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#77 Feb 15 2011 at 2:56 AM Rating: Good
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Ah, OK. Thank you.
#78 Feb 15 2011 at 4:58 AM Rating: Excellent
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Xilk wrote:
Its exactly the MP and added effects that are desired.
If something is going to last though, I want that plague effect, I want that poison from disseverment, I want that status ailment in addition to damage.





I can imagine how a new Blue Mage would see the appeal of full-timing magic accuracy but it really should only be macro'd in, unless you're casting mostly magical spells and don't have the appropriate elemental staves.

Disseverment poison has always been extremely accurate on even the most magic resistant mobs. I remember sticking Poison on Proto-Ultima reliably at lv. 72. The game has gotten much easier since then, with regards to powerful m.acc. gear, atmas, cruor buffs, and merits. I see similar results with Disseverment as with Seedspray and the magical spells like Regurgitation when trying to proc yellow, almost always getting a wear off message; or just never seeing anything even with magical atmas.

Delta Thrust plague usually will proc entirely depending on the enemy's inherent resistance too. Most pick up group fodder will never resist it, and most of the "difficult" Abyssea NMs are totally immune to it. You can pop an Ascetic's Tonic and use full M.Acc atmas and see for yourself. It's too bad too, because the TP-eating plague effect would really help our MNK WHM BLU BLM lowman against annoying NMs. I guess SE thought it would be too powerful.

Finally, you also mentioned max MP. If a Blue Mage full-timing max MP gear wasn't a laughing stock before Abyssea, I can only imagine what one would be considered now... There is no reason for max MP gear except buffing before/between fights and feasibly a Convert setup.


Choosing to gimp your damage intentionally in favor of additional effects that will land independent of your magic accuracy doesn't make sense. It's fine to pick up magic accuracy swords to use in the proper occasions, but BLUs really need proper DD swords in the proper occasions too. Far too many BLUs go double M.acc. swords on things that even 1000 Needles would land on, naked. And then of course they proceed to cast nothing but the big 3 the whole time.
#79 Feb 15 2011 at 5:55 AM Rating: Decent
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From the pre-update notes, it was unclear whether defensive skilling (Parry, Shield, Evasion, Guard) would get a boost. Has anyone noticed a difference? I went out on Monk to work Guard last night and had no luck with skilling. But, I was also fighting things I was at 75 and now I'm too evasive for them.
#80 Feb 15 2011 at 6:02 AM Rating: Decent
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All skills recieved a boost.

Parry/Guard were slow before hand, I get maybe 20 guard activations an hour, so theres not a lot of chance to skill it up unless your pulling 7+ mandrigora
#81 Feb 15 2011 at 6:16 AM Rating: Decent
TheHolyDragoonSeraphus wrote:
200 barspells

a 0.1 and a 0.4...

Didn't they mention that spells that target yourself or other PCs would see a large boost in skillup rate?


As I recall they said that AoE buffs would have a chance to skill up for each person they hit. If I remember correctly.
#82 Feb 15 2011 at 6:22 AM Rating: Default
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dustinfoley wrote:
All skills recieved a boost.

Parry/Guard were slow before hand, I get maybe 20 guard activations an hour, so theres not a lot of chance to skill it up unless your pulling 7+ mandrigora


Thanks. Is this from testing or an assumption from the notes? The pre-update notes made it seem that Defensive Combat Skills might not be included.

February 1st "Battle Adjustments" wrote:
Eased Skill Gain Conditions

At present, only by fighting foes rated "Even Match" or stronger can players raise their combat and magic skills to their upper limits. With the February version update, however, this requirement will be reduced to "Decent Challenge." Further, players will find that actions targeting themselves or party members will raise the corresponding skill at a faster rate. Once these changes come into effect, players can expect larger figures to accompany each rise in skill. Puppetmasters should also be pleased to know that automatons, too, will benefit from this adjustment.


My question comes from the fact that the above phrase seems to imply skills in which a player targets himself or the party.

And, I know the poor proc rates. I don't know how many hours I've spent working Guard and am still only at 198. Guess I'll pick a new target mob since Korrigans are having a hard time hitting me and try further.

Edited, Feb 15th 2011 7:33am by UCLARugby
#83 Feb 15 2011 at 6:27 AM Rating: Default
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Ice based ToM sword requires Ruszor kills to continue. Still mostly BLUs that would do it, but it's there.

What sword trial on ice are you doing to kill these?

I made two +9 int +10 MAb and never fought these? These beast? If so kill buffalo. in U range non abyessa. Ice day every day of the week
#84 Feb 15 2011 at 6:31 AM Rating: Excellent
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With band and COR roll, I was getting 700+ in Qufim on Crabs at 22. Even the weak DC ones were giving really good XP, this new XP is reallly awesome.
#85 Feb 15 2011 at 6:39 AM Rating: Excellent
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kimjongil76 wrote:
Quote:
Quoted Text
Ice based ToM sword requires Ruszor kills to continue. Still mostly BLUs that would do it, but it's there.

What sword trial on ice are you doing to kill these?

I made two +9 int +10 MAb and never fought these? These beast? If so kill buffalo. in U range non abyessa. Ice day every day of the week

There is a trial that is ice and aquans. I suppose someone though ruszors would be good prey because the common ice weather ins the glacier and xarc S.... even though ruszors are terrible prey in general.

on another note... I didn't hear any complaints about donwloads and updating on ps2 this time around, looks like that one rolled out w/out a hitch.

Edited, Feb 15th 2011 7:40am by Xilk
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#86 Feb 15 2011 at 6:45 AM Rating: Good
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Calessa wrote:
Almalieque wrote:
Calessa wrote:
[quote=easypreybob]I just soloed a T gob and got 400 xp at level 42. No ring or bonuses.

Update: Used my Emperor Band, killed another T gob, this one slightly weaker, and only got 375 xp.... Seems odd.

Edited, Feb 14th 2011 2:27pm by easypreybob

This isn't too hard to explain. The ring is a 50% increase to EXP. If we operate on the assumption that all EXP is doubled, you killed something originally worth 125 EXP, which is in T range. At level 42, this would be a level 43 enemy. The doubled EXP is 250, and the 50% bonus adds another 125 to that, for a total of 375 xp. The 400 EXP kill pre-ring was a level 45 monster (highest level in your T range, but still just a T), which was formerly 200 base EXP to a level 42 character, and then doubled to 400.

Please don't panic about these things without looking at the numbers first.

The numbers were being looked at. The whole purpose of the xp ring was to earn MORE xp than you would without the ring. So, if you're not receiving MORE XP as you would without the ring, i.e. 50% or 100%, then there is something wrong.

The change on the amount of xp received shouldn't have any effect. This wasn't the first time they increased the amount of xp gained and the rings still gave 50%/100% increase, so why be different now? I'm sure this will be fixed in the scheduled emergency update.


My point is that you ARE receiving the EXP bonus. I posted the relevant numbers.

Maybe easier to digest this way:

On old EXP system:

Player level = 42

Tough range at level 42 is 43-45.

At level 42:
A level 43 mob is 125 EXP
A level 44 mob is 150 EXP
A level 45 mob is 200 EXP

The first goblin you killed was a Tough, level 45, originally worth 200 EXP. The new system appears to double EXP gained on EM or higher mobs. So you got 400 EXP.

Then, you used your ring, and killed a level 43 mob, originally worth 125 EXP. With the doubled EXP, that is only 250 EXP, which was then increased by your 50% dedication bonus from the ring to 375. This is why your EXP appeared to drop when you used the ring -- the mobs you killed were not the same level.

Edited, Feb 14th 2011 9:29pm by Calessa


You're right, that was idiotic of me for not fully reading your whole post.. I understand
#87 Feb 15 2011 at 9:28 AM Rating: Decent
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Fynlar wrote:
Quote:
Ice based ToM sword requires Ruszor kills to continue. Still mostly BLUs that would do it, but it's there.


Not only do I not see where ruszors are required, I have never seen anyone with a MAB sword; BLU or otherwise. BLUs are usually making the MP/macc swords (and I still bet the vast majority of them don't realize that macc doesn't even do anything for physical spells, other than added effects)

Edited, Feb 15th 2011 1:23am by Fynlar
Bad wording, then. I apologize. You're right, they aren't REQUIRED, but it sure goes faster to kill Ruszors during weather than to wait for Ice day and kill in Kuftal tunnel. The aquans are one of a very few trials that can't be finished for Ice path in Uleguerand Range because the only aquans in ice weather areas are the Ruszors.

And, seriously, just because most DON'T do it doesn't mean that there isn't anyone who does it. I prefer my MAB swords when I'm using Sanguine Blade a lot. It's also not horrible for a Charged Whisker build where I don't want to lose TP by changing to a staff (there are times where I do that). But, still, it's primarily a BLU thing.

Edit: Incomplete thought.

Edited, Feb 15th 2011 8:33am by Dracoth
#88 Feb 15 2011 at 9:35 AM Rating: Good
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Athenair wrote:

Prior to the fix today, Ehrhard (A) was located in both Abyssea - Grauberg and Abyssea - Uleguerand. By changing the NPC to Tancredi, it eliminated possible confusion.


Thanks for this, I was really confused :)

Edited, Feb 15th 2011 10:40am by eldelphia
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#89 Feb 15 2011 at 10:38 AM Rating: Decent
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Leveling staff on monk I went 0-200 prior to update and 70-80.

After the update in 2 hours time I went 200-220 (loldouble if not more then before but still sadly slow) and in the same time got 15 levels of parry.

I know its sub 200, but it is noticably faster, if nothing more then they are almost all 0.5 increases
#90 Feb 15 2011 at 10:52 AM Rating: Decent
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dustinfoley wrote:
Leveling staff on monk I went 0-200 prior to update and 70-80.

After the update in 2 hours time I went 200-220 (loldouble if not more then before but still sadly slow) and in the same time got 15 levels of parry.

I know its sub 200, but it is noticably faster, if nothing more then they are almost all 0.5 increases


If you're levelling staff or club on MNK then always finish with Hundred Fists to get a load of skill-ups.
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#91 Feb 15 2011 at 11:54 AM Rating: Excellent
Xilk wrote:
Fynlar wrote:
Quote:
Ice based ToM sword requires Ruszor kills to continue. Still mostly BLUs that would do it, but it's there.


Not only do I not see where ruszors are required, I have never seen anyone with a MAB sword; BLU or otherwise. BLUs are usually making the MP/macc swords (and I still bet the vast majority of them don't realize that macc doesn't even do anything for physical spells, other than added effects)

Edited, Feb 15th 2011 1:23am by Fynlar


actually, most blue know exactly this, Its exactly the MP and added effects that are desired. Heaping up the STR for bigger hits can be fun, but making each hit HUGE is not as important w/ blue physical spells. We have many of them, they cast very quickly, and we can cast more. I don't need to 1 shot a mob. 2 or 3 will be fine. If something is going to last though, I want that plague effect, I want that poison from disseverment, I want that status ailment in addition to damage.

I'd rather single shot when I'm doing a blm impersonation w/ Charged whisker... (long cast/recast time) and Jupiter's is better than a 10 MAB sword. If they go up to 15 by level 99, I'm sure every blu will get an MAB sword and Macc sword just for the inventory and reduction of gear swaps for nuking. (staff suck when switching to physical spells)


All the same, there's really no useful reason to ever go the +Macc route for swords. Sure, being able to minimize the chance of stun resisting on Head Butt is beneficial, but from personal experience as well as testimonies from other Blu I know and have talked to, between the high levels of Blue Magic Skill you'll have and your own base stat boosts through cruor buffs and whatnot, the only time that you'll get resists on Head Butt's stun is if the mob is resistant to Stun naturally or you've just used Head Butt enough that it's built a resistance. The same goes with Disseverment poison, to where unless the mob is Water based or completely immune to Poison in general (Scorpions for example), Disseverment's poison for me tends to always last the full duration and always manages to land.

Magic accuracy swords just aren't worth the effort it takes to do the trial in comparison to a +Str or +Dex one, as both those will do far more for your physical damage output. As for magic, if you're going to be using magic enough to even consider a +Mab sword then you're better off using an elemental staff.
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#92 Feb 15 2011 at 1:38 PM Rating: Excellent
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Vlorsutes, Lord of Stuff wrote:
As for magic, if you're going to be using magic enough to even consider a +Mab sword then you're better off using an elemental staff.
If I'm only there to nuke, I agree with this. However, if I'm trying to proc red and/or blue on my BLU (and I end up being that person a lot for Sword/Club since I lowman with 2-3 other people), the +MAB allow me to nuke reasonably well (although definitely sub par to elemental staves) while still building up TP to proc Blue or Red. Maybe most people don't have that issue, but when we low man stuff, it works out really well to split the procs decently enough. Now I only lose tp when I'm manually switching to cover a different proc, instead, and can contribute to nuking the mob down.

It's also really hard to Sanguine Blade with a staff - gearing for Sanguine Blade can be very beneficial for any of the jobs that can use the MAB sword, especially if you don't have CDC yet.

Edit: Another thought. Although the stave bonus is definitely better than the MAB bonus (since it's applied separately) now, there may come a time where the MAB bonus on the swords exceeds the bonus that the staves could give. Since BLU can't use the Magian staves, these would make a good alternative and allow a little flexibility in Physical vs. Magical sides.

Edited, Feb 15th 2011 12:43pm by Dracoth
#93 Feb 15 2011 at 2:02 PM Rating: Default
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Calessa wrote:
Anyone tested MMM yet?


I would imagine the experience boost is there, but ultimately it's futile in MMM. You can only get a maximum of one level up when you open the chest anyway.
#94 Feb 15 2011 at 2:17 PM Rating: Good
Vlorsutes, Lord of Stuff wrote:
Xilk wrote:
Fynlar wrote:
Quote:
Ice based ToM sword requires Ruszor kills to continue. Still mostly BLUs that would do it, but it's there.


Not only do I not see where ruszors are required, I have never seen anyone with a MAB sword; BLU or otherwise. BLUs are usually making the MP/macc swords (and I still bet the vast majority of them don't realize that macc doesn't even do anything for physical spells, other than added effects)

Edited, Feb 15th 2011 1:23am by Fynlar


actually, most blue know exactly this, Its exactly the MP and added effects that are desired. Heaping up the STR for bigger hits can be fun, but making each hit HUGE is not as important w/ blue physical spells. We have many of them, they cast very quickly, and we can cast more. I don't need to 1 shot a mob. 2 or 3 will be fine. If something is going to last though, I want that plague effect, I want that poison from disseverment, I want that status ailment in addition to damage.

I'd rather single shot when I'm doing a blm impersonation w/ Charged whisker... (long cast/recast time) and Jupiter's is better than a 10 MAB sword. If they go up to 15 by level 99, I'm sure every blu will get an MAB sword and Macc sword just for the inventory and reduction of gear swaps for nuking. (staff suck when switching to physical spells)


All the same, there's really no useful reason to ever go the +Macc route for swords. Sure, being able to minimize the chance of stun resisting on Head Butt is beneficial, but from personal experience as well as testimonies from other Blu I know and have talked to, between the high levels of Blue Magic Skill you'll have and your own base stat boosts through cruor buffs and whatnot, the only time that you'll get resists on Head Butt's stun is if the mob is resistant to Stun naturally or you've just used Head Butt enough that it's built a resistance. The same goes with Disseverment poison, to where unless the mob is Water based or completely immune to Poison in general (Scorpions for example), Disseverment's poison for me tends to always last the full duration and always manages to land.

Magic accuracy swords just aren't worth the effort it takes to do the trial in comparison to a +Str or +Dex one, as both those will do far more for your physical damage output. As for magic, if you're going to be using magic enough to even consider a +Mab sword then you're better off using an elemental staff.


I'm actually fairly certain that INT+18 Magic Attack Bonus +20 beats out Magic Damage +15% Magic Accuracy+30 in any current nuking situation. If you're focusing on nukes you've most likely got Atma to back it up, or at least gear with Blue Magic Skill and Magic Accuracy.

Moreover, not having to sacrifice your ability to melee and having to only carry 2 swords instead of 8 staves are both nice perks.
#95 Feb 15 2011 at 3:06 PM Rating: Excellent
The way my group will do events usually ends up resulting in only two/three people at most on the mob (that being our Verethragna Mnk, myself if I'm on War, and our Thf) and everyone else is standing clear. When we bring a Blu for the sake of grellow procing, he's always using a nuking set up, so there's not going to be any real point to casting nukes while equipping swords (unless it's Seedspray, but that's a different point).
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#96 Feb 15 2011 at 3:21 PM Rating: Good
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Perhaps I should have put more emphasis on the MP... I did say MP. 75 or 150 MP is a huge boost especially outside abyssea. It gives you more endurance. I'm Galka. I need the MP.
Edit: also on the MAB swords, it requires you to set spells for dual wield. I might do that after getting rdm leveled, but atm I"m on /sch. I'll save set points for MAB and refresh after that, which I can use to add dual wield to my nuking build.

Edited, Feb 15th 2011 4:24pm by Xilk
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#97 Feb 15 2011 at 3:26 PM Rating: Excellent
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jtftaru wrote:
If you're levelling staff or club on MNK then always finish with Hundred Fists to get a load of skill-ups.


Psh, I START with Hundred Fists so it will be back up sooner :D

I'm planning to try skilling my 230+ Staff/Club in Abyssea on MNK/DNC, with three Triple Attack atma (Apocalypse, Alpha/Omega, and Lion). Will see how it goes...
#98 Feb 15 2011 at 4:19 PM Rating: Good
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RamseySylph wrote:
Vlorsutes, Lord of Stuff wrote:
Xilk wrote:
Fynlar wrote:
Quote:
Ice based ToM sword requires Ruszor kills to continue. Still mostly BLUs that would do it, but it's there.


Not only do I not see where ruszors are required, I have never seen anyone with a MAB sword; BLU or otherwise. BLUs are usually making the MP/macc swords (and I still bet the vast majority of them don't realize that macc doesn't even do anything for physical spells, other than added effects)

Edited, Feb 15th 2011 1:23am by Fynlar


actually, most blue know exactly this, Its exactly the MP and added effects that are desired. Heaping up the STR for bigger hits can be fun, but making each hit HUGE is not as important w/ blue physical spells. We have many of them, they cast very quickly, and we can cast more. I don't need to 1 shot a mob. 2 or 3 will be fine. If something is going to last though, I want that plague effect, I want that poison from disseverment, I want that status ailment in addition to damage.

I'd rather single shot when I'm doing a blm impersonation w/ Charged whisker... (long cast/recast time) and Jupiter's is better than a 10 MAB sword. If they go up to 15 by level 99, I'm sure every blu will get an MAB sword and Macc sword just for the inventory and reduction of gear swaps for nuking. (staff suck when switching to physical spells)


All the same, there's really no useful reason to ever go the +Macc route for swords. Sure, being able to minimize the chance of stun resisting on Head Butt is beneficial, but from personal experience as well as testimonies from other Blu I know and have talked to, between the high levels of Blue Magic Skill you'll have and your own base stat boosts through cruor buffs and whatnot, the only time that you'll get resists on Head Butt's stun is if the mob is resistant to Stun naturally or you've just used Head Butt enough that it's built a resistance. The same goes with Disseverment poison, to where unless the mob is Water based or completely immune to Poison in general (Scorpions for example), Disseverment's poison for me tends to always last the full duration and always manages to land.

Magic accuracy swords just aren't worth the effort it takes to do the trial in comparison to a +Str or +Dex one, as both those will do far more for your physical damage output. As for magic, if you're going to be using magic enough to even consider a +Mab sword then you're better off using an elemental staff.


I'm actually fairly certain that INT+18 Magic Attack Bonus +20 beats out Magic Damage +15% Magic Accuracy+30 in any current nuking situation. If you're focusing on nukes you've most likely got Atma to back it up, or at least gear with Blue Magic Skill and Magic Accuracy.

Moreover, not having to sacrifice your ability to melee and having to only carry 2 swords instead of 8 staves are both nice perks.


It doesn't. I'll provide numbers in a little while. The biggest factor is that the staff bonus adds a whole different multiplication step than the 30 MAB does. Also, the truncation that happens affects it, as well.

Generally: (D+2dINT)*MAB*Staff (there's a lot more here)

Increasing MAB by .3 doesn't do as much as the 1.15 bonus from the staves Edit: depending on what you're adding the .3 to. I've got a spreadsheet set up specifically to calculate this, and it's always come out that way.

Edited, Feb 15th 2011 4:14pm by Dracoth
#99 Feb 15 2011 at 5:24 PM Rating: Good
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Actually that is not entirely true.

ex. 1000*1.6 = 1600

adding 15% instead
1000*1.3*1.15 = 1495

The break point is about 20MAB = 15%. (from the staves.) So for the 30% staves you would need about 40MAB to stay on top

check.

1000*1.7 = 1700
1000*1.3*1.3 = 1690

This applies from about 75D all the way to the end.

75*1.7 = 127.5
75*1.3*1.3 = 126.75

10000*1.7 = 17000
10000*1.3*1.3 = 16900

It should be noted that the more MAB you add the less the relative return is. For example lets say you have 80MAB to start, and you add 20MAB

1000*2 = 2000
1000*1.8*1.15 = 2070






Edited, Feb 15th 2011 6:25pm by rdmcandie

Edited, Feb 15th 2011 6:48pm by rdmcandie
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#100 Feb 15 2011 at 6:09 PM Rating: Good
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rdmcandie wrote:
Actually that is not entirely true.

ex. 1000*1.6 = 1600

adding 15% instead
1000*1.3*1.15 = 1495

The break point is about 20MAB = 15%. (from the staves.) So for the 30% staves you would need about 40MAB to stay on top

check.

1000*1.7 = 1700
1000*1.3*1.3 = 1690

This applies from about 75D all the way to the end.

75*1.7 = 127.5
75*1.3*1.3 = 126.75

10000*1.7 = 17000
10000*1.3*1.3 = 16900

It should be noted that the more MAB you add the less the relative return is. For example lets say you have 80MAB to start, and you add 20MAB

1000*2 = 2000
1000*1.8*1.15 = 2070






Edited, Feb 15th 2011 6:25pm by rdmcandie

Edited, Feb 15th 2011 6:48pm by rdmcandie


Looked at my spreadsheet, and nothing I said about the pieces is incorrect. It all depends on how much you've already got, etc, as RCD pointed out. Speaking inside Abyssea, though, and going /rdm, you can start with a base of 24% (/RDM above 40), 50% (Atma of the Ultimate), 30% (Atma of the Beyond), and assorted gear (17% for what I had when I started using the spreadsheet - need to update with new pieces), you're looking at 121% MAB already. The extra 20 from the two swords that we've got now won't trump the additional 15% that the staves will generate. Outside Abyssea, without all the atma boosts, though, the swords become much more relevant (in this case, I'd only have 41% MAB).

Also, to Vlor, my seal/+2 item/atma farming group consists of THF, BLU, WHM, RDM, BLM run between my brother and me. Occasionally, we might have either a WAR, NIN, or BRD (depending on who we invite to join us), but that's fairly rare. Thus, my ability to handle Sword helps my particular situation. And keeping TP becomes more relevant. If you're able to handle WAR, NIN, WHM + grellow procs, then the whole situation would change.
#101 Feb 15 2011 at 6:19 PM Rating: Decent
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Not related to the current discussion, but I went mining through the data with POLUtils to try to figure out why there was 1000 files to download. I don't know if it really answers the question, but basically all armor icons were slightly darkened, causing pretty much all armor to show as changed with POLUtils. Again, I don't know if that's the cause or not, but wanted to point it out. Also, one item did have its text changed, Cenobite's Coiffe was updated to read Enmity-3 rather than Magic Enmity-3
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