx" will be added.
    /test winfx [subcommand]
    Toggles visual effect for opening and closing windows on/off.
    >>Subcommands:
    on Display opening/closing visual effect.
    off Do not display opening/closing visual effect.
    Toggles on and off when no subcommand is specified.
*/test commands are only available on the test server.

From the official Final Fantasy XI forums:

[dev1147] Various Effect Area Recognition Adjustments

 

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

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

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

The icon depicting subtargets will be yellow when the main target resides near the border of the area of effect.
*There will be instances where commands cannot be executed even when the subtarget icon is yellow.


From the official Final Fantasy XI forums:

[dev1148] Geomancy Special Effects Adjustments

 

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

Pre-adjustment

Post-adjustment

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

Indi-VIT / Indi-DEX / Indi-STR

 

From the official Final Fantasy XI forums:

 

[dev1142] Adjustments to Minimum Enmity Amounts

 

  • The minimum amount of enmity generated from job abilities and spells will be adjusted as given below.
      Pre-adjustment   Post-adjustment
    Damage-volatile enmity 1 0
    Time-volatile enmity 1 1
    *Examples of affected content include beastmaster, summoner, dragoon, and puppetmaster pet commands.

From the official Final Fantasy XI forums:

[dev1143] One-handed and Ranged Weapon Adjustments

  • Status adjustments for one-handed weapons (hand-to-hand weapons included) and ranged weapons will be increased as given below.
    The end result is that status adjustments for main-hand weapons will be the same as for two-handed weapons.
  • One-handed Weapons
    Main Weapons Pre-adjustment   Post-adjustment
    Attack (STR) 50% 75%
    Accuracy (DEX) 50% 75%

    Sub Weapons Pre-adjustment   Post-adjustment
    Accuracy (DEX) 50% 75%
 
  • Ranged Weapons
    Ranged Weapons Pre-adjustment   Post-adjustment
    Attack (STR) 50% 75%
    Accuracy (AGI) 50% 75%
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If you wish to discuss or submit feedback on this topic, please use the [dev1143] tag.

From the official Final Fantasy XI forums:

[dev1144] Elemental Magic Adjustments

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

    Tier I INT+0 INT+100
    Before After Before After
    Earth 10 10 42 160
    Water 16 25 66 165
    Wind 25 40 92 170
    Fire 35 55 108 175
    Ice 46 70 126 180
    Lightning 60 85 149 185


    Tier II INT+0 INT+100
    Before After Before After
    Earth 78 100 175 350
    Water 95 120 195 355
    Wind 113 140 213 360
    Fire 133 160 233 365
    Ice 155 180 255 370
    Lightning 178 200 278 375


    Tier III INT+0 INT+100
    Before After Before After
    Earth 210 200 360 550
    Water 236 230 386 560
    Wind 265 260 415 570
    Fire 295 290 445 580
    Ice 320 320 470 590
    Lightning 345 350 495 600


    Tier IV INT+0 INT+100
    Before After Before After
    Earth 381 400 581 850
    Water 410 440 610 865
    Wind 440 480 640 880
    Fire 472 520 672 895
    Ice 506 560 706 910
    Lightning 541 600 741 925


    Tier V INT+0 INT+100
    Before After Before After
    Earth 626 650 855 1200
    Water 680 700 909 1220
    Wind 734 750 967 1240
    Fire 785 800 1014 1260
    Ice 829 850 1058 1280
    Lightning 874 900 1103 1300
 
  • The MP cost, casting times, and recast times of elemental magic spells will be adjusted.
    Tier I MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 9 4 1.5 0.5 6.5 2
    Water 13 10 1.75 0.5 7.75 2
    Wind 18 16 2 0.5 9 2
    Fire 24 22 2.25 0.5 10.25 2
    Ice 30 28 2.5 0.5 11.5 2
    Lightning 37 34 3 0.5 13 2


    Tier II MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 43 36 3.25 1.5 14.5 6
    Water 51 43 3.5 1.5 15.75 6
    Wind 59 51 3.75 1.5 17 6
    Fire 68 60 4.25 1.5 18.5 6
    Ice 77 68 4.5 1.5 19.75 6
    Lightning 86 77 4.75 1.5 21 6


    Tier III MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 92 64 5.25 3 22.5 15
    Water 98 75 5.5 3 24 15
    Wind 106 88 5.75 3 25.25 15
    Fire 113 101 6 3 26.5 15
    Ice 120 115 6.25 3 27.75 15
    Lightning 128 129 6.75 3 29.25 15


    Tier IV MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 138 112 7 6 30.75 30
    Water 144 129 7.25 6 32 30
    Wind 150 148 7.5 6 33.25 30
    Fire 157 169 8 6 34.75 30
    Ice 164 190 8.25 6 36 30
    Lightning 171 213 8.5 6 37.25 30


    Tier V MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 222 156 8.75 10 39 45
    Water 239 182 9.25 10 40.25 45
    Wind 255 210 9.5 10 41.5 45
    Fire 270 240 9.75 10 42.75 45
    Ice 282 272 10 10 44 45
    Lightning 294 306 10.25 10 45.5 45
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If you wish to discuss or submit feedback on this topic, please use the [dev1144] tag.

From the official Final Fantasy XI forums:

 

[dev1145] Steal/Despoil Job Ability Adjustments

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

From the official Final Fantasy XI forums:

 

[dev1141] Monstrosity

  • New content known as “Monstrosity” will be added.
    Refer to this thread for information about testing this content on the test server and ways to provide feedback.

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