1
Forum Settings
       
Reply To Thread

Final Fantasy XI Test Server Update (07/19/2013)Follow

#1 Jul 19 2013 at 5:44 AM Rating: Decent
Darqflame's Peon
ZAM Administrator
****
6,096 posts
Screenshot

Gildrein wrote:

[dev1155] Geomancy Special Effects Adjustments (Geocolure Spells)

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

• Pre-adjustment
Screenshot


• Post-adjustment
Screenshot


http://forum.square-enix.com/ffxi/threads/35857

Screenshot

Gildrein wrote:

[dev1154] Colonization Reive and Lair Reive Adjustments

• The HP of the obstacles for both Lair Reives and Colonization Reives in the following areas has been reduced:

Yahse Hunting Grounds / Ceizak Battlegrounds / Sih Gates / Moh Gates / Foret de Hennetiel / Morimar Basalt Fields

• The amount of Bayld issued by conquering both Lair Reives and Colonization Reives in the following areas has been increased:

Foret de Hennetiel / Morimar Basalt Fields / Marjami Ravine / Yorcia Weald / Dho Gates


http://forum.square-enix.com/ffxi/threads/35853

Screenshot

Gildrein wrote:

[dev1153] Item Level Adjustments

• The stats on equipment with item levels displayed will be adjusted.
 
• If both item level and "combat skill+" are present on the item you equip as a main weapon, the following will be affected:

• The number of Utsusemi shadow images consumed from physical AoE attacks.
• The interruption rate on spell casting.

 
• The strength of enemies level 100+ will be displayed differently when inspecting them while an item with item level 100 and above has been equipped.

http://forum.square-enix.com/ffxi/threads/35849

Screenshot

Gildrein wrote:

[dev1141] Monstrosity

• Monstrosity quests have been added.quests have been added.
The quests can be received from the NPC "Suspicious Hume" located in Pashhow Marshlands (E-12).
Screenshot


• By turning into a monster in Monstrosity, a special icon will appear in front of the name.

• From Customize on the main menu, adjuncts for the monster name in Monstrosity can be selected.
Screenshot


• NPC "=TEST=Monster Playing" has been removed from Northern San d'Oria, Port Bastok, and Windurst Waters.
 
• By moving from the lobby to the field or selecting "Challenge the same area again." when the character is KO'd, a special effect known as "Preparation Period" will be applied for a certain period of time.
Preparation Period will give the below effects:
• Enemies will not detect the character
• Invisible
• Sprint
• Attack Disabled
* The location where the character spawns in the field is random.

• New areas have been added to Monstrosity.
• HP and MP will gradually recover when out of combat. The amount recovered vary depending on maximum HP and MP values.
* The amount recovered are subject to change.

• New monster types have been added.
 
• New monster types are now playable and monster "sentiences" can now be equipped.
* Sentiences with a cost of 255 cannot be used.
* Sentiences that have not been implemented yet cannot be used.


• Default sentiences have been added.

• The maximum amount one can spend on sentiences will increase along with the level of the monster selected.

• The monster players wish to shapeshift into and their attributes can now be selected from the Equipment section of the main menu.
* Selections can only be made while an adventurer is in the lobby.
* The EXP of the previous monster selected will reset to zero once a new monster is selected. However, the level of the monster will not reset.


• The NPC “=TEST= Monster Playing” has been removed from the lobby.

Test Server Only

• Locations where PCs appear when moving from the lobby to the field will be fixed.

Refer to this thread for information about testing this content on the test server and methods on providing feedback.

http://forum.square-enix.com/ffxi/threads/34232

Edited, Jul 19th 2013 7:45am by Szabo
#2 Jul 19 2013 at 10:09 AM Rating: Decent
Quote:
• If both item level and "combat skill+" are present on the item you equip as a main weapon, the following will be affected:

• The number of Utsusemi shadow images consumed from physical AoE attacks.


Wait... what?
#3 Jul 19 2013 at 10:44 AM Rating: Good
Scholar
***
1,176 posts
Because of being a higher level, you're more likely to have less shadows taken is what I get from it since normally ninjutsu skill from your level determines how many shadows AoE attacks take.
____________________________
Helldemon
Siren
Gungnir: O
#4 Jul 19 2013 at 10:48 AM Rating: Good
Guru
Avatar
*****
11,159 posts
Ninjutsu skill affects how many shadows are potentially wiped by some physical AoEs. This is probably an indirect way of leveling for NIN here instead of adding +188 Ninjutsu and the like since the direct skill would offer an improved -interrupt rate, too. /NIN folk probably won't notice much of a difference on new content. I also see it as a bit of placating to the DW crowd since a lot were angry the new +skill stuff doesn't apply to both hands despite recent formula adjustments. It's like some forgot why the 2H update happened to begin with...
____________________________
Violence good. Sexy bad. Yay America.
#5 Jul 19 2013 at 11:06 AM Rating: Good
Scholar
***
1,176 posts
Well, SE are adding skill to all weapons above 100 in the next update in August I believe so dual wielders that work for it will have similar amounts of +skill in each hand. Skirmish II will have the best offhands(minus bst axe from hurkan) for anyone that hasn't beaten megabosses and can pair them with plasm weapons. They may even be stronger then base plasm weapons since augmenting has some luck to it and you could get a max weapon with one try compared to having to spend 15m to fully upgrade a plasm weapon.
____________________________
Helldemon
Siren
Gungnir: O
#6 Jul 19 2013 at 1:09 PM Rating: Decent
Darqflame's Peon
ZAM Administrator
****
6,096 posts
Akihiko Matsui wrote:

7/19 Test Server Update – Item Adjustments

Matsui here.

The Test Server has just been updated and it is now possible to check out the equipment stat adjustments that were mentioned in the version update notes as well as in my post about "combat skill +."

Please note that the data and content that is currently on the Test Server is not finalized and we are in the midst of making minute changes to the parameters.

However, from here on out there won’t be any large variations, so please check them out knowing that these stats are roughly what they will be.

Now then, I’d like to talk a bit about the content that was added to the Test Server while I go over what was previously mentioned.

• Purpose of the adjustments

The main reason for these adjustments is so that we can apply the "combat skill +" stat, which I explained about in a previous post, to existing equipment.

Additionally, in the future we will also be implementing revamps to existing equipment and we will be expanding the enhancement specs for these while carrying over their original stats.
(Think of this as there not currently being enough slots to set bonuses on each item.)

• Adjustment overview

Basically, we are making adjustments so that the current stats are maintained and more are added.

• Weapons
The "accuracy + (ranged accuracy+)" and "attack + (ranged attack +)" stats for a lot of items will be replaced with "combat skill+."

While the "accuracy + (ranged accuracy +)" and "attack + (ranged attack +)" values will become lower, at a glance it will appear as if they've become weaker; however, the total amount of the stats will not be lowered.

In regards to hand-to-hand weapons, due to the fact that the damage value will increase as the skill value increases, the damage value has been somewhat reduced; however, we've ultimately calculated everything out so that there are no changes to the final damage value.

Also, we’ve added a variety of parameters in addition to "combat skill +."

• Armor
We’ve added different types of parameters such as increases to defense, HP, MP, STR, and other stats to armor.

As this is before the spec expansion and we were limited by the amount of equipment bonuses we could set, there is still a number of equipment where we would have liked to add different bonuses, but were unable to.

For this equipment, we've increased other parameters in place of where we could not add bonuses, so certain parameters may seem lower than what they are currently due to these adjustments; however, we’ve made it so that total stats are much better than before.

• Other I
Considering the role of "Lehbrailg," we’ve changed the jobs that can equip this item from "BLM, SCH, GEO" to "WHM, BLM, RDM, BRD, SMN, SCH, GEO."

• Other II

• When equipping items that show an item level, we’ve made it so the message displayed when checking monsters will vary depending on your average item level.

• As the level range of monsters you can obtain experience points from has increased making it difficult to understand just how easy an "easy prey" monster is, we’ve added a new message: "Incredibly easy prey."

• We've made it so that adjustments to the amount of experience points obtained will not take place via item level.

• Other III
When the weapon you equip in your main hand possesses both "combat skill +" and displays an item level, the number of Utsusemi shadows consumed when being attacked will be reduced and spell interruption rate will be lowered.

http://forum.square-enix.com/ffxi/threads/35885-7-19-Test-Server-Update-%E2%80%93-Item-Adjustments


Some of Slycer of BG's translation of the changed armors/weapons on the test server.
Quote:

Few random examples of armor adjustments. If anyone wants to know something specific let me know, it's so much to translate but I don't mind doing individual pieces (if someone could dat mine the test server update English version, it would be easier).

As far as I can tell, the adjustments cover ALL armor and weapons with item level 100+.


Mikinaak Breastplate

Before:
DEF:80
STR+15 VIT+15
Accuracy+18 Attack+18
Physical Damage Taken -3%

After:
DEF:102 HP+33 MP+30
STR+15 DEX+13 VIT+15 AGI+13 INT+13 MND+13 CHR+13
Accuracy+18 Attack+18
Evasion+21 Magic Evasion+34
Magic Defense +2 Physical Damage Taken -3%


Manibozho Beret

Before:
DEF:45
DEX+10 INT+10 MND+10
Accuracy+12
Evasion+12
Haste+6%


After:
DEF:80 HP+25
STR+13 DEX+12 VIT+4 AGI+6 INT+13 MND+5
Accuracy+15
Evasion+19 Magic Evasion+49
Magic Defense +2
Haste+6%


Nahtirah Hat

Before:
DEF:60 HP+70 MP+70
INT+20 MND+20 CHR+20
Magic Accuracy+10
Enhances Fast Cast Effect

After:
DEF:96 HP+70 MP+70
STR+17 DEX+17 VIT+17 AGI+17 INT+25 MND+25 CHR+25
Magic Accuracy+10
Evasion+36 Magic Evasion+75
Magic Defense+5
Enhances Fast Cast effect
Haste+5%

DEF:68 HP+19 MP+70
STR+9 DEX+9 VIT+9 AGI+9 INT+13 MND+13 CHR+13
Summoning magic skill+7
Evasion+18 Magic Evasion+53 Magic Defense+1
Avatar: Enhances Magic Accuracy, Magic Attack Bonus +10

Bokwus Robe
DEF:89 HP+28 MP+50
STR+7 DEX+7 VIT+7 AGI+7 INT+13 MND+13 CHR+13
Magic Attack Bonus+13
Evasion+21 Magic Evasion+57 Magic Defense+3
Adds Refresh effect

Bokwus Gloves
DEF:59 HP+12 MP+50
STR+1 DEX+10 VIT+8 INT+10 MND+13 CHR+4
Evasion+11 Magic Evasion+26 Magic Defense+3
Cure Potency+13% Enmity-3 Haste+4%

Bokwus Slops
DEF:76 HP+22 MP+25
STR+5 VIT+8 INT+11 MND+4 CHR+1
Magic Accuracy+10
Evasion+14 Magic Evasion+76 Magic Defense+1 Magic Damage Taken-4%
Enmity-6

Bokwus Boots
DEF:46 HP+7 MP+12
DEX+1 AGI+12 INT+2 MND+3 CHR+13
Wind instrument skill+10 Magic Accuracy+7
Evasion+28 Magic Evasion+76 Magic Defense+3
Song spellcasting time-6%
Haste+6%




Mikinaak Helm
DEF:80 HP+21 MP+40
STR+13 DEX+12 VIT+13 AGI+9 INT+8 MND+8 CHR+8
Attack+10
Evasion+17 Magic Evasion+22 Magic Defense+1
Haste+7%

Mikinaak Breastplate
DEF:102 HP+33 MP+30
STR+15 DEX+13 VIT+15 AGI+13 INT+13 MND+13 CHR+13
Accuracy+18 Attack+18
Evasion+21 Magic Evasion+34 Magic Defense +2 Physical Damage Taken -3%

Mikinaak Gauntlets
DEF:72 HP+15
STR+6 DEX+20 VIT+22 INT+13 MND+17 CHR+13
Attack+13
Evasion+11 Magic Evasion+19
Haste+4%

Mikinaak Cuisses
DEF:89 HP+27
STR+13 VIT+14 AGI+11 INT+17 MND+8 CHR+6
Attack+20
Evasion+11 Magic Evasion+45 Magic Defense+1
Weapon Skill Accuracy+10

Mikinaak Greaves
DEF:59 HP+9
STR+6 DEX+3 VIT+7 AGI+15 MND+1 CHR+13
Attack+10
Evasion+25 Magic Evasion+45
Store TP+5 Haste+4%

--------

Manibozho Beret
DEF:80 HP+25
STR+13 DEX+12 VIT+4 AGI+6 INT+13 MND+5
Accuracy+15
Evasion+19 Magic Evasion+49 Magic Defense +2
Haste+6%

Manibozho Jerkin
DEF:93 HP+31 MP+37
STR+11 DEX+15 VIT+16 AGI+15 INT+15 MND+15 CHR+15
Accuracy+17 Attack+17
Evasion+25 Magic Evasion+45 Magic Defense+3
Haste+4%

Manibozho Gloves
DEF:63 HP+13
DEX+17 VIT+14 INT+1 MND+13 CHR+5
Ranged Attack+15
Evasion+12 Magic Evasion+26 Magic Defense+1
Enmity-7 Enhances "Snapshot" effect "Recycle"
Haste+4%

Manibozho Brais
DEF:80 HP+25
STR+13 DEX+12 VIT+4 AGI+6 INT+13 MND+5
Attack+15
Evasion+19 Magic Evasion+49 Magic Defense+2
Haste+6%

Manibozho Boots
DEF:51 HP+7 MP+45
DEX+8 AGI+17 CHR+12
Attack+12
Evasion+36 Magic Evasion+49 Magic Defense+2
Double Attack+2% Haste+4%

--------

Bayld armor. Nice bit of haste seems to be sprinkled all around on some of these pieces, most noticeably on the Karieyh set.

Orvail Corona
DEF:43 MP+22
STR+12 DEX+12 VIT+12 AGI+12 INT+14 MND+14 CHR+14
Magic Accuracy+8
Magic Evasion+29
MP Recovered While Healing +4

Orvail Robe
DEF:56 MP+40
STR+9 DEX+9 VIT+9 AGI+9 INT+18 MND+18 CHR+18
Magic Evasion+31
Enmity-5
Adds "Refresh" effect

Orvail Cuffs
DEF:37 MP+10
STR+2 DEX+8 VIT+8 AGI+1 INT+6 MND+15 CHR+15
Magic Accuracy+5
Magic Evasion+14
Enmity-4 Haste+3%

Orvail Pants
DEF:48 MP+20
STR+8 VIT+4 AGI+5 INT+16 MND+7 CHR+6
Magic Accuracy+6
Magic Evasion+42
Enhances "Fast Cast" effect

Orvail Souliers
DEF:29 MP+10
STR+3 DEX+3 VIT+3 AGI+10 INT+5 MND+14 CHR+10
Magic Accuracy+8
Magic Evasion+42
Enmity-5


Thurandaut Chapeau
DEF:46 MP+16
STR+12 DEX+14 VIT+4 AGI+6 INT+4 MND+4 CHR+5
Accuracy+10
Magic Evasion+21
Enhances "Dual Wield" effect

Thurandaut Tabard
DEF:64 MP+30
STR+17 DEX+9 VIT+7 AGI+17 INT+7 MND+7 CHR+7
Attack+15
Magic Evasion+25
Haste+5%

Thurandaut Gloves
DEF:40
STR+3 DEX+14 VIT+10 AGI+14 INT+4 MND+9 CHR+5
Accuracy+10
Magic Evasion+14
Haste+3%

Thurandaut Tights
DEF:51
STR+9 VIT+5 AGI+17 INT+9 MND+5 CHR+3
Ranged Accuracy+17
Magic Evasion+27
Enmity-5

Thurandaut Boots
DEF:32
STR+4 DEX+7 VIT+14 AGI+11 MND+14 CHR+9
Magic Evasion+27 Physical Damage Taken-3%
Haste+3%


Karieyh Morion
DEF:51 MP+16
STR+16 DEX+16 VIT+9 AGI+7 INT+7 MND+7 CHR+7
Accuracy+10
Magic Evasion+12
Haste+6%

Karieyh Haubert
DEF:79 MP+24
STR+18 DEX+18 VIT+9 AGI+6 INT+6 MND+6 CHR+6
Attack+25
Magic Evasion+18
Double Attack+2% Haste+2%

Karieyh Moufles
DEF:46
STR+3 DEX+14 VIT+14 INT+2 MND+8 CHR+6
Accuracy+10
Magic Evasion+10
Haste+4%

Karieyh Brayettes
DEF:56 MP+65
STR+16 VIT+16 AGI+5 INT+8 MND+4 CHR+3
Attack+20
Magic Evasion+25
Haste+4%

Karieyh Sollerets
DEF:37
STR+11 DEX+11 VIT+11 AGI+9 MND+3 CHR+8
Accuracy+10 Attack+10
Magic Evasion+25
Store TP+5 Haste+2%

-------

Crazy upgrades on Soothsayer and Atinian...

Lehbrailg
DMG:96 Delay:366
INT+6 MND+6
Magic Accuracy+45 Magic Attack Bonus+40
Magic Damage+65
Staff Skill+51 Parrying Skill+51

Sasah Wand
DMG:50 Delay:216
HP+60 INT+2 MND+2
Attack+10 Accuracy+10
Magic Accuracy+5 Magic Damage+6
Haste+1%

Sasah Wand +1
DMG:51 Delay:210
HP+60 INT+2 MND+2
Attack+11 Accuracy+11
Magic Accuracy+2 Magic Attack Bonus +1 Magic Damage+12
Haste+2%

Voay Staff
DMG:154 Delay:412
INT+7 MND+7
Accuracy-30
Magic Attack Bonus+60
Magic Damage+86
Staff Skill+81 Parrying Skill+81
(Enmity-15 missing, probably a typo)

Voay Staff +1
DMG:160 Delay:402
INT+7 MND+7
Accuracy-20
Magic Attack Bonus+70
Magic Damage+97
Staff Skill+94 Parrying Skill+94
Enmity-20

Sortilevel Staff
DMG:97 Delay:366
INT+4 MND+4
Magic AccuracY+10 Magic Attack Bonus+10
Magic Damage+10
Reives: Magic Attack Bonus+50

Forefront Staff
DMG:106 Delay:366
INT+6 MND+6
Magic Accuracy+20 Magic Attack Bonus+9
Magic Damage+75
Staff Skill+67 Parrying Skill+67
Reives: Magic Accuracy+56 Magic Attack Bonus+60

Soothsayer Staff
DMG:145 Delay:366
MP+50 INT+10 MND+10
Magic Accuracy+135 Magic Attack Bonus+19
Magic Damage+151
Staff Skill+162 Parrying Skill+162

Atinian Staff
DMG:157 Delay:366
INT+12 MND+12
Magic Accuracy+180 Magic Attack Bonus+25
Magic Damage+195
Staff Skill+215 Parrying Skill+215

Atinian Staff +1
DMG:158 Delay:356
INT+13 MND+13
Magic Accuracy+191 Magic Attack Bonus+26
Magic Damage+205
Staff Skill+228 Parrying Skill+228



Ryota Iwagami wrote:

7/19 Test Server Update – Monstrosity

Hello.

With the June 19th Test Server update, we’ve made updates to the testing content for Monstrosity.

Below are the aspects we would like you all to test out:

• Flow leading up to the starting quest
• Customization
• Unlockable elements


Below is a point by point break down detailing the specifics we would like you to test out and give feedback on.

• Flow leading up to the starting quest

NPCs in each of the three nations will guide you towards the starting quest for Monstrosity, and quests can be received from the NPC “Suspicious Hume” who is located in Pashhow Marshlands (E-12). Please tell us whether aspects leading up to the quest are too difficult or inconvenient.


• Customization

After reviewing the quest explanations in-game and trying out the customization process, please let us know if any of it comes across as difficult to understand.

*Experience points needed to reach the next level will reset when changing monster types and we'll be adding an in-game warning prompt for this.


• Unlockable elements

We'd like to receive feedback on the pace for obtaining new sentiencies, new abilities, and new monster types while playing Monstrosity.

While there are not many sentiencies when you first start this content, through leveling up you’ll be able to gradually obtain sentiencies by exchanging points. Once you’ve gotten used to this process you will be able to obtain new monster types and new sentiencies.

We've created exciting content that prepares you each step of the way, so we’d love to hear your thoughts about this gradual unlocking concept to ensure the whole leveling process is fun.
We're still making adjustments to sentiencies stat parameters, so don't worry about submitting feedback on this just yet.



*Aspects we do not need feedback on:

• Parameters and costs for sentiencies and monster types
• Required TP to use monster skills
• Other elements that are thought to be unadjusted


We've put in as much as possible now so you all have a chance to test it, but keep in mind, its still a work in process.

We've also implemented the use of magic spells. Spells you have available to you are the same your various jobs use with the levels set to the same proficiency as the best job for that particular spell. We're still adjusting this as well, but feel free to cast spells in battle and give us your feedback.

We'll do our best to correct text errors throughout, but keep in mind, translations will take some time so this can't be addressed right away. In the meantime we hope to explain the system better through these announcements.

Thank you very much.

http://forum.square-enix.com/ffxi/threads/35888-7-19-Test-Server-Update-%E2%80%93-Monstrosity?p=457514#post457514

Edited, Jul 19th 2013 3:31pm by Szabo

Edited, Jul 19th 2013 9:08pm by Szabo
#7 Jul 19 2013 at 5:20 PM Rating: Default
The All Knowing
Avatar
*****
10,265 posts
Quote:
As the level range of monsters you can obtain experience points from has increased making it difficult to understand just how easy an "easy prey" monster is, we’ve added a new message: "Incredibly easy prey."


It's about time... That has been the most deceiving level of prey.
#8 Jul 21 2013 at 12:15 AM Rating: Good
***
3,769 posts
Seriha wrote:
Ninjutsu skill affects how many shadows are potentially wiped by some physical AoEs. This is probably an indirect way of leveling for NIN here instead of adding +188 Ninjutsu and the like since the direct skill would offer an improved -interrupt rate, too. /NIN folk probably won't notice much of a difference on new content. I also see it as a bit of placating to the DW crowd since a lot were angry the new +skill stuff doesn't apply to both hands despite recent formula adjustments. It's like some forgot why the 2H update happened to begin with...

We actually remember perfectly, it was a gross overreaction.

Dual wield gave a slight increase in DoT over two handed weapons. (and they both lost to H2H, just like today, oh how history repeats.) Shadows didn't matter as they worked regardless of the job that's subbing NIN, but whatever.

SE fixed this with hasso and seigan/third eye. Hasso's job ability haste is a more potent Dot increase than dual wield, and didn't decrease tp/hit. Seigan/third eye is more potent than utsusemi, lasts longer, has to be recast less often, is free, and doesn't stop working against anything with AoE's or multihit attacks. Hasso's str and acc bonuses beat anything any offhand weapon could possibly give until right before adoulin. Between these bonuses, and everything else SAM gave as a sub (meditate, store tp, and Sekkanoki) compared to what /NIN gives, (sneak and invisible tools that stack to 99?) it was a perfectly balanced fix.

But everything else that went along with it was overkill.
A 50% boost in the acc and att gained from DEX and STR gave a huge boost to two handers, when it wasn't an issue before. We were left with 1 handers having to load up on acc gear and use acc food, to hit what 2 handers could in att gear and meat food, further exacerbating the problem.

A 40ish% boost in WS damage for all 2 handed ws's by increasing the mods and base calculations was unnecessary, as nothing dual wielding gave you made you do a comparable WS increase. Especially since that piles on top of the STR/DEX/acc/att adjustment.

Restricting 2 handed weapons to as few jobs as possible screams job favoritism.
Plenty of people would love to try and sub SAM and use the same bonuses, but can't. I'd love to use scythes on BST as it's our only alternative weapon to axe. But while Scythes used to be DRK/WAR/BST, they're DRK only now. I mean someone has got to use scythe, and it sure as hell isn't gonna be DRK! Great katana used to be SAM and NIN, and it's just SAM now. MNK used to be able to effectively use Staff, but now they can't due to lack of choices. (but they have oatixur, so boo-hoo.) Restricting Ranged weapons to basically RNG only doesn't help, either. THF and NIN might be acceptable /SAM with a good gun and bullet and weapon skill, but they get none of those things.

Making most abilities 2 hander only doesn't help either.
Hasso and Seigan don't work unless you use a 2 handed weapon. Neither does Last resort once they change that. Yonin and Innin are of subbable level, but can't be used as a sub job. And fencer exists... it just completely worthless, and too weak. If it gave 10% job ability haste but only when not dual wielding, the same as hasso, we might be able to talk, but instead it's a tiny TP bonus, for weapons that don't have any "damage increases with TP" weaponskills.

And now we're still going to have our offhand weapon have 50ish less base att than our main hand. And the offhand weapon will have at best 30 less acc and attack from combat skill because it will always be a lower item level, as they never add 2 equally good weapons of the same type at the same time. And of course the Dual wielder has to put in twice the work to get the 2 weapons as the guy who just needs 1 weapon.

And this is to "keep dual wielding from becoming broken" against a mountain of benefits 2 handers have, that dual wielding doesn't even compare to. Hell most people are taking off all their dual wield+ gear now because it is a nerf, rather than a boost. It reduces your TP/hit, while haste does not. So 25% gear haste+ 45% magic haste= 70/80% haste cap. Meaning for everything after dual wield 1, you're actively hurting yourself by reducing your tp/hit unnecessarily, and canceling out the buffer's work. And this is supposed to be overpowered?

But yes, I'm sure losing all 3 shadows and still taking damage from the aoe's will be so much better than... losing all 3 shadows and still taking damage as we did before... Utsusemi still won't be as good as third eye, or even healing yourself with /DNC, but we'll totally be balanced, right SE?
#9heldemon, Posted: Jul 21 2013 at 7:52 PM, Rating: Sub-Default, (Expand Post) I started typing a response but there is so much wrong with your post I just gave up lol.
#10 Jul 21 2013 at 8:10 PM Rating: Good
Sage
***
3,638 posts
I started typing a response, and then I hit the post button and it went through.
____________________________
http://ereblog.livejournal.com/
Erecia and Ereblog are BACK, baby!
#11 Jul 21 2013 at 9:50 PM Rating: Decent
Jack of All Trades
******
29,633 posts
Whether Utsusemi or Third Eye is "better" really depends on the situation.

In general, Utsusemi has an edge against physical AoEs (it can actually block them, unlike Third Eye which just gets overwritten)
Third Eye has an edge against multihit single-target attacks (Third Eye will absorb the whole thing as if it was a single attack, whereas 1 Utsusemi shadow would be consumed for each hit)
#12 Jul 22 2013 at 3:07 AM Rating: Good
Guru
Avatar
*****
11,159 posts
Quote:
But yes, I'm sure losing all 3 shadows and still taking damage from the aoe's will be so much better than... losing all 3 shadows and still taking damage as we did before... Utsusemi still won't be as good as third eye, or even healing yourself with /DNC, but we'll totally be balanced, right SE?


As Fyn noted, TE isn't as potent as you deemed to emphasize. And sure, the game has changed a good deal since the initial adjustment to two-handers, but you're really over-selling /SAM. The -Fast Cast is an annoyance for DRK, and while I'm sure someone would argue a DRK should never be casting ever, better (re)casts on Stun, Drains, and Aspirs aren't a bad thing.

But let's take a ride in the way back machine, to a time before the adjustment and nothing like grips existed. Haste gear wasn't as plentiful, so some jobs had to scrape harder to cap even that. DW was huge for that delay reduction alone, and was even better prior to the TP floor adjustment. But I mentioned grips for a reason, the bonuses of off-hand weapons. There really wasn't a two-handed equivalent of the Maneater/Juggernaut combo back in the day. Guillotine was no Rampage, Spinning Slash and Ground Strike were SA only. Gekko really wasn't any better in your more basic scenarios. Penta was nice for DRGs on piercing mobs, but they pretty much had no place otherwise. Equal ACC, in turn, favored the dual-wielders when paired with even lower delays. A miss simply wasn't as fatal to a DWer with good ACC in a single attack round.

Utsu was just icing, and even back in the day it hadn't quite seen nerfs like variable shadow removal or even NINs getting more out of Ni. So, yeah, casting and global delays effected both equally, but jobs like THF, NIN, and even MNK also had the evasion to better prolong shadow life. You could kinda maybe sorta situationally make a case for SAM in proper conditions, but it's probably safer to say everyone else evaded as well as a broadsided barn and the hope was people would just brute force heal their berserked WARs and such. As a RDM who lived through that time, let's just say party cohesion was very important for all-around uptime.

But hey, SE certaily ****** up the initial iteration of the adjustment. And I won't argue that perhaps some things have gone overboard since with gear growth and WS like Resolution. I'd just think it obvious that something like a 188 ATK/ACC advantage on top of the other stat conversion if the new +skill weapons could be dual-wielded might be a little... unfair. Just maybe. On the other hand, SE could let it happen and just reduce the values on the individual weapons. There are multiple paths to the same destination, of course. Either way, don't confuse my critique with the sentiment that one-handers don't deserve attention. Stuff like the attack penalty on Requiscat has no right to be there and better off-hand options for the current tier should be present.
____________________________
Violence good. Sexy bad. Yay America.
#13 Jul 22 2013 at 8:48 AM Rating: Decent
Scholar
***
1,176 posts
He definitely overrates third eye in comparison to utsusemi. In a group setting Utsu will win 100% of the time on any job over third eye with haste and marches. That is 68% haste bringing the recasts of ichi and ni down to 10 and 14 seconds which with slow on the monster you can pretty much ride either spell and save the other for backup. I absorb AoE's all the time as /nin as well which third eye cannot do.

Third eye can also wear after one hit and you are stuck for 29 seconds getting beat on. You can be amnesia'd and be stuck for a min w/o being able to put it up. You can get seigan dispeled as you use third eye once again causing you to be stuck w/o it's defensive capabilities for an entire minute. Before you say silence, that can be removed quickly and easily by both yourself and others. Even if you want to also add Ecphoria Ring that has a 30 second use time and a 5 minute cooldown and you risk swapping it out if you have to quickly swap gear like PDT or MDT. Even solo any job can get at least 30% recast quite easy which would allow non-evasive jobs to average about as many shadows from utsu that third eye gives them every 30 seconds and for any evasive job Utsu is far superior.

Edited, Jul 22nd 2013 10:56am by heldemon
____________________________
Helldemon
Siren
Gungnir: O
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 293 All times are in CST
Anonymous Guests (293)