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[Dev 1141 — 1148] Testing In Progress
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2013-05-31 16:30:49
05-31-2013 04:03 AM | Gildrein | Community Rep |  |
| | [dev1141] Monstrosity
New content known as “Monstrosity” will be added.
| |
05-31-2013 04:07 AM | Gildrein | Community Rep |  |
| | [dev1142] Adjustments to Minimum Enmity Amounts
The minimum amount of enmity generated from job abilities and spells will be adjusted as given below.
|
Pre-adjustment |
|
Post-adjustment |
Damage-volatile enmity |
1 |
→ |
0 |
Time-volatile enmity |
1 |
→ |
1 |
|
*Examples of affected content include beastmaster, summoner, dragoon, and puppetmaster pet commands.
| |
05-31-2013 04:11 AM | Gildrein | Community Rep |  |
| | [dev1143] One-handed and Ranged Weapon Adjustments
One-handed Weapons
Main Weapons |
Pre-adjustment |
|
Post-adjustment |
Attack (STR) |
50% |
→ |
75% |
Accuracy (DEX) |
50% |
→ |
75% |
|
Sub Weapons |
Pre-adjustment |
|
Post-adjustment |
Accuracy (DEX) |
50% |
→ |
75% |
|
Ranged Weapons
Ranged Weapons |
Pre-adjustment |
|
Post-adjustment |
Attack (STR) |
50% |
→ |
75% |
Accuracy (AGI) |
50% |
→ |
75% |
|
| |
05-31-2013 04:16 AM | Gildrein | Community Rep |  |
| | [dev1144] Elemental Magic Adjustments
The damage of elemental magic spells will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
Tier I |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
10 |
10 |
42 |
160 |
Water |
16 |
25 |
66 |
165 |
Wind |
25 |
40 |
92 |
170 |
Fire |
35 |
55 |
108 |
175 |
Ice |
46 |
70 |
126 |
180 |
Lightning |
60 |
85 |
149 |
185 |
|
Tier II |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
78 |
100 |
175 |
350 |
Water |
95 |
120 |
195 |
355 |
Wind |
113 |
140 |
213 |
360 |
Fire |
133 |
160 |
233 |
365 |
Ice |
155 |
180 |
255 |
370 |
Lightning |
178 |
200 |
278 |
375 |
|
Tier III |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
210 |
200 |
360 |
550 |
Water |
236 |
230 |
386 |
560 |
Wind |
265 |
260 |
415 |
570 |
Fire |
295 |
290 |
445 |
580 |
Ice |
320 |
320 |
470 |
590 |
Lightning |
345 |
350 |
495 |
600 |
|
Tier IV |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
381 |
400 |
581 |
850 |
Water |
410 |
440 |
610 |
865 |
Wind |
440 |
480 |
640 |
880 |
Fire |
472 |
520 |
672 |
895 |
Ice |
506 |
560 |
706 |
910 |
Lightning |
541 |
600 |
741 |
925 |
|
Tier V |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
626 |
650 |
855 |
1200 |
Water |
680 |
700 |
909 |
1220 |
Wind |
734 |
750 |
967 |
1240 |
Fire |
785 |
800 |
1014 |
1260 |
Ice |
829 |
850 |
1058 |
1280 |
Lightning |
874 |
900 |
1103 |
1300 |
|
| |
05-31-2013 04:19 AM | Gildrein | Community Rep |  |
| | [dev1145] Steal/Despoil Job Ability Adjustments
| |
05-31-2013 04:22 AM | Gildrein | Community Rep |  |
| | [dev1146] Visual Effects for Closing and Opening Windows
| |
05-31-2013 04:34 AM | Gildrein | Community Rep |  |
| | [dev1148] Geomancy Special Effects Adjustments
Test Server Only
The effect changes will only be implemented for the following geomancy spells:
Indi-VIT / Indi-DEX / Indi-STR | |
Other Updates Today:
Yesterday:
[+]
VIP
Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2013-05-31 16:31:48
[dev1147] Various Effect Area Recognition Adjustments and [dev1148] Geomancy Special Effects Adjustments are my favorites.
Built in distance plugin (sort of), and you can actually see through the auras now.
[+]
Server: Valefor
Game: FFXI
Posts: 19,647
By Valefor.Prothescar 2013-05-31 16:36:55
the GEO aura change is nice. can still see visual feedback of the spell, but can see things OTHER THAN the visual feedback of the spell now, too!
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24,219
By Valefor.Sehachan 2013-05-31 16:38:23
Quote: The job abilities Steal and Despoil will be adjusted to not share reactivation timers. Oh snap! Thief so broken now!
[+]
Server: Lakshmi
Game: FFXI
Posts: 10,394
By Lakshmi.Sparthosx 2013-05-31 16:39:32
Instead of that target distance nonsense why not implement an official distance plugin >.>
[+]
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2013-05-31 16:44:29
Lakshmi.Sparthosx said: »Instead of that target distance nonsense why not implement an official distance plugin >.> PS2 limitations? :<
By Ophannus 2013-05-31 16:50:18
The color cursors will be good for telling if mobs around a target will be hit with the current AoE spell/ja/WS.
Valefor.Sapphire
Server: Valefor
Game: FFXI
Posts: 1,828
By Valefor.Sapphire 2013-05-31 16:56:30
nice casting time adjustment for lower tier nukes.
Hay guys can I cast Thunder III on my drk now cause its faster?
[+]
Server: Bismarck
Game: FFXI
Posts: 206
By Bismarck.Diablosword 2013-05-31 16:58:02
Um, the 1-handed and ranged adjustments weren't already implemented? This is great news, so MNK is going to be even stronger, or am I missing something?
By Monko 2013-05-31 17:01:45
Lakshmi.Sparthosx said: »Instead of that target distance nonsense why not implement an official distance plugin >.> PS2 limitations? :<
Don't know if this was meant for a joke or not but didn't SE say they've stopped the support of PS2?
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12,308
By Phoenix.Kojo 2013-05-31 17:02:48
Lakshmi.Sparthosx said: »Instead of that target distance nonsense why not implement an official distance plugin >.> PS2 limitations? :<
Don't know if this was meant for a joke or not but didn't SE say they've stopped the support of PS2?
Not in Japan, they didn't.
By Monko 2013-05-31 17:03:41
Not in Japan, they didn't.
Must be a hard life in japan when all you have is a ps2 :(
Siren.Stunx
Server: Siren
Game: FFXI
Posts: 903
By Siren.Stunx 2013-05-31 17:07:27
quick lets get a windower plugin that does this before se can add it!
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2013-05-31 17:07:44
Lakshmi.Sparthosx said: »Instead of that target distance nonsense why not implement an official distance plugin >.> PS2 limitations? :<
Don't know if this was meant for a joke or not but didn't SE say they've stopped the support of PS2?
They dropped support for PS2 only in NA, it would cost too much to continue support for NA PS2.
The survey they had us take about 2 years ago was for this very reason.
Bismarck.Snprphnx
Server: Bismarck
Game: FFXI
Posts: 2,715
By Bismarck.Snprphnx 2013-05-31 17:11:38
All that purple text on the main page. I was hoping one of them was a REM update
[+]
By Enuyasha 2013-05-31 18:35:34
[dev1147] Various Effect Area Recognition Adjustments and [dev1148] Geomancy Special Effects Adjustments are my favorites.
Built in distance plugin (sort of), and you can actually see through the auras now. I think they are actually adding it to all mobs in range not just to the target mob :<
Asura.Kaamos
Server: Asura
Game: FFXI
Posts: 2
By Asura.Kaamos 2013-05-31 19:46:45
Important to note there are no REM stat changes here... or are they just going to push those changes to live with no testing(balancing)?
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2013-05-31 21:20:52
Important to note there are no REM stat changes here... or are they just going to push those changes to live with no testing(balancing)? R/M/E/C adjusting is still ongoing, and won't be ready for the test server for some time.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12,308
By Phoenix.Kojo 2013-05-31 21:34:48
Important to note there are no REM stat changes here... or are they just going to push those changes to live with no testing(balancing)? R/M/E/C adjusting is still ongoing, and won't be ready for the test server for some time. I didn't thing they were adjusting Coin weapons, just making them capable of unlocking their WS.
Server: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-31 21:56:08
I have noticed with the spell casting time and recast. It affects helix spells as well.
Makes it much easier to solo SC. No more 8 seconds for luminhelix.
Or fire 1 thunder 1 = fusion. This should make kurma easier
Lakshmi.Trunksc
Server: Lakshmi
Game: FFXI
Posts: 79
By Lakshmi.Trunksc 2013-05-31 22:42:07
This... this is pretty game changing from what I can tell.
Let me think a min, so they are giving the one-handed weapons the same bonus that 2-h has had for a while. I cant imagine jobs like thf and bst after this.
Of course, ranged weapons have enjoyed a nice pdif, and this atk-acc boost will be pretty big!
For blm (didn't see whm in there), looks like the main utility is directed at weaker spells. Ok for jobs like drk, but you need a int+ build to really benifit. Leveling a DD mage will be 'funner'.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1,442
By Leviathan.Kincard 2013-05-31 22:55:02
I doubt around 30-50 attack/accuracy (depending on your gear) will be game-breaking for one-handers or even make them competitive. Don't get me wrong, it's nice, but one-handers are still pretty behind two-handers in the appropriate situations (Big buffs so DW loses value).
Also it seems that they decided the boost to attack only applies to mainhand, dunno how that'll affect WS damage- gonna guess you'll get the attack boost on all the "normal" hits of the WS and only the reduce attack for the one offhand hit, but who knows.
Kinda disappointed they didn't decide to change the MP costs of spells other than Stone a bit. INT+100 isn't really a rare situation, so you're going to end up with Stone V costing half the amount of Thunder V for like 100 less damage. All it's going to do is make people shift from spamming Ice/Thunder to spamming Stone spells.
[dev1147] Various Effect Area Recognition Adjustments and [dev1148] Geomancy Special Effects Adjustments are my favorites.
Built in distance plugin (sort of), and you can actually see through the auras now. I think they are actually adding it to all mobs in range not just to the target mob :<
I think it's just for the target mob (It says PC VS target and not target VS other targets)- I think it's just to tell you if pressing confirm will bring up the "too far" error for the spell you're using.
If they made the game show up multiple arrows for AoE spells I'll be very impressed though.
Garuda.Chanti
Server: Garuda
Game: FFXI
Posts: 11,833
By Garuda.Chanti 2013-05-31 23:00:15
All I can say about these adjustments is WOW.
Other than I need to study them before the LS run tomorrow.
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Server: Siren
Game: FFXI
Posts: 14,552
By Siren.Kalilla 2013-06-03 16:02:01
06-03-2013 10:53 AM | Slycer | BG Translator |  |
| | Mocchi: Elemental Magic Adjustment Follow-ups
[[Someone reports incorrect table values for tier V nukes on INT+100]]
Thank you for pointing that out, we're sorry for the discrepancy. The item you pointed out was adjusted prior to updating the test server, but the adjustment was not reflected in the original table. It has been corrected now.
[[Stone V: 1200
Water V: 1210
Aero V: 1220
Fire V: 1230
Blizzard V: 1240
Thunder V: 1250
(Used to be 1200/1220/1240/1260/1280/1300)]]
[[Someone asking about earth nukes' now vastly superior MP efficiency compared to thunder]]
Thanks for your feedback. Matsui has previously posted the following comment, so this is roughly intended to move in that direction.
[[Repost of comment about relative MP efficiency and INT scaling of various types and tiers of nukes.]]
As you level up, we would expect the utilization of tier I magic to fall to some extent. We assume the basic fighting strategy will be something like mainly casting tier II~III nukes and occasionally casting tier IV, or mainly casting tier III~IV nukes and occasionally casting tier II, etc.
Of course, since the tables posted do not take into account magic attack power, it will be dependent on the situation as the impact of magic attack power, the casting player's stats, and the target will need to be taken into account.
Translated by: Slycer | |
[+]
05-31-2013 04:03 AM | Gildrein | Community Rep |  |
| | [dev1141] Monstrosity
New content known as “Monstrosity” will be added.
| |
05-31-2013 04:07 AM | Gildrein | Community Rep |  |
| | [dev1142] Adjustments to Minimum Enmity Amounts
The minimum amount of enmity generated from job abilities and spells will be adjusted as given below.
|
Pre-adjustment |
|
Post-adjustment |
Damage-volatile enmity |
1 |
→ |
0 |
Time-volatile enmity |
1 |
→ |
1 |
|
*Examples of affected content include beastmaster, summoner, dragoon, and puppetmaster pet commands.
| |
05-31-2013 04:11 AM | Gildrein | Community Rep |  |
| | [dev1143] One-handed and Ranged Weapon Adjustments
One-handed Weapons
Main Weapons |
Pre-adjustment |
|
Post-adjustment |
Attack (STR) |
50% |
→ |
75% |
Accuracy (DEX) |
50% |
→ |
75% |
|
Sub Weapons |
Pre-adjustment |
|
Post-adjustment |
Accuracy (DEX) |
50% |
→ |
75% |
|
Ranged Weapons
Ranged Weapons |
Pre-adjustment |
|
Post-adjustment |
Attack (STR) |
50% |
→ |
75% |
Accuracy (AGI) |
50% |
→ |
75% |
|
| |
05-31-2013 04:16 AM | Gildrein | Community Rep |  |
| | [dev1144] Elemental Magic Adjustments
The damage of elemental magic spells will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
Tier I |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
10 |
10 |
42 |
160 |
Water |
16 |
25 |
66 |
165 |
Wind |
25 |
40 |
92 |
170 |
Fire |
35 |
55 |
108 |
175 |
Ice |
46 |
70 |
126 |
180 |
Lightning |
60 |
85 |
149 |
185 |
|
Tier II |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
78 |
100 |
175 |
350 |
Water |
95 |
120 |
195 |
355 |
Wind |
113 |
140 |
213 |
360 |
Fire |
133 |
160 |
233 |
365 |
Ice |
155 |
180 |
255 |
370 |
Lightning |
178 |
200 |
278 |
375 |
|
Tier III |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
210 |
200 |
360 |
550 |
Water |
236 |
230 |
386 |
560 |
Wind |
265 |
260 |
415 |
570 |
Fire |
295 |
290 |
445 |
580 |
Ice |
320 |
320 |
470 |
590 |
Lightning |
345 |
350 |
495 |
600 |
|
Tier IV |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
381 |
400 |
581 |
850 |
Water |
410 |
440 |
610 |
865 |
Wind |
440 |
480 |
640 |
880 |
Fire |
472 |
520 |
672 |
895 |
Ice |
506 |
560 |
706 |
910 |
Lightning |
541 |
600 |
741 |
925 |
|
Tier V |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
626 |
650 |
855 |
1200 |
Water |
680 |
700 |
909 |
1220 |
Wind |
734 |
750 |
967 |
1240 |
Fire |
785 |
800 |
1014 |
1260 |
Ice |
829 |
850 |
1058 |
1280 |
Lightning |
874 |
900 |
1103 |
1300 |
|
| |
05-31-2013 04:19 AM | Gildrein | Community Rep |  |
| | [dev1145] Steal/Despoil Job Ability Adjustments
| |
05-31-2013 04:22 AM | Gildrein | Community Rep |  |
| | [dev1146] Visual Effects for Closing and Opening Windows
| |
05-31-2013 04:34 AM | Gildrein | Community Rep |  |
| | [dev1148] Geomancy Special Effects Adjustments
Test Server Only
The effect changes will only be implemented for the following geomancy spells:
Indi-VIT / Indi-DEX / Indi-STR | |
Other Updates Today:
Yesterday:
|
|