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Announcing the August Version Update!Follow

#1 Jul 18 2014 at 2:29 AM Rating: Good
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PlayOnline wrote:

Get your hard hats on, for the next version update is scheduled to slam into Vana'diel in Mid-August!

This hard hitter features the next exciting chapter in the Seekers of Adoulin main scenario; fresh-off-the-grill alluvion skirmishes; a further foray into the Serpentine Labyrinth with a new area, Ra'Kaznar Inner Court; a command to change multiple pieces of equipment at once; and a treasure trove of new content and changes!

The Trust Initiative will also get splashed with a bit of elbow grease, including a system to enjoy one alter ego in two different ways, a new list specifically for Trust magic, and the addition of new alter egos gained through quest-related cutscenes!

If that's not enough, dig deep into the action with job adjustments, new job point categories, and more battle content adjustments that you can shake Amchuchu's wrench at!

All this and more will be hitting the servers in a few short weeks!

http://www.playonline.com/ff11us/index.shtml
#2 Jul 18 2014 at 5:59 AM Rating: Good
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PlayOnline wrote:

new job point categories

I haven't capped the macc category on White Mage yet, I'm not ready.

Edited, Jul 18th 2014 7:59am by Demoncard
#3 Jul 18 2014 at 6:19 AM Rating: Good
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I refuse to use any of my points until SE is done with categories for awhile. I hate to dump points into something then have some bombshell point available.
#4 Jul 18 2014 at 6:37 AM Rating: Excellent
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All of my 11 job points are on PUP (because that's what I usually play, duh) and there is nothing worth spending them on.

Starting with enhancing 2hr 1hr abilities wasn't a great idea to start with (I would almost call it clueless), since you're spending such hard to get points on something you can only use once an hour anyhow, and they are somewhere between lame and suck for most jobs. (Yeah, WHM should be spending job points on enhancing Benediction!) So far I see job points as being less useful than merit points, while being significantly harder to get. And then there's that little problem of having to play that job to get them.

What would I like to see? How about stuff like job points adding elemental capacity for PUP automaton attachments? I could make a difference just by adding one or two points of light for attachments. (able to use better or both auto-repair, for instance) Then I would care enough to join CP farming parties.
#5 Jul 23 2014 at 2:28 AM Rating: Good
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Forturyino wrote:

[dev1222] Alluvion Skirmishes
Screenshot
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  • About Alluvion Skirmishes
Alluvion skirmishes are a new type of battle content in which the fiends, bosses, and topographical features change from one labyrinth to the next. Intrepid explorers who meet certain conditions will be able to descend into ever more difficult levels of the skirmish. Rewards for vanquishing the enemy leaders including item level 119 weapons and shields that can be engraved with arcane glyptics.

  • How to Participate
  • Have installed and registered the Seekers of Adoulin expansion pack Be of level 95 or greater.
  • Be in a party of between one and six players*.
  • The party leader must be in possession of a specific “eudaemon” key item.
* Alter egos may be called forth in alluvion skirmishes.

  • Forging Into Alluvion Skirmishes
Oston in Eastern Adoulin (G-8) is able to forge special statues known as “eudamons” using existing simulacra segments—visages, torsos, and legs—by combining them with another newly introduced type. These new segments can be obtained from normal skirmishes.

  • Entering the World of Alluvion Skirmishes
Alluvion skirmishes utilize the same Augural Conveyors with which pioneers are already familiar. At launch, alluvion skirmishes will be available in Rala Waterways [U] and Cirdas Caverns [U], with more scheduled to be added in upcoming version updates.

  • Conquering Alluvion Skirmishes
Entering an alluvion skirmish via an Augural Conveyor will transport the player’s party into this otherworldly realm, immediately after which the clock will start ticking down.

Time limits for these skirmishes vary between fifteen and fifty-five minutes, and are determined by the rank of the torso used to construct the corresponding Eudaemon. The torso also affects how many floors you are able to attempt.


Living Cairns situated by the entrance can be used to teleport players to other areas of the skirmish, after which conditions for spawning the skirmish’s overlord, such as vanquishing a certain number of enemies or a particular notorious monster, will be displayed.

Vanquishing the leader will reward players with spoils such as item level 119 weapons and shields. Additionally, all party members will receive with a fenestral key temporary item*. Furthermore, the Living Cairn located in the vicinity will activate, enabling players to progress to further layers of the skirmish.

* Using a fenestral key will spawn a personal treasure coffer, destroy all Living Cairns, and end the skirmish, giving players a change to roll lots.

  • Regarding Arcane Glyptics
Divainy-Gamainy in Western Adoulin (J-10) can engrave weapons and shields earned in alluvion skirmishes with arcane glyptics in exchange for particular items and a fee of obsidian fragments.
  • Materials Required to Engrave Arcane Glyptics
There are several types of such materials, each of which can be earned in Alluvion Skirmishes. Although the glyptics engraved by these mats vary in terms of attributes, different items beget particular results, making it possible for players to exert a certain degree of control over what attributes would like to receive.

http://forum.square-enix.com/ffxi/threads/43436

Edited, Jul 23rd 2014 4:58am by Szabo
#6 Jul 25 2014 at 2:25 AM Rating: Good
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Forturyino wrote:

[dev1223] Macro Editing Menu Addition: Equipment Sets

A new option to specify sets of equipment that may then be equipped via a single command is scheduled to be introduced with the August version update. With the introduction of this feature, players may change multiple pieces of equipment at once. As of the August update, it will be possible to register twenty different sets, with that number potentially increasing in future version updates.

  • Editing Equipment Sets
Sets may be registered and edited from the "Edit Equip. Set" submenu under "Edit Macro" in the main menu.
Screenshot

  • Editing
Pieces of equipment can be registered to a set, or ones within a set can be edited, by body part via the same interface as the Equipment screen. It will also be possible to specify whether to remove a piece of equipment or keep it in the set.
Screenshot

Body part slots for which players wish to have equipment removed will be marked with an "X," while pieces to remain in a set will have no markings.

  • Applicable Equipment
In order to register pieces of equipment, they must be stored with one of the following systems.
  • Inventory
  • Mog Safe
  • Storage
  • Mog Locker
  • Mog Satchel
  • Mog Sack
  • Mog Case
  • Mog Wardobe
* In order to equip them, they must be stored in either the inventory or Mog Wardrobe.

  • Change Name
Name the equipment set.
  • Copy
Copies the contents of the specified equipment.
  • Paste
Pastes the copied content
  • Delete
Deletes the specified set.
  • Use Current
Overwrites the content of the specified set with that of the equipment worn.

  • Equipping Different Sets
Players will be able to equip different sets by either selecting them from the applicable submenu or with the /equipset command.

  • /equipset [Set Number] [subcommand]
Equips a designated set of gear.

>>Set Number (1 – 20)
Equips the armor and weapons registered to the specified set.

>>Subcommand
echo
Displays text that results from executing the command.
Does not display resultant text if no subcommand is specified.


For example, to equip gear registered to Set 1, input:
/equipset 1

http://forum.square-enix.com/ffxi/threads/43454

Edited, Jul 25th 2014 4:45am by Szabo
#7 Jul 25 2014 at 9:02 AM Rating: Excellent
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Those equipment sets look pretty badass for those of us who aren't using Gearswap! Especially since they'll presumably be stored on the server so this will bring macros much closer to the speed of Gearswap without all the headache.
#8 Jul 25 2014 at 3:55 PM Rating: Decent
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Make it 20 sets per job instead of 20 sets total, build in longer macros that support precast, midcast, aftercast, proper 'waits', and contextual use based on cast type (light, dark, fire, white magic, blue magic, black magic, etc), name of spell/ability (asuran fists vs drakesbane vs charm), and I'm sold! Until then, it's just a very small step in the right direction. That, or remove the ability to gear-swap mid battle, where then these sets would make sense to bother building into the game at this point (not that any of us actually want to see that, we just want to enjoy the game on it's own without the need for ultra complex annoyances so as we get older we can retire to our lift chairs with controllers and our FFXI-Branded-Oculus-Rift).

Edited, Jul 25th 2014 5:57pm by FUJILIVES
#9 Jul 25 2014 at 4:27 PM Rating: Excellent
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I'm curious what you mean by proper "waits"? You can do pretty much all that stuff already, aside from contextual use. I have a cure macro with a <wait 0.3> in it for midcast gear because my cures cast in about half a second. After another wait 0.3, I'm back to my idle gear. I have other macros that swap to precast gear with no wait before they start casting, and the precast gear gets equipped in time to take effect (I know this because quick magic will proc). All that stuff can already be done with in-game macros and honestly with equipment sets in the game, 6 lines might even be enough for most things.

/equipset 1
/ma Cure <t> <wait 0.3>
/equipset 2 <wait 0.3>
/equipset 3

There's a 4-line macro with precast, midcast, and aftercast. If you need <st> and don't want to swap into precast before you pick a target, it gets a little more complicated. I'd probably tackle that with something like:

/ta <stpc>
/equipset 1
/ma Cure <lastst> <wait 0.3>
/equipset 2 <wait 0.3>
/equipset 3

Still only 5 lines. Although I totally agree 20 equipment sets is not anywhere near sufficient but like you said it's a step in the right direction.
#10 Jul 25 2014 at 10:05 PM Rating: Good
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Decimal points for <wait> When did that happen? >_<
All this time for ages I've still been using <wait 1> :(

Now gearsets...
I've not been this excited for a FFXI update since......
hmmm.....
I can't remember, it's been so long...

Edited, Jul 26th 2014 12:06am by GLGunblade
#11 Jul 25 2014 at 10:28 PM Rating: Good
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Quote:
There's a 4-line macro with precast, midcast, and aftercast. If you need <st> and don't want to swap into precast before you pick a target, it gets a little more complicated. I'd probably tackle that with something like:

You're overcomplicating it a bit. You technically don't need the wait with a <st> since sub-targets through XI itself pauses the rest of a macro's execution. So, for something like a cure, it'd be:
/equipset 1
/ma "Cure" <stal> (or <stpt> depending)
/equipset 2

1 should presumably be your pre-cast gear, with 2 the potency stuff. Picking the sub-target itself should afford enough time to not get lagged over, and I used <stal> always to avoid losing blinking targets. If one wanted to add an idle set after the fact, then they can add the waits after the 2 with a third set on the next line.

I was never a spellcast or gearswap user (because I didn't want to learn a new code language or wait for such things to be fixed after every patch), but I did run nested txts which basically emulated these things. The wait thing was a weakness of the system, very much demanding precise timing that could occasionally get flubbed in laggy/crowdy areas. Sure, I lost on more quirky things like if I had certain buffs on or if the weather was whatever, do XYZ, but if I knew I was going to be in a situation where that mattered, I could temporarily revise things. Heck, I even devised toggles for obi and weapons swaps on mages for that very reason.

Anyway, I think the 20 limit is worrisome for this system. I could've easily filled that from RDM alone. Hopefully that's more a test to make sure the servers don't explode once things are live and they scale things up swiftly. Console users will forever remain at a disadvantage, though, simply because they can't add even more keybinds like a PC user could.
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#12 Jul 28 2014 at 2:17 AM Rating: Excellent
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Forturyino wrote:

[dev1224] Alter Ego Adjustments

  • The following alter egos that are available via quests will be added.
  • Rainemard
  • Young Excenmille
  • Klara
  • Romaa Mihgo

You can check how to obtain these alter egos once the version update hits the servers.

* Although Excenmille and Young Excenmille differ in both appearance and actions, only one of them may be summoned at a time to prevent any potential time paradoxes.

  • The following alter egos will be adjusted.
  • Excenmille
Combat skills and “Store TP” effect increased
  • Curilla
Maximum MP increased

  • Alter egos will now be able to be called forth in the following mission battlefields.
Shades of Vengeance / Gaze of the Saboteur / Path of Darkness / Nashmeira’s Plea

  • The timing for summoning alter egos when participating in battlefields will be adjusted.
All mission and seal/crest battlefields for which alter egos are able to be summoned will now be unified to require that alter egos be called forth after entering the battlefield.

  • A category called “Trust” will be added to the action menu, thus separating it from the magic list.


  • A unique sound and visual effect will occur when calling forth alter egos instead of the existing ones.

http://forum.square-enix.com/ffxi/threads/43495

Edited, Jul 28th 2014 4:35am by Szabo
#13 Jul 29 2014 at 2:28 AM Rating: Excellent
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Gildrein wrote:

[dev1225] Job Adjustments

  • The maximum amount of enmity accruable by job abilities, magic, and equipment will be increased.
  • The following jobs will undergo adjustments.

  • Warrior
  • The job trait “Max HP Boost” will be added.
Warriors will receive this trait at level 30, with the effect increasing stages at levels 50, 70, and 90.

  • Thief
  • The recast time of the job ability “Mug” will be decreased from fifteen minutes to five minutes.


  • Paladin
  • The job trait “Max HP Boost” will be added.
Paladins will acquire this trait at level 45, with the effect increasing at level 85.
  • The amount of enmity accrued when using the following job abilities will be increased.
Shield Bash / Rampart / Palisade

  • Dark Knight
  • The casting time of the following spells will be decreased from two seconds to 0.5 seconds.
Absorb-ACC / Absorb-Attri / Absorb-STR / Absorb-DEX / Absorb-VIT / Absorb-AGI / Absorb-INT / Absorb-MND / Absorb-CHR / Absorb-TP

  • Ninja
  • The job trait “Max HP Boost” will be added.
Ninjas will receive this trait at level 20, with the effect increasing stages at levels 40, 60, 80, and 99.

  • Dragoon
  • Wyverns’ defense, magic defense, and subtle blow effects will be increased.


  • Blue Mage
  • The attack power of physical blue magic spells will be increased.
  • Job abilities, magic, food, and equipment that affect physical attack will now be reflected in the attack power of physical blue magic spells.
* With regard to those effects that raise physical attacks by a percentage, the attack of physical blue magic spells will vary based on the strength of the weapon wielded in the main hand.

  • Puppetmaster
  • Weapon skills used by automatons will undergo the following adjustments.
  • The attribute modifiers of the following weapon skills will be increased.
String Clipper / Arcuballista / Slapstick / Daze / Knockout / Bone Crusher / Armor Piercer
  • The TP-related modifiers of the following weapon skills will be increased.
Chimera Ripper / Arcuballista / Cannibal Blade / Daze / Knockout / Bone Crushers / Armor Piercer/ Magic Mortar
  • The damage-related modifiers of the following weapon skills will be increased.
Chimera Ripper / Arcuballista / Slapstick / Daze / Knockout / Bone Crushers
  • The attack-related modifier of String Clipper will be increased.


  • Rune Fencer
  • The job trait “Max HP Boost” will be added.
Rune fencers will receive this trait at level 20, with the effect increasing stages at levels 40, 60, 80, and 99.

  • Geomancers
  • The potency of the following geomancer spells will be increased.
Indi-Fury / Indi-Barrier / Indi-Wilt / Geo-Fury / Geo-Barrier / Geo-Wilt
  • The effect equipment has on the following geomancy spells will be increased.
Indi-Fury / Indi-Barrier / 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 / Geo-Fury / Geo-Barrier / 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

http://forum.square-enix.com/ffxi/threads/43503

Edited, Jul 29th 2014 4:38am by Szabo
#14 Jul 29 2014 at 5:28 PM Rating: Default
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Great, after this they'll nerf Dragoons! /sarcasm
#15 Jul 30 2014 at 2:06 AM Rating: Good
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Gildrein wrote:

[dev1226] Probe Further into the Depths of the Labyrinth in Ra’Kaznar Inner Court

Progress deeper in the labyrinth’s recesses with Ra’Kaznar Inner Court.
Screenshot

Screenshot


http://forum.square-enix.com/ffxi/threads/43519

Edited, Jul 30th 2014 4:28am by Szabo
#16 Jul 30 2014 at 5:23 AM Rating: Good
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GLGunblade wrote:
Decimal points for <wait> When did that happen? >_<

This.

When did it happen, I never saw any patch notes mention it.
#17 Jul 31 2014 at 5:15 AM Rating: Excellent
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Kragorn wrote:
GLGunblade wrote:
Decimal points for <wait> When did that happen? >_<
This.

When did it happen, I never saw any patch notes mention it.
I thought that was specifically added by W*****er?
#18 Aug 01 2014 at 2:57 AM Rating: Good
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Forturyino wrote:

[dev1227] Additional Job Point Categories

  • The following categories may now be enhanced by expending job points.

 
Job	Category	Effect

  • Warrior
  • Warcry Effect
]Increases physical attack while under the effects of Warcry.
Increase physical attack by 3.
  • Aggressor Effect
Increases physical accuracy while under the effects of Aggressor.
Increase physical accuracy by 1.

  • Monk
  • Chakra Effect
Increases the amount of HP recovered when Chakra is activated.
Increase amount of HP recovered by 10.
  • Counterstance Effect
Increases attack power of counterattacks while under the effects of Counterstance.
Increase DEX bonus by 2 percent.

  • White Mage
  • Afflatus Solace Effect
Increases potency of Cure while under the effects of Afflatus Solace.
Increase Cure potency by 2(*).
* Potency will increase by a fixed amount, not a percentage.
  • Afflatus Misery Effect
Increases the potency of Banish and Auspice while under the effects of Afflatus Misery.
Increase magic damage dealt by Banish by 2.
Increase both the physical accuracy bonus when missing target and additional damage by 1.

  • Black Mage
  • Mana Wall Effect
Reduces MP consumed when transferring damage while under the effects of Mana Wall.
Reduce MP consumed by 1 percent.
  • Magic Accuracy Bonus
Increases magic accuracy.
Increase magic accuracy by 1.

  • Red Mage
  • Composure Effect
Increases physical accuracy while under the effects of Composure.
Increase physical accuracy by 1.
  • Magic Atk. Bonus
Enhances Magic Atk. Bonus.
Enhance Magic Atk. Bonus by 1.

  • Thief
  • Steal Recast
Reduces the recast time of Steal.
Reduce recast time by 2 seconds.
  • Mug Effect
Steals HP when using Mug.
Steal HP equal to 5% of DEX and AGI.
Does not work on undead.

  • Paladin
  • Shield Bash Effect
Increases damage dealt with Shield Bash.
Increase damage dealt by 10.
  • Cover Duration
Increases the effect duration of Cover.
Increase effect duration by 1 second.

  • Dark Knight
  • Souleater Duration
Increases the effect duration of Souleater.
Increase effect duration by 1 second.
  • Weapon Bash Effect
Increases damage dealt with Weapon Bash.
Increase damage dealt by 10.

  • Beastmaster
  • Reward Effect
Increases amount of pet's HP recovered when using Reward.
Increase amount of HP recovered by 1 percent.
  • Pet Attack Speed
Increases attack speed of a called pet.
Increase pet attack speed by 1 percent.

  • Bard
  • Pianissimo Effect
Reduces the casting time of songs while under the effects of Pianissimo.
Reduce casting time by 2 percent.
  • Song Accuracy Bonus
Increases song accuracy.
Increase song accuracy by 1.

  • Ranger
  • Barrage Effect
Increases ranged attack power while under the effects of Barrage.
Increase ranged attack power by 3.
  • Shadowbind Duration
Increases the effect duration of Shadowbind.
Increase effect duration by 1 second.

  • Samurai
  • Meditate Effect
Increases the amount of TP gained per tick while under the effects of Meditate.
Increase amount of TP gained by 5.
  • Seigan Effect
Increases physical defense while under the effects of Seigan.
Increase physical defense by 3.

  • Ninja
  • Ninjutsu Accuracy Bonus
Increases ninjutsu accuracy.
Increase ninjutsu accuracy by 1.
  • Ninjutsu Cast Time
Reduces casting time of ninjutsu.
Reduce casting time by 1 percent.

  • Dragoon
  • Spirit Link Effect
Reduces caster's HP consumption when Spirit Link activates.
Reduce HP consumption by 1 percent.
  • Wyvern Max HP Bonus
Increases the maximum HP of wyverns.
Increase max HP by 10.

  • Summoner
  • Elemental Siphon Effect
Increases amount of MP recovered when using Elemental Siphon.
Increase amount of MP recovered by 3.
  • Avatar/Spirit Physical Attack
Increases avatars' and spirits' physical attack.
Increase physical attack by 2.

  • Blue Mage
  • Chain Affinity Effect
Increases physical blue magic skillchain damage while under the effects of Chain Affinity.
Increase skillchain damage by 1 percent.
  • Learning Chance
Increases the likelihood of learning blue magic.
Increase likelihood of learning by 1 percent.

  • Corsair
  • Quick Draw Effect
Increases magic damage dealt with Quick Draw.
Increase magic damage by 2.
  • Ammo Consumption
Grants a chance to avoid consuming ammunition.
Increase probability by 1 percent.

  • Puppetmaster
  • Repair Effect
Gradually restores automaton's MP when Repair is used.
Amount of MP recovered depends on the item used.
Automaton Oil: +5
Automaton Oil +1: +10
Automaton Oil +2: +15
Automaton Oil +3: +20
  • Deus Ex Automata Recast
Reduces the recast time of Deus Ex Automata.
Reduce recast time by 1 second.

  • Dancer
  • Waltz Potency
Increases Waltz potency.
Increase Waltz potency by 2(*).
* Potency will increase by a fixed amount, not a percentage.
  • Flourish I Effect
Enhances the effect of Flourishes I.
Enhance different effects depending on the flourish.
Animated Flourish: Increase volatile enmity by 10.
Desperate Flourish: Increase physical accuracy by 1.
Violent Flourish: Increase additional effect: accuracy by 1.

  • Scholar
  • Stratagem Effect
Increases magic accuracy of spells tied to either Light Arts when Penury activates, or Dark Arts when Parsimony activates.
Increase magic accuracy by 1.
  • Stratagem Effect II
Reduces casting times for spells tied to either Light Arts when Celerity activates, or Dark Arts when Alacrity activates.
Reduce casting times by 1 percent.

  • Geomancer
  • Magic Atk. Bonus
Enhances Magic Atk. Bonus.
Enhance Magic Atk. Bonus by 1.
  • Magic Accuracy Bonus
Increases magic accuracy.
Increase magic accuracy by 1.

  • Rune Fencer
  • Swordplay Effect
Increases the maximum amount physical accuracy and physical evasion may be raised by Swordplay.
Increase maximum amounts by 1.
  • Swipe Effect
Increases damage dealt with Swipe and Lunge.
Increase damage based on combat skills by 1 percent.

http://forum.square-enix.com/ffxi/threads/43549
#19 Aug 01 2014 at 7:00 AM Rating: Good
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Holy 250 TP per tick meditate batman!

Edit: A lot of these are very nice Job points.

Edited, Aug 1st 2014 8:01am by Meldi
#20 Aug 01 2014 at 7:37 AM Rating: Decent
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I think these are the types of bonuses everyone expected when they rolled out Job points. Then they have us all minor buffs to 1 hr abilities. I think people will actually want to get more CP now.
#21 Aug 01 2014 at 7:48 AM Rating: Good
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The Warrior one seems "meh" to me.

+1 Accuracy during Aggressor?

Plus one?

Meanwhile, some gear you can wear gives you +10 here, +16 there...

And also... +3 attack during Warcry (which is pretty short duration)? +3?

I dunno about anybody else, but these seem very.... paltry and not worth it. If I ever happened by enough CP to actually get one of these, then meh. Might as well. But to actually go out and grind for bonuses this small? Eh.... I'll pass.

Now... if it were like... +1% Double Attack Rate, then hell yeah! I'd be all over that shiz.

Edited, Aug 1st 2014 9:48am by Lyrailis
#22 Aug 01 2014 at 7:58 AM Rating: Excellent
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+1 acc to agressor will give you a 40% increase in aggressor given acc at 10/10. 120% when they get around to expanding to 30 JP per category. So it isn't insignificant.

Yes, JP aren't really worth it if you aren't going to work on capping the categories. Also, some jobs have better JP than others. Almost every single cor category is amazing. Now they just got 10% recycle and extra QD damage.

Whm now has a category I want to spend points on, an extra 20 hp of cure will be nice. I should even be able to do 2 JP in that on patch day... lol
#23 Aug 01 2014 at 8:51 AM Rating: Decent
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Already needed to grind out CP this weekend due to Blue Magic points. Looks like I need to get extras for when this lands.

I honestly wish they would bring back/actually do the option for a reduced sub fee for FFXIV and FFXI. Each game fills holes I really like in MMO gaming.

Now if I could just find a shell on Asura that's good for my roommate and I to try to work towards getting into Delve on non-raid nights in ARR and I'd be golden, but there's enough to do with gearing up as it is before that.

Edited, Aug 1st 2014 10:53am by Viertel
#24 Aug 01 2014 at 11:12 AM Rating: Good
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For me, it just sounds like the CP grinds are way too harsh for their end result, even if the goal is eventually 30 caps for each. I know I occasionally see people saying they don't want Abyssea-esque CP gains, but I'm not sure this ToAU-esque or earlier payout is the good kind of grind for the game, especially if someone would actually like to beef up multiple jobs. Doubly so if the jobs you happen to like aren't popular, thus resulting in slower gains. Mind you, I like the idea of having to be on the job to improve it, but let's not pretend discrimination doesn't exist between the jobs anymore.

Would also generally reconsider giving the game a play now and then if they halved the sub fee, at least, and removed mule costs. I could even mention F2P, but that's no fun with preludes gone...
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#25 Aug 01 2014 at 6:49 PM Rating: Excellent
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Seriha wrote:
For me, it just sounds like the CP grinds are way too harsh for their end result, even if the goal is eventually 30 caps for each. I know I occasionally see people saying they don't want Abyssea-esque CP gains, but I'm not sure this ToAU-esque or earlier payout is the good kind of grind for the game, especially if someone would actually like to beef up multiple jobs. Doubly so if the jobs you happen to like aren't popular, thus resulting in slower gains. Mind you, I like the idea of having to be on the job to improve it, but let's not pretend discrimination doesn't exist between the jobs anymore.

Would also generally reconsider giving the game a play now and then if they halved the sub fee, at least, and removed mule costs. I could even mention F2P, but that's no fun with preludes gone...


This is the way I generally feel as well. On paper, the "bonuses" for most of the classes sound kinda meh. They might not be so meh once you stack them 10, 20+ times, but Dear God, that would take such a ridiculous long time without awesome XP groups.

I'll be happy to spend any job points I may get eventually, but like I said, I doubt I'm actually going to grind them out anyday soon. I've got an RL and a job and there's a point between having fun in a game, and having the game running your life.

Thankfully, with the Merit Points (some of which are actually good), there's plenty to do. And with all of those jobs that I could level for fun, there's plenty of stuff to do besides the Job Point system, so there's that. I'm glad they made a lot of stuff solo-able now, with the Trusts system so I actually have stuff to actually Do in the game.

Ever since I started playing again, I've actually been able to log in and have actual stuff to do, and get actual progress going, other than farming low level mobs for money, lol.
#26 Aug 02 2014 at 7:41 AM Rating: Excellent
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478 posts
Pup repair effect: nice idea if it was merit points, and I only use Sharpshot frame these days anyhow, so completely useless to me (I might care about mage frames again someday if we ever get to save attachment sets)

Pup Deus Ex recast: um, yeah. The normal timer is 60 seconds, and if you can only stack 10 that's 16% reduction, which is still pretty weak. And it's effing Deus Ex recast, something you would only be spamming in situations where you're over your head anyhow. This is something that really should be 5 sec each/limit 5 merit points.

Stay classy, SE.
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