[dev1135] New Special Job Abilities

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[dev1135] New Special Job Abilities
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 Siren.Kalilla
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By Siren.Kalilla 2012-11-09 11:14:28
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11-09-2012 7:02 AM
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Slycer
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Regarding the new DRG SP Ability and Jump Recasts

Valefor.Kirick (JP Player, Greg) said: »
Lots of questions/comments about new DRG SP ability, including suggestion to unlink the recast timers of jumps, increase WS damage based on Jumps, etc.

The performance of this new SP ability has been based on the assumption that the jump timer is shared.

If we decide to separate the recast timers of Jump/High Jump and Spirit Jump/Soul Jump, it may be adjusted as follows:

  • New SP Ability

    • Duration: 45 seconds (no change)
    • Recast time of each jump extended from 10 to 15 seconds.

  • Jump Timers

    • Jump: 60 seconds (no change)
    • High Jump: 120 seconds (no change)
    • Spirit Jump: Extended from 60 to 90 seconds
    • Soul Jump: Extended from 120 to 180 seconds
    • Spirit Jump/Soul Jump will be changed so they do not reflect the recast timer reductions given by Jump/High Jump merits.


The extended timers are based on the fact that when the timers are split, the number of available jumps will double.

Translated by: Slycer
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 Bismarck.Bloodrose
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By Bismarck.Bloodrose 2012-11-09 11:18:45
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I like this new idea under the assumption that jump timers are NOT shared :) it gives DRG more DD power
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By Fenrir.Nightfyre 2012-11-09 11:30:42
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I'm pretty sure splitting timers and increasing Spirit/Soul recasts + negating the impact of merits on their recasts is actually a downgrade for DRG due to JA delay.
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 Bismarck.Luces
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By Bismarck.Luces 2012-11-09 11:38:03
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Fenrir.Nightfyre said: »
I'm pretty sure splitting timers and increasing Spirit/Soul recasts + negating the impact of merits on their recasts is actually a downgrade for DRG due to JA delay.

ummm no. This would increase the amount of jumps that can be preformed within a set period of time and would be a huge upgrade in terms of damage and tp gain. especially when in voidwatch or anything where your timers will be reset.
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By Fenrir.Nightfyre 2012-11-09 11:40:39
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Bismarck.Luces said: »
Fenrir.Nightfyre said: »
I'm pretty sure splitting timers and increasing Spirit/Soul recasts + negating the impact of merits on their recasts is actually a downgrade for DRG due to JA delay.

ummm no. This would increase the amount of jumps that can be preformed within a set period of time and would be a huge upgrade in terms of damage and tp gain. especially when in voidwatch or anything where your timers will be reset.
You don't even know what I'm talking about, do you?

http://www.bg-wiki.com/bg/Forced_Delay

The WS entry needs to be amended though, delay on WS is at least two seconds and can't be reduced via stacking.
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By Sylph.Wardeniii 2012-11-09 12:33:10
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Wyvern will be dead during any fights where you'll have capped haste.

I certainly could be missing something, but when haste is capped, the only use I see the split timers providing is to drop jump/high/spirit/soul in the final seconds of your AM3 to have 300 TP to unload/reapply AM3 as soon as it wears.

Can't see the random force crits from extra jumps being worth the losses to WS frequency.

But then again, I'm no math wizard.
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By kenshynofshiva 2012-11-09 12:52:26
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Show the math and base it on damage of the jumps and tp gain vs lost auto attacks and its TP gain. Betting net increase in damage vs not in my book. It would be interesting to read an analysis on it especially with auto crit jumps.
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 Bismarck.Luces
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By Bismarck.Luces 2012-11-09 13:17:40
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Bismarck.Luces said: »
Fenrir.Nightfyre said: »
I'm pretty sure splitting timers and increasing Spirit/Soul recasts + negating the impact of merits on their recasts is actually a downgrade for DRG due to JA delay.

ummm no. This would increase the amount of jumps that can be preformed within a set period of time and would be a huge upgrade in terms of damage and tp gain. especially when in voidwatch or anything where your timers will be reset.

From my play experience I see the separation as a much bigger boost, unfortunately my drg is not as well geared as I would like it to be and that could be the reason for why I see it as an improvement. so I will say i'll wait till the math happens until then I'll be more then happy to finally have the timers split up. Although I will say that I'm basing it off the assumption that the new merit category will allow us to reduce to recast timers of spirit/soul aswell.
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By Lakshmi.Aelius 2012-11-09 13:19:03
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lol. I could constantly become a forever weapon skill machine with separated jumps with a multihit polearm. Outside of abby, mind you.
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By Asura.Hotsoups 2012-11-09 13:23:16
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Sylph.Wardeniii said: »
Wyvern will be dead during any fights where you'll have capped haste.

Hey I've gone entire legion runs without my wyvern dying!

But on topic, this does sound like a nerf, 3 minute soul jump recast timer? Ouch.
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By Sylph.Decimus 2012-11-09 13:30:49
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Lakshmi.Aelius said: »
lol. I could constantly become a forever weapon skill machine with separated jumps with a multihit polearm. Outside of abby, mind you.

I don't think the separation and subsequent negative boost in the recast of the tier 2 jumps would help very much in your case unless the fight were very short (recast wouldn't be a factor). And I don't know of a case, outside of having fun, where a multi-hit polearm drg would be very useful even with a boost in ws frequency as you'd probably do more harm than good in boosting the mob's ws frequency.

When it comes to serious situations with drg I will bow out of the discussion.
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By Sylph.Wardeniii 2012-11-09 13:34:13
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Lakshmi.Aelius said: »
lol. I could constantly become a forever weapon skill machine with separated jumps with a multihit polearm. Outside of abby, mind you.

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By Lakshmi.Aelius 2012-11-09 13:35:35
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Sylph.Decimus said: »
Lakshmi.Aelius said: »
lol. I could constantly become a forever weapon skill machine with separated jumps with a multihit polearm. Outside of abby, mind you.

I don't think the separation and subsequent negative boost in the recast of the tier 2 jumps would help very much in your case unless the fight were very short (recast wouldn't be a factor). And I don't know of a case, outside of having fun, where a multi-hit polearm drg would be very useful even with a boost in ws frequency as you'd probably do more harm than good in boosting the mob's ws frequency.

When it comes to serious situations with drg I will bow out of the discussion.

When xping with others who don't have access to abby, Zeruhn mines is a good place. My ws's with the quint spear can basically one shot the worms/bats. The tp gain from a 2+ hit turn or a jump is just astounding. Not to mention /sam. Just ws, jump, ws, jump, ws, hit, ws... etc... now we are including more jumps. :)

I don't claim to be a drg expert but I will speak what I know.
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By Sylph.Wardeniii 2012-11-09 13:44:25
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Lakshmi.Aelius said: »

When xping with others who don't have access to abby, Zeruhn mines is a good place. My ws's with the quint spear can basically one shot the worms/bats. The tp gain from a 2+ hit turn or a jump is just astounding. Not to mention /sam. Just ws, jump, ws, jump, ws, hit, ws... etc... now we are including more jumps. :)

I don't claim to be a drg expert but I will speak what I know.

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 Ragnarok.Sekundes
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By Ragnarok.Sekundes 2012-11-09 13:45:05
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I do feel like this is a boost in terms of total damage(for the SP ability) it's a given that more jumps = moar dps but I am sad that spirit and soul's timers are going up as well as not affected by jump recast merits. They should be.
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By kenshynofshiva 2012-11-09 15:05:41
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Man this looks like fun tho

Martel;5469683 said:
I realize there's little point in testing(Playing with) The DRG SP when SE already Said they were changing it, again. But this was just fun. XD




Code
[06:22:37]The Naul takes 5658 points of damage.
[06:22:38]Martel defeats the Naul.
[06:22:53]Martel uses DRG SP2.
[06:22:55]Martel uses Jump.
[06:22:55]Cuelebre takes 2378 points of damage.
[06:22:56]Martel uses Jump.
[06:22:56]Cuelebre takes 2488 points of damage.
[06:22:57]Cuelebre hits Martel for 167 points of damage.
[06:22:58]Martel uses Jump.
[06:22:58]Cuelebre takes 2420 points of damage.
[06:22:59]Martel uses Jump.
[06:22:59]Cuelebre takes 1489 points of damage.
[06:23:00]Martel uses Jump.
[06:23:00]Cuelebre takes 2443 points of damage.
[06:23:02]Martel uses Jump.
[06:23:02]Cuelebre takes 3426 points of damage.
[06:23:03]Martel uses Jump.
[06:23:03]Cuelebre takes 1520 points of damage.
[06:23:04]Cuelebre hits Martel for 200 points of damage.
[06:23:05]Martel uses Jump.
[06:23:05]Cuelebre takes 1551 points of damage.
[06:23:06]Martel uses Jump.
[06:23:06]Cuelebre takes 1518 points of damage.
[06:23:07]Cuelebre uses Mighty Strikes.
[06:23:07]Martel uses Jump.
[06:23:07]Cuelebre takes 2467 points of damage.
[06:23:08]Cuelebre readies Ocher Blast.
[06:23:09]Martel uses Jump.
[06:23:09]Cuelebre takes 2484 points of damage.
[06:23:10]Martel uses Jump.
[06:23:10]Cuelebre takes 3357 points of damage.
[06:23:11]Martel uses Jump.
[06:23:11]Cuelebre takes 2476 points of damage.
[06:23:12]Cuelebre uses Ocher Blast.
[06:23:12]Martel takes 401 points of damage.
[06:23:12]Lumiere takes 120 points of damage.
[06:23:12]Martel uses Jump.
[06:23:12]Cuelebre takes 1527 points of damage.
[06:23:13]Martel gains 1000 experience points.
[06:23:13]The status parameters of Lumiere have increased.
[06:23:13]Martel obtained 390 cruor.
[06:23:13]Martel's body emits a faint pearlescent light!
[06:23:14]Martel uses Jump.
[06:23:14]Cuelebre takes 1510 points of damage.
[06:23:15]The monster was concealing a treasure chest!
[06:23:16]Martel defeats Cuelebre.
[06:23:16]You find a Cuelebre's horn on Cuelebre.
[06:23:16]Martel obtains a Cuelebre's horn.
[06:23:21]Martel's Rouse Wyvern effect wears off.


Flying mobs always annoyed me in this game. Polearms traditionally had a bonus against them in FF games, but in XI I can't hit em. Nice to kick the ***outta one for once. XD Oh, hmm. Forgot to use Ancient circle too.

Even with the upcoming changes, I'm still pretty pleased with this SP. Especially if they finally get around to unlinking the jump timers so I can cycle 4 jumps with a 10 second recast.
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 Ragnarok.Martel
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By Ragnarok.Martel 2012-11-09 17:30:00
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It is pretty fun. Too bad we're never gonna get that version of the SP on the real servers(that's the 0 recast ver.)

Scratch that bit about upcoming changes(posted that before the latest dev post). Leave my spirit/soul jump timers aloooooone!
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 Shiva.Viciousss
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By Shiva.Viciousss 2012-11-09 17:32:11
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Yeah thats gonna get nerfed, lol
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By Siren.Ihm 2012-11-11 07:39:07
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But SAM's 2hr isn't OP...
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By Lakshmi.Byrth 2012-11-11 08:35:18
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The real question about SAM's 2-hour is whether the regular swings of AoE-attacking monsters (Ironclads, Gallu, Harpy, whatever) counts as a Special Attack. As far as we can tell, the normal swings from these monsters are indistinguishable from TP moves. If they count, the new 2-hour may be a huge boost to SAM in Legion.
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By Sylph.Shipp 2012-11-11 13:36:40
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Sylph.Wardeniii said: »
Lakshmi.Aelius said: »

When xping with others who don't have access to abby, Zeruhn mines is a good place. My ws's with the quint spear can basically one shot the worms/bats. The tp gain from a 2+ hit turn or a jump is just astounding. Not to mention /sam. Just ws, jump, ws, jump, ws, hit, ws... etc... now we are including more jumps. :)

I don't claim to be a drg expert but I will speak what I know.

I think I love you so what am I so afraid of? I'm afraid that I'm not sure of a love there is no cure for. I think I love you isn't that what life is made of? Though it worries me to say that I've never felt this way.

Edit: I see what you mean from what you said yesterday before we did Tos' BC. And I agree. U Wuz Rite.
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 Asura.Vrytreya
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By Asura.Vrytreya 2012-11-12 04:19:34
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Quote:
While effect is active, ranged attack delay will be halved.Additionally, Double Shot or Triple Shot activation is guaranteed.
I'm actually tempted to reactivate again ...
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By Fenrir.Stolas 2012-11-12 05:01:49
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If SE has decided that they aren't going to be giving rangers "Ammo won't be consumed" on the new sp2, they better not touch the scout's beret +2

Granted the recycle proc on it may be really broken with the way the new SP2 works..BUT STILL
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By Asura.Escorian 2012-11-12 05:46:55
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kenshynofshiva said: »
Man this looks like fun tho

Martel;5469683 said:
I realize there's little point in testing(Playing with) The DRG SP when SE already Said they were changing it, again. But this was just fun. XD




Code
[06:22:37]The Naul takes 5658 points of damage.
[06:22:38]Martel defeats the Naul.
[06:22:53]Martel uses DRG SP2.
[06:22:55]Martel uses Jump.
[06:22:55]Cuelebre takes 2378 points of damage.
[06:22:56]Martel uses Jump.
[06:22:56]Cuelebre takes 2488 points of damage.
[06:22:57]Cuelebre hits Martel for 167 points of damage.
[06:22:58]Martel uses Jump.
[06:22:58]Cuelebre takes 2420 points of damage.
[06:22:59]Martel uses Jump.
[06:22:59]Cuelebre takes 1489 points of damage.
[06:23:00]Martel uses Jump.
[06:23:00]Cuelebre takes 2443 points of damage.
[06:23:02]Martel uses Jump.
[06:23:02]Cuelebre takes 3426 points of damage.
[06:23:03]Martel uses Jump.
[06:23:03]Cuelebre takes 1520 points of damage.
[06:23:04]Cuelebre hits Martel for 200 points of damage.
[06:23:05]Martel uses Jump.
[06:23:05]Cuelebre takes 1551 points of damage.
[06:23:06]Martel uses Jump.
[06:23:06]Cuelebre takes 1518 points of damage.
[06:23:07]Cuelebre uses Mighty Strikes.
[06:23:07]Martel uses Jump.
[06:23:07]Cuelebre takes 2467 points of damage.
[06:23:08]Cuelebre readies Ocher Blast.
[06:23:09]Martel uses Jump.
[06:23:09]Cuelebre takes 2484 points of damage.
[06:23:10]Martel uses Jump.
[06:23:10]Cuelebre takes 3357 points of damage.
[06:23:11]Martel uses Jump.
[06:23:11]Cuelebre takes 2476 points of damage.
[06:23:12]Cuelebre uses Ocher Blast.
[06:23:12]Martel takes 401 points of damage.
[06:23:12]Lumiere takes 120 points of damage.
[06:23:12]Martel uses Jump.
[06:23:12]Cuelebre takes 1527 points of damage.
[06:23:13]Martel gains 1000 experience points.
[06:23:13]The status parameters of Lumiere have increased.
[06:23:13]Martel obtained 390 cruor.
[06:23:13]Martel's body emits a faint pearlescent light!
[06:23:14]Martel uses Jump.
[06:23:14]Cuelebre takes 1510 points of damage.
[06:23:15]The monster was concealing a treasure chest!
[06:23:16]Martel defeats Cuelebre.
[06:23:16]You find a Cuelebre's horn on Cuelebre.
[06:23:16]Martel obtains a Cuelebre's horn.
[06:23:21]Martel's Rouse Wyvern effect wears off.


Flying mobs always annoyed me in this game. Polearms traditionally had a bonus against them in FF games, but in XI I can't hit em. Nice to kick the ***outta one for once. XD Oh, hmm. Forgot to use Ancient circle too.

Even with the upcoming changes, I'm still pretty pleased with this SP. Especially if they finally get around to unlinking the jump timers so I can cycle 4 jumps with a 10 second recast.
strange enough when I tried out the new 2 hour it kept wearing off extremely fast maybe they changed it recently? I was only able to get about 13 jumps total.
 Siren.Kalilla
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By Siren.Kalilla 2012-11-13 12:29:24
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Here is some 4 day old news they finally got around to translating >.>

11-13-2012 12:11 PM
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Camate
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Greetings!

The post made on the Japanese forums the other day in regards to dragoon was a response to a player asking to have the timers split. This response was not mentioning that the development team would definitely be splitting the timers, it was only illustrating what would have to happen to the new special ability as well as the current jump cool down timers in the event that they were to change. I apologize for there not being an official translation of this and for any confusion.

Basically, IF they were to split the timers the below changes would have to be made to the new special ability and jump abilities:

  • New special ability

    • Effect duration: 45 seconds (no change)
    • Recast time for each jump: Increase time from 10 seconds to 15 seconds

  • Recast time for each jump

    • Jump: 60 seconds (no change)
    • High Jump: 120 seconds (no change)
    • Spirit Jump: Increase from 60 seconds to 90 seconds
    • Soul Jump: Increase from 120 seconds to 180 seconds
    • Merit points used to reduce Jump/High Jump recast timers will be changed so the effect does not apply to Spirit Jump/Soul Jump


If you feel strongly or have feedback to give on this we would be happy to pass it on to the development team.
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 Siren.Kalilla
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By Siren.Kalilla 2012-11-13 12:39:29
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11-13-2012 07:05 AM
[BG source] [JP source]
Slycer
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Regarding New SP Abilities

Please base your testing and feedback on the current effects of jobs which have abilities currently introduced on the test server.

Regarding the automaton's Eagle Eye Shot, we are not considering adjustments to the new individual automaton SP abilities. However, we are considering an overall review on the power of Eagle Eye Shot in the future, in which case any adjustments will also be reflected in the automaton's version of this ability.

For COR, RDM, NIN, and MNK - we are currently making final adjustments to the new SP abilities and plan to introduce them to the test server this week. We will have more information for you on the abilities' effects very soon, so please stay tuned.

Translated by: Slycer
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 Carbuncle.Pwnzone
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By Carbuncle.Pwnzone 2012-11-13 13:38:03
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Took them this long to realize that ees is lacking..lol
 Siren.Kalilla
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By Siren.Kalilla 2012-11-13 15:42:03
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11-13-2012 07:03 AM
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Slycer
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Regarding Sacrosanctity's Targeting

Odin.Amplifier (JP Player) said: »
I tried using the new WHM SP ability to prevent the petrify gaze of Grim Glower from Abyssea - Misareaux's peistes and I got petrified. I think the effect of gaze-based and probably all AoE debuff auras isn't prevented while this new SP is in effect.

{{Couple other quotes with similar ideas}}

The effect imparts a strong debuff resistance equivalent to the PLD job ability Fealty. As far as preventable effects, they are also similar to the ability Fealty, but based on the discussion recently, I believe that most people would also like us to pursue the route where we add resistances to amnesia, terror, death, and doom.

However, it does not prevent status abnormalities that are given by a field effect such as a sphere effect. As in the feedback above, this includes Grim Glower (a gaze effect which debuffs in the target area).

Translated by: Slycer
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 Bismarck.Vraelia
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By Bismarck.Vraelia 2012-11-13 15:47:19
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I am so glad RDMs are Enfeebling Masters but getting a new 2hr that is focused on Enhancing. ._.
Could have given us a new 2hr that allowed Perfect Enfeebling. What mobs are immune to, this new 2 hr could break through Immunity, and with a stronger duration. <.<

Stupid *** SE, yet again.
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By Asura.Fondue 2012-11-13 15:48:51
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Bismarck.Vraelia said: »
I am so glad RDMs are Enfeebling Masters but getting a new 2hr that is focused on Enhancing. ._.
Could have given us a new 2hr that allowed Perfect Enfeebling. What mobs are immune to, this new 2 hr could break through Immunity, and with a stronger duration. <.<

Stupid *** SE, yet again.
sounds worthless :D
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