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[dev1135] New Special Job Abilities
07-31-2012 01:43 PM
[source]
Camate
Community Rep

New 2-hour Abilities

Anyone down for some new 2-hour information on this fine Tuesday?

We introduced two of them during VanaFest, but we just got a hold of the full list!

Currently, we are making adjustments to the effects and running tests on all of these new abilities, and we are planning to implement them in the upcoming test server update. However, as the Development Team is still working on getting all the kinks out, some will not be available right away. They will be doing their best to get as many new 2-hour abilities onto the test server as possible in the next update.

*The name and help text messages for each ability will be tentative when implemented to the test server. Also the effects and their values may be adjusted.

Job Effects
WAR Regular attacks will become non-elemental and grants a drastic increase in accuracy.
MNK Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.
WHM Grants party members protection from status ailments.
BLM Grants a drastic decrease in enmity generated by magic attacks.
RDM Grants an increase to the effect of enhancing magic.
THF Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front.
PLD Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.
DRK Steals an enemy's TP through regular attacks while the effect is active.
BST Absorbs the pet and recovers both HP and status ailments. Also, the player will receive a Reraise effect.
BRD Drastically reduces the magic defense, magic evasion, and INT/MND of the target.
RNG The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.
SAM While the ability is in effect, all damage caused by the physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.
NIN Grants a drastic increase in parry rate. Additionally, Ninjutsu recast times will be reduced by 50% and ninja tools will not be consumed.
DRG Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase.
SMN The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.
BLU While the ability is in effect, blue magic from Unbridled Learning can be used continuously.
COR Grants the ability to use up to 3 Phantom Roll effects.
PUP Automaton will use special abilities. Special ability usage will depend on the automaton head.

Harlequin Head: Mighty Strikes
Valoredge Head: Invincible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (Will apply to the party members and automaton itself)
Spiritreaver Head: Manafont
DNC Grants maximum amount of Finishing Moves and the recast time of all Flourishes will be reset.Additionally, while the ability is in effect, Finishing Move will not be consumed.
SCH Will direct enmity of all party members to an indicated player.
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08-01-2012 01:53 PM
[source]
Camate
Community Rep

Greetings!

Thanks for all the feedback thus far on the new 2-hour abilities.
Along with the feedback from the test server, we will be sure to utilize it for further adjustments.

In regards to effect durations and values, they will most likely be adjusted before they are implemented to the live server so please try them out first on the test server and get a feel for them. We are looking forward to hearing your thoughts after testing them out.

We are getting closer to the final stretch to implement these abilities on the test server, so hang in there just a bit longer.

Additionally, we made a few corrections to two of these new abilities. (The original list posted yesterday has been corrected as well.)

  • RDM:
    Incorrect: Grants an increase to the effect and effect duration of enhancing magic.

    Correct: Grants an increase to the effect of enhancing magic.

  • PUP:
    Incorrect: Soulsoother Head: Benediction (Will only apply to the master and automaton)

    Correct: Soulsoother Head: Benediction (Will apply to the party members and automaton itself)

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08-02-2012 12:30 PM
[source]
Camate
Community Rep

A good question was raised as to whether these new 2-hour abilities can all be unlocked and utilized or if it will be similar to the new merit-able weapon skills where you have to decide which ones you want to unlock.

Once the level requirement is fulfilled for each job, you will be able to use all of the new 2-hour abilities. Also, just to reiterate what was stated quite a while back, these new 2-hour abilities will share the recast timers of the original 2-hour abilities, so players can choose which one to use based on the situation.

We are also planning to introduce a way to enhance the abilities via merit points, which will be the next step for adjustments planned for the latter half of 2012. While the specifics for this have not been decided at this time, the plan is to add this to each job category. Also, there won’t be any restrictions on which jobs you can enhance as it will be possible to put merit points into each one.

Finally, in regards to a question about thief’s ability:

Cerberus.Mrkillface (FrankReynolds) said: »
Can we get some clarification on the THF ability while your at it? Is it a duration effect? or a one shot move?

The major damage dealt will be a single attack. You can kind of think of it as the way Sneak Attack is used.
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08-03-2012 05:12 AM
[source]
Gildrein
Community Rep

[dev1135] New Special Job Abilities

  • New special job abilities will be introduced.

    *These special abilities will share the same recast time as previous ones.
    *Abilities for the following jobs will be reflected on test server once the August 3 update goes live:
    Warrior / Black Mage / Red Mage / Paladin / Dark Knight / Beastmaster / Ranger / Ninja / Dragoon / Summoner / Puppetmaster / Dancer


Job Effect
Warrior Auto-attacks will not be considered physical damage. Greatly increases accuracy.
Monk Counters almost every enemy auto-attack and greatly increases enmity.
White Mage Prevents party members from receiving status ailments.
Black Mage Greatly lowers the amount of enmity accrued from spells.
Red Mage Bolsters the effects of enhancing magic.
Thief Deals severe damage and transfers your enmity to the party member in front of you.
Paladin Greatly increases chance of blocking with shield and damages target.
Dark Knight Auto-attacks absorb target's TP.
Beastmaster Sacrifice your pet to recover HP and remove status ailments.Grants the effect of Reraise.
Bard Greatly reduces target's magic defense, magic evasion, INT and MND.
Ranger Allows you to deliver optimally accurate and powerful ranged attacks from any distance.Arrows are not expended during attacks.
Samurai Evades all special attacks that deal physical damage.Enhances the potency of your next weapon skill every time you evade a special attack.
Ninja Greatly increases the chance of parrying.Reduces ninjutsu casting times by half and eliminates the need for ninja tools.
Dragoon Recovers wyvern's HP and removes status ailments. Enhances breath effects.
Summoner Eliminates "Blood Pact" recast times.
Blue Mage Allows unlimited casting of blue magic spells that use Unbridled Learning.
Corsair Allows for up to three Phantom Rolls to be in effect simultaneously.
Puppetmaster Allows automatons to use a special ability that varies by head.Harlequin Head: Mighty StrikesValoredge Head: InvisibleSharpshot Head: Eagle Eye ShotStormwaker Head: ChainspellSoulsoother Head: Benediction (will only affect the automaton and members of its master's party)Spiritreaver Head: Manafont
Dancer Gives five finishing moves and resets flourish recast timers.Eliminates the cost of finishing moves.
Scholar Transfers the whole party's enmity to a party member of your choice.

*The names, help text, and effects that appear on the test server for these abilities are still under development and are subject to change.
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08-03-2012 04:24 PM
[source]
Camate
Community Rep

Known Issues (Aug. 3)

As of Aug. 3, 2012, we have identified the following issues on the FINAL FANTASY XI Test Server.

  • An issue wherein some of the newly implemented special job abilities are not working as intended.

    • Black Mage
      • Lowered enmity effect occasionally does not work on certain spells.

    • Red Mage
      • Bolstering effect does not work on bar and gain-type spells.

    • Paladin
      • The priority of the reflect damage effect is occasionally lower than other reflect damage-type spells / abilities.

    • Summoner
      • The effect does not work on summoning magic.

    • Puppetmaster
      • Automaton may use the special ability "Eagle Eye Shot" even when the Sharpshot Head is combined with a frame that usually prevents the automaton from using ranged attacks.
      • The Benediction effect from the Soulsoother Head isn’t affecting the master and its party members.


We are currently in the process of testing fixes to address these issues.
We apologize for any inconvenience this may cause and thank you for your understanding.
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08-06-2012 12:49 PM
[source]
Camate
Community Rep

Happy Monday and I hope that everyone had an enjoyable weekend!

There is still so much feedback coming in about the new 2-hour abilities and we are doing our best to pass all of it on to the Development Team! However, the team will actually be on summer vacation this week, so we expect responses to feedback to be delayed a bit. We are hoping to be able to give some dev. responses next week regarding the 2-hour abilities.
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08-13-2012 07:32 PM
[source]
Camate
Community Rep

Greetings!

The Development Team has returned from their summer break and has started preparing their responses in regards to all the feedback we have been receiving on the new 2-hour abilities.

To start off, I like to first share some changes that are being planned.

  • Paladin
    We will be adding the same enmity increase effect as Invincible.
    The reflected damage can be increased via magic attack bonus and shield skill, but as we have seen cases where enemies were resisting it we have decided to increase the rate of accuracy and make adjustments so that it is more difficult to be resisted. We will also be correcting the bug where other effects such as reflected damage from spells would take precedence.

  • Beastmaster
    We will be keeping the HP recovery and status ailment recovery as is, but we will be changing the reraise effect to a stoneskin effect. The strength of the stoneskin effect will vary depending on the pet. The idea is that Familiar will increase the pet’s offensive capabilities, while the new 2-hour ability will enhance the master’s defensive capability.

  • Samurai
    In exchange for making the effect duration low, we will be making it so that elemental abilities are also evaded.

  • Puppetmaster
    The same enmity properties for the player version of Invincible and Benediction will be added.
    (In cases where the head’s respective 2-hour ability will not work due to the combination of head and frame, such as a sharpshot head with a frame other than a sharpshot frame or a stormwaker head with a valoredge frame, we will be making it so Mighty Strikes is used.)


Finally, I have one request when submitting feedback. We have been seeing comments stating that “we don’t want this” and “totally remake it.” Your feedback is something we wish to utilize in our efforts to make the game better, so instead please try to be as specific as you can with how you’d like it aspects to change.
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08-22-2012 02:24 PM
[source]
Okipuit
Community Rep

Hey everyone,

The new 2-hours were developed based on the idea that they would share the existing 2-hour ability's recast timer and players would be selecting which ability to use based on the situation. Instead of these being a higher-tier or universal abilities that can be used for any situation, they are abilities that are designed to be used for specialized conditions.

Below are the envisioned applications of some abilities as well as planned adjustments.

  • Warrior
    While Mighty Strikes offers a lot of physical damage through critical hits for a period of time, the idea was to add a way to attack enemies that have strong resistances to physical damage.

    Based on testing and feedback, we are planning to make adjustments to extend the effect duration to 60 seconds. (Planning to make this change during this week’s Test Server update.)

  • Paladin
    The new 2-hour ability can be used for cases where just turtling up with Invincible and letting an enemy wail on you will not turn the tides of the fight, since you can enhance your defenses while reducing an enemy’s HP with the reflected damage.

    *As mentioned previously in the post about adding an enmity boost effect to this ability, we understand the problems with the enmity cap. We plan on considering this for paladin in general and not limiting it only to the new 2-hour ability effect.

  • Bard
    In addition to INT and MND, we will also be adding CHR to the stats that are lowered.

  • Samurai
    Meikyo Shisui excels in instantaneous power. On the other hand, the new 2-hour ability is for cases where an enemy's AoE damage is too strong and getting close is dangerous. It will allow you to evade special attacks while dealing damage.

    *Magical attacks will not be evaded, but will be made so that the damage received is 0. This will not have any effect on breath attacks, though.

    With this ability we are aiming to make it possible to have a stable way of fighting by increasing defensive capabilities and diverting your time in battle towards enhancing offense capabilities.

  • Dancer
    Trance is an ability that allows the player to take advantage of Waltzes and Steps, while the new 2-hour ability makes it possible to utilize Flourishes to the maximum. The advantage of this ability is that it makes it possible to always use the maximum effect for Building Flourish, Reverse Flourish, Climatic Flourish, etc., as you are granted 5 finishing moves.

    There have been requests asking for the recast times for Flourishes to be reduced or removed. The reason we did not do this is as you can expect, due to consideration for Reverse Flourish.

    While it's not our intention to allow for weapon skills to be used continuously without limitations, it would be nice to be able to utilize Flourish II and Flourish III continuously, so we will be changing the effects as outlined below to allow for instantaneous damage.

    • Reduce effect duration from 60 seconds to 30 seconds
    • In addition to the Flourish recast timer being reset, it will be possible to use Flourish continuously up to a total of 3 times.
    • The effect will wear off when either 30 seconds elapses or Flourish is used 3 times.


During this week's Test Server update, we will be adding white mage's 2-hour ability as well the warrior adjustment listed above and fixing related bugs.

We are planning to address the bard and dancer adjustments in the following Test Server update.

Amongst the feedback we have been receiving, there have been a lot of comments about changing the effects, reducing the 2-hour recast time, removing the shared recast timer aspect, and other ideas for largely changing the concept. It may take a bit of time to discuss and look into all of these, but we are planning to spend time on this without rushing implementation so that these are abilities that everyone is satisfied with.
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08-24-2012 06:59 PM
[source]
Okipuit
Community Rep

Hey everyone,

We would like to respond to some of the comments made regarding the new 2-hour ability adjustments.

WAR:
The effect is the same as Formless Strikes, but since the job is different and the special traits are different as well, it’s not like you will receive the same exact effect. We’d be happy to hear feedback on the results of WARs using this ability. In regards to wanting the ability’s effect to apply to weapon skills as well, this would make it so that it is far stronger than Mighty Strikes. As an alternative, we are extending the effect duration to open up more attack opportunities.

DNC:
While this can be used similar to Meikyo Shisui, there are of course other ways to use it as well. Since there is an advantage point of being able to use it in combination with other abilities, there are a lot of different uses, so we would like to hear feedback after trying it and considering that aspect as well.

BST:
We understand that sacrificing your pet for Stoneskin results in a reduction in attack power. This Stoneskin effect is not used like the magic spell Stoneskin that you would use before entering a fight. It is something that is used in a crisis situation in order to recover and avoid emergencies (For example, if your pet is on the verge of dying and when that happens you will be put in a dangerous spot, etc.)

PLD:
Once we are able to talk concretely about the enmity adjustments we will be making a comment, so please wait a bit on this.
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09-04-2012 02:10 PM
[source]
Camate
Community Rep

Greetings!

During this week’s Test Server update we will be adding monk’s new 2-hour ability, so be sure to try it out and let us know your feedback.

I’d just like to reiterate that we will be spending a good amount of time working on these new 2-hour abilities before we actually implement them. We would like to make sure that they are useful in battle, so we will not be rushing to get these onto the live servers right away.

The Development Team is continuing to look into possibilities based on all the feedback we are receiving and they will actually be holding a meeting soon to discuss this. We’d like to respond with the results of their discussion and talk about the direction they are heading after this takes place.

Until then, please continue to test out the new abilities and provide your feedback!
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09-05-2012 01:07 PM
[source]
Akihiko Matsui
Dev Team

Hello this is Matsui.
Sorry to keep you waiting, but I have some follow up information in regards to SP abilities.

Today we once again looked into what would be the best way to implement the new SP abilities moving forward. I’d like to give a brief summary of the development plans based on the results of our discussion.

The below are the 4 main aspects of change for the 2-hour abilities.

  1. New SP ability and existing SP ability recast timer separation

    As we previously explained, the new SP abilities we designed based on the idea that the recast timer would be shared with the existing SP abilities and players would use them accordingly. While the effects and usages have been compared to the existing SP abilities and consideration has been given so that they are balanced, we will be completely separating the two and changing the concept so that each ability can be used separately.

    We will be making them so they are complete abilities on their own and do not need to be constrained to using one or the other.

  2. Recast time reduction

    Originally the idea for SP abilities was to have players use them one time for specific content or battle situations and to use it wisely. When considering the current battle tempo and the average time for content these days, we feel that it would be beneficial to make the recast 1 hour with the ability to reduce it a minimum of 30 minutes via merit points. With this, the idea of “2-hour abilities” will changed when we explore the effects.

  3. New SP ability effects revamp

    Based on the changes stated above, we will be looking into the effects for the new SP abilities once again.

    This does not mean only time related adjustments will be made. If deemed necessary we will be completely revamping the effect from the ground up.

  4. Existing SP ability effects revamp

    We will be looking into revamping existing SP ability effects based on the two points below.

    • Adjustments to effects to coincide with recast shortening
    • Balance adjustments to coincide with the new SP ability effects revamp

    Even with the existing SP abilities there is a division between those that have good uses and those that do not depending on the job. Ultimately our aim is to make it so that by putting together the effects of the two SP abilities every job can have a boon. With that said, we will be revamping the existing SP abilities so that balance is not thrown off when incorporating usage of the new SP abilities.

    As a general direction we will be raising all of the abilities so that they become useful. However, we believe that we will have no choice but add the lowering of effects of Perfect Defense and Embrava to our scope of adjustments.


With all of these changes, the previously planned implementation date for the new SP abilities as shown on the roadmap will be significantly pushed back. I apologize deeply for making you all wait, but we took a lot of time to decide the above so that we could deliver something that everyone enjoys and matches the current game.

We are currently working on preparing a revised roadmap to be released. We expect this to take a little bit of time, but please hang in there.
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09-06-2012 01:45 PM
[source]
Akihiko Matsui
Dev Team

Hello!

Thank you so much for the abundance of quick responses!

In regards to the comments we have been seeing from users raising concern that certain content won’t be possible to complete if the effects of Perfect Defense and Embrava are reduced. This is something that even the Development Team is keeping in mind with these adjustments. With that said, we are planning to make necessary adjustments to not only the abilities, but to content as well.

For both existing content and content to come in the future, I believe that conditions where special monsters are created for the sole purpose of counteracting Perfect Defense and Embrava is not desirable at all. The main idea behind the adjustments to Perfect Defense and Embrava is to correct the situation so it will not come to this.

As a result we would like to make it so summoner and scholar can widen their range of play and usefulness via other elements. We understand that these adjustments might be somewhat of an inconvenience, but we appreciate your understanding.

Next, I’d like to provide a follow-up in regards to the separation of the recast timers.
With the separation of the recast timers it will be possible to utilize the two special job abilities together; however, since the effects were originally added with the idea that they could not be used at the same time, there are some effects currently that create bad balance. We will be adjusting this when we revamp the current effects.

Also, the situation of not having enough recast timer slots has not yet changed. In order to resolve this problem we are currently working to expand the space; however, this resolution is critical for the separation of the special job ability recast timers. This is also one reason for the delay in implementation.

Once we have completed this expansion, we believe that we will be able to improve not only the special job abilities, but other abilities that have been limited by this restriction (Steal/Despoil, Soul Jump/Spirit Jump, etc.)
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10-25-2012 07:42 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding New (and Old) SP Abilities

Hello!
We want to report some progress on the review of the effects of the new SP abilities.

First off, in the test server this week, the following two changes will be made to the new and existing SP abilities.
**Recast timers will be reduced from 2 hours to 1 hour (both new and existing).
**Recast timers will be separated.

Additionally, the new SP abilities for the following jobs have had their effects readjusted:

Blue Mage / Summoner / Samurai / Black Mage / White Mage / Warrior


Moreover, in order to make more significant changes, the new SP abilities for the following jobs will be excluded from this test server update. Upon completion and debugging adjustment of the new effects, the abilities will be re-introduced to the test server:

Corsair / Dragoon / Ninja / Ranger / Bard / Beastmaster / Thief / Paladin / Red Mage


*For specific information regarding the changes, please wait until tomorrow, where we will collectively look at all of the jobs.
*Because of the workload, if further readjustment is needed or bugs are found, the number to be introduced is still going back and forth.

Taking into account the changes above, please continue to provide us your feedback and opinions. Thank you!

Translated by: Slycer
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10-25-2012 12:55 PM
[source]
Camate
Community Rep

Greetings!

The development team has been hard at work revamping the new special abilities and I would like to give an update on their progress.

The below changes to current and new special abilities will be implemented with this week’s Test Server update.

  • Recast timer will be reduced from 2 hours to 1 hour (both current and new special abilities)

  • Recast timers will be separated


In addition to the above, the new special abilities for the below jobs will see their effects adjusted:

Warrior / white mage / black mage / samurai / summoner / blue mage

Also, as we will be making large scale changes to the below jobs' new special abilities, they will be temporarily removed from the Test Server. Once the adjustments and debugging has been completed for the new effects we will re-implement them to the Test Server.

Red mage / thief /paladin / beastmaster / bard / ranger / ninja / dragoon / corsair

*As these adjustments are currently in development, the number of them that we implement may change depending on if further adjustment is necessary or if bugs are discovered.

We are in the process of organizing the specific adjustment information for all jobs and plan on sharing it with you all tomorrow.

We would like to continue to make adjustments to this content based on feedback for the above changes, so please be sure to try everything out on the Test Server once they are implemented.
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10-29-2012 08:41 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding New SP Abilities

Translation (couple more coming after this one also). I was a little unclear on what they were saying about the WAR 2-hr duration, so that part of the translation is slightly fudged. The rest of it should be fairly accurate.

Hello!
Thanks for all of the quick responses! We'd like to address some of the feedback we received for some jobs.

Warrior
There has been feedback about a 60 second duration; the actual duration is 30 seconds. With respect to multi-attack weapon skills, since double attack does not apply to all hits, resulting damage cannot be simply calculated/compared. Please try this out under a variety of conditions on the test server.

White Mage
We will make adjustments to the effect and duration while watching the trends on the test server. We are considering increasing the effect (the types of negative status effects prevented) and/or possibly extending the duration. We look forward to more feedback regarding this.

Black Mage
Although the ability does not directly increase the maximum damage per hit, by raising elemental magic accuracy, the ability is designed to contribute to an overall increase in average damage. Additionally, since it is general magic accuracy, there are benefits to other types of magic as well, such as dark magic and enfeebling magic. We may consider further increasing the damage by eliminating the potential for half resists on elemental magic spells. (However, getting rid of half resists would grant a significant benefit for enfeebling magic, so we may need to adjust this case to be limited to specifically elemental magic).

Blue Mage
For blue mage, the power of this ability will grow as the amount of Unbridled Learning spells increases in the future. Of course, we do plan on increasing the amount of notorious monster spells in the future, so please stay tuned.

Please continue to provide us with your feedback--thanks!

Translated by: Slycer
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10-29-2012 01:27 PM
[source]
Camate
Community Rep

Greetings everyone!

I have a bit of follow-up information to share about a couple of the new special abilities.

  • Warrior
    The new special ability’s effect duration is 30 seconds, and for multi-hit weapon skills, double attack will be calculated as usual so it will not be applied to every hit. We encourage you to try this out on the Test Server in a variety of conditions.

  • White mage
    We plan on adjusting the balance between the effect and the duration as we monitor test trends; however, if we extend one aspect the other would have to be reduced somewhat. Effect wise this would mean the types of status ailments that are resisted. With that said we would like to hear your feedback on this ability.

  • Black mage
    While this ability will not give large increases to the maximum damage dealt from a single spell, it will make it possible to increase the average damage output by gaining a magical accuracy boost that is on the same level as Elemental Seal.

    Also, this ability will benefit not only elemental magic, but enfeebling magic and dark magic as well. In terms of increasing damage, we are currently looking into making it easier to land elemental magic by removing half-resists or via other methods. (However, removing half-resists for enfeebling magic would be too much of a boon, so it will be necessary to make adjustments to limit it to elemental magic.)

  • Blue mage
    As we are planning to add spells to Unbridled Knowledge, in the future as the array of spells grow, the possibilities of this ability will also grow as well.


As always, please test out these abilities as much as possible on the Test Server and continue to give your feedback! We will be checking on the other questions we have seen in this thread, so until we get a response from the development team, sit tight!
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10-31-2012 01:33 PM
[source]
Okipuit
Community Rep

Hello,

Thank you for all the feedback, everyone! I would like to share some information that we received from Development Team:

Sylph.Fazira said: »
Here's a question to Camate and Co. Will DRK's TP drain work even if your attacks deal 0 damage, due to a physical shield or something like that?.

Because the absorbed amount of TP is not based on damage, so as long as you hit, even if the damage is 0, the ability will still absorb TP. To find out how much TP and in what cases, please try it out on the test server and let us know your feedback.

Lakshmi.Byrth said: »
I'd recommend making the White Mage 2-hour give immunity to Charm, Petrify, Death, Terror, and Dispel. It should last for 2 minutes.

We will be adding Dispel to the list of resists.
Whether we expand out to other status ailments depends on our discussions, so it would be really appreciated if you can let us know the specifics of why having a certain resistance would be good while keeping balance in mind so we can look into this. Of course having resistance against everything would be beneficial, but it's not the best course to just ignore how this will affect everything else.

While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!
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11-07-2012 6:55 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding the New SP Abilities

This is a follow-up regarding some of the new SP abilities.

  • Warrior
    Currently, the new WAR SP sets the double attack rate to 100%. This will be changed so that it instead adds 100% to the double attack rate. The ability will also be adjusted so that this +100% double attack rate decays over time.

    However, you will be able to maintain at high double attack rate by utilizing Double Attack effects, equipment, and traits. The effect duration will remain 30 seconds.

    Note that while the test server will be updated this week, the new WAR SP will not be changed at this time.

  • White Mage
    Since the previous announcement, we are considering the following two items:

    1. Leave the effect as is, and increase the duration from 30 seconds to 60 seconds.
    2. Keep the duration at 30 seconds and add a strong resistance against doom, terror, amnesia, and death.

  • Black Mage
    The effects of the new BLM SP ability will be limited to elemental magic, and we will reduce the occurrence of resists.

    For monsters that are highly resistant to certain spells, a half resist always occurs. If a monster resists further from there (twice total) a quarter resist will occur. During the SP ability, the number of resists will be reduced by 1, to increase potential damage output.

    Note that while the test server will be updated this week, the new BLM SP will not be changed at this time.


The remainder of this post is about the new SP abilities which will be introduced to the test server this week. In this week's test server update, we will introduce the following SP abilities. Please check them out after the test server is updated.

  • Bard (BRD SP2)
    For the duration of the effect, one additional song can be applied to party members.

    {{Addendum post: They are checking into whether the effect works correctly with Daurdabla to allow the application of five songs, it may not currently, but they will follow-up tomorrow.}}

  • Ranger (RNG SP2)
    For the duration of the effect, ranged attack delay is cut by half. Furthermore, a double or triple shot will always occur.

  • Dragoon (DRG SP2)
    For the duration of the effect, "Jump" will have no recast.


Note that the help messages for ability effects and ability names are in a temporary state and will be changed in the future. Additionally, the effects of the SP abilities are subject to changes or adjustments.

Translated by: Slycer
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11-07-2012 01:23 PM
[source]
Camate
Community Rep

Greetings everyone!

I’m back once again to share some more information about new special ability revamps for both those that have been implemented to the Test Server and those that will be implemented during this week’s Test Server update.

  • New special abilities already on the Test Server

    • Warrior
      Currently the effect for this ability makes the activation rate for double attack 100%; however, we will be adjusting this so that the 100% activation rate is added to your current double attack rate when the ability is executed and then decrease over time. It will still be possible to maintain a very high double attack rate when using equipment and other support effects. The effect duration time will remain as 30 seconds.

    • White mage
      Currently looking into the two below possibilities:

      1. Keep the effect as it is currently, but change the effect duration from 30 seconds to 60 seconds.
      2. Change effect so that you receive a strong resistance against Terror, Amnesia, and Death (Doom included). No changes to the 30 second effect duration.

    • Black mage
      We will be limiting the effects of the new special ability to elemental magic and will be easing up on resists. For monsters that have strong resistances, a half-resist is guaranteed. If they resist yet again, it will result in a quarter resist. While the special ability is active, the resist determinant will be lowered and it will be possible to deal steady damage.

  • New special abilities that will be implemented during this week’s Test Server update

    During this week’s Test Server update we will be implementing the below new special abilities. Please take a moment and try them out when you can!


Job Ability Name Effect
Bard BRD SP2 While effect is active, the number of songs that can be cast on party members will be increased by 1.
Ranger RNG SP2 While effect is active, ranged attack delay will be halved.Additionally, Double Shot or Triple Shot activation is guaranteed.
Dragoon DRG SP2 While effect is active, there will be no cool down timer for Jump.

*Names, help text, and animations for abilities on the Test Server are still in-development. Effects are also subject to change and adjustment.
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11-08-2012 8:08 AM
[BG source] [JP source]
Slycer
BG Translator

Hello,

Thank you for posting your opinions regarding yesterday's update. The thread has become long, but please take a look when you have the chance.

Bahamut.Zwel (JP Player, SakuraEbi) said: »
Let's not get excited just yet... is it just "Jump" or is it general jump abilities of DRG?

All jump abilities are considered.

Although it hasn't been implemented yet, we are considering these further adjustments to the new DRG SP ability:

  • Extend Jump recast timers from 0 to 10 seconds.

  • Extend ability duration from 30 to 45 seconds.
    ※ Upon activation of the ability, reset the recast of all jumps.


This change is intended to encourage the use of different types of jump ability, while timing them appropriately between WSes and normal attacks. While you will not be able to use the same jump repeatedly in succession, with the extension of the overall duration of the effect, the overall number of jumps that you can use should not be significantly lower.

Also, the plan is that in the future the recast can be further shortened via merit points.

※ Note that this week's test server update will include the new DRG SP as described yesterday with no recast on the jump timers.

Mocchi (JP Community Rep) said: »
Self-quoted stuff about the BRD SP's interaction with Daurdabla

Just following up from yesterday, we are currently working on verifying the assumption that the ability can be used with Daurdabla to yield up to five songs. Although it's a lot of work to get five songs up, we have no intention of impairing the benefits of added songs from Daurdabla. It's possible that we may make adjustments in the future on the assumption that the five songs land first. We can confirm this after the test server update this Friday.

Sylph.Nte (JP Player, Elemoi) said: »
I would like the new WHM SP, in addition to providing high status immunity, to also clear all status effects on targets upon use.

Benediction is already a powerful recovery effect which includes status treatment. We believe that we should segregate the preventive effect to a separate ability. Therefore, we are not planning to add a status removal effect comparable to Benediction.

Siren.Momama (JP Player, Acerola) said: »
I'm happy about these new SP abilities, but I don't want to get to excited until I know the duration...

For now, I can tell you the duration of the abilities that you can try out on the test server. Since this is a work in progress, these will be validated later on.

Job Time Duration
WAR 30 Seconds++
WHM 30 Seconds
BLM 60 Seconds
DRK 30 Seconds
BRD 180 Seconds
RNG 60 Seconds
SAM 45 Seconds
DRG 30 Seconds
SMN 30 Seconds
BLU 60 Seconds
PUP Mighty Strikes: 45 seconds
Invincible: 30 seconds
EES: No duration
Manafont: 60 seconds
Chainspell: 60 seconds
Benediction: No duration
DNC 30 Seconds /
or until 3 Flourishes are used
SCH No Duration

++Note that due to a bug, the WAR SP duration is currently 60 seconds on the test server.

After reviewing the information above, please provide us with feedback based on your experiences on the test server.

Translated by: Slycer
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11-08-2012 01:21 PM
[source]
Camate
Community Rep

Hello!

We’ve noticed a couple pretty good questions floating around in various places, so I’d like to follow-up a bit about the new special abilities we introduced yesterday for bard and dragoon.

  • Dragoon
    The big question on everyone’s mind is “does this new special ability remove the recast timer on Jump only or all jump abilities?”

    This ability is still in-development, and the development team is currently looking into making the below adjustments:

    • Recast time will be increased from 0 to 10 seconds.
    • Effect duration will be increased from 30 seconds to 45 seconds.

    HOWEVER! The ability will affect all jumps and when activating the special ability, any recast timers that are up for jumps will be reset. While it will no longer be possible to spam the same jump in succession with no delay in between, we feel that the adjusted effect will quite beneficial with the increase duration.

    We are also planning to make it possible to reduce the recast time further via merit points in the future.

    *This ability will be implemented on the Test Server this week with the effect that was announced yesterday, and will not reflect the above adjustments

  • Bard
    There was a question as to whether it would be possible to have a total of 5 songs when using the new special ability with the level 99 Daurdabla.

    While there is a possibility that adjustments are made in the future due to testing or other factors, the ability was designed to allow for a maximum of 5 songs when using the bonus granted from Daurdabla.


As we find out more about other new special abilities for jobs that have not been mentioned yet, we will be sure to share the information with you all.
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11-09-2012 7:02 AM
[BG source] [JP source]
Slycer
BG Translator

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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11-13-2012 12:11 PM
[source]
Camate
Community Rep

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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11-13-2012 07:05 AM
[BG source] [JP source]
Slycer
BG Translator

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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11-13-2012 07:03 AM
[BG source] [JP source]
Slycer
BG Translator

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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11-15-2012 07:15 AM
[BG source] [JP source]
Slycer
BG Translator

New SP Abilities to Be Introduced on the Test Server This Week

Hello! In this post, we're announcing the new SP ability effects for corsair, ninja, monk, and red mage, that we plan to introduce on the test server this week. Please review this information and note that it will be reflected on the test server update scheduled for tomorrow. Please test them out and give us your feedback!

Monk
For the duration of the effect, maximum HP is doubled, and HP is fully recovered on activation (duration: 60 seconds). The effect is cumulative with other maximum HP increase effects, such as those from medication. During testing, we confirmed that there were significant issues with the counter ability, so we restructured this ability while maintaining the defensive concept. By increasing the HP it will raise the MNK's endurance as a response to highly damaging abilities.

Red Mage
The next casted enfeebling magic spell will have a significant accuracy boost (duration: 60 seconds).
  • As long as the monster is not completely immune, the spell will be guaranteed to hit (there is still a possibility of half resist).

  • There will be no effect if the monster is completely immune.

  • The effect ends when an enfeebling spell is cast or when 60 seconds have passed.
    Although this ability cannot be used frequently, it can be used to significantly inhibit the actions of more powerful monsters when you choose to use it.


Ninja
For the duration of the effect, depending on the number of shadow images, the number of attacks per round are increased (duration: 30 seconds).
  • The cumulative effect of this ability, job traits, and equipment will still be limited to a maximum of 8 attacks per round.

  • This ability does not apply to weapon skills.


Number of attacks per round is increased based on number of shadow images:

Number of Shadow Images Increase in additional attacks
1 shadow image +1 additional attack
2 shadow images +1~2 additional attacks
3 shadow images +1~3 additional attacks
4 shadow images +1~4 additional attacks
5 shadow images +1~5 additional attacks

We have decided to readjust this ability to focus on attack power. A higher number of shadow images while you are not the current target will allow you to concentrate your attacks more effectively on a target during this SP ability.

Corsair
The recast time of SP abilities will be reduced for target party members within range (instantaneous effect).
  • The amount of reduction depends on the outcome of the roll, with the maximum reduction being half.


Roll results and SP ability recast reduction:

Roll Results SP Ability Recast Reduction
1 -5%
2 -10%
3 -20%
4 -30%
5 -40%
6 -50%

We have changed the effect of this ability to specialize totally in other SP abilities, specifically the ability to use them more frequently. At the moment, there is even a chance that Wild Card can reset the recast on this SP ability. Note that this ability also reduces the recast time of Wild Card, but we have not yet decided for sure whether we want this ability to affect Wild Card or not.

In next week's test server update we plan to introduce the remaining abilities for beastmaster, thief, and paladin.

Translated by: Slycer
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11-15-2012 12:48 PM
[source]
Camate
Community Rep

Greetings!

With this week’s Test Server update we will be implementing the new special abilities for monk, red mage, ninja, and corsair, so I would like to share with you each of the new effects!

  • Monk
    While the effect is active, your max HP will be doubled and upon activating the ability HP will be recovered for the amount that is added.

    • The effect will stack with items and other max HP enhancing effects.

    Since large problems were discovered through testing for the previous counter effect, we changed the effect while still keeping to the idea of a defensive ability, and made it so there is an HP increase effect to increase your endurance and deal with large damage.

  • Red mage
    The next enfeebling magic spell cast will receive a boost in accuracy. (Effect duration: 60 seconds)

    • As long as the target does not have immunity, it is guaranteed to land. (There is a possibility for a half-resist)
    • The ability will have no effect on monsters that have immunity.
    • Effect will be removed after 60 seconds or once an enfeeble spell lands.

    This makes a 100% accurate enfeebling spell. While it is not something that can be used frequently, by selecting the situations to use it, you will be able to greatly impair and neutralize monsters.

  • Ninja
    While the effect is active, depending on the number of shadows, the number of regular attack rounds performed will increase. (Effect duration: 30 seconds)

    • The effect will stack with job traits, equipment, and other effects. However, the maximum number of attacks per round is 8.
    • Effect is not applied towards weapon skills.

    Number of shadows Increased number of attacks
    1 +1
    2 +1-2
    3 +1-3
    4 +1-4
    5 +1-5

    We’ve adjusted this ability to be more focused on attacking. The more shadows you have the stronger the effect will become, so by skillfully not taking the attention of your target or positioning yourself in a good attack position it will be possible to take advantage of this effect.

  • Corsair
    Special ability cool down timers for all party members in range will be reduced. (Effect duration: instant)

    • Amount of time reduced depends on the number rolled. Maximum reduction is 50%.
    • Effect will not apply to this special ability, including other characters.


    Number rolled Reduction
    1 -5%
    2 -10%
    3 -20%
    4 -30%
    5 -40%
    6 -50%

    We changed this effect to focus on special abilities. With this effect it will be possible to use special abilities more frequently. Wild Card will completely reset cool down timers at a specific rate, but the new special ability has a guaranteed effect with varying degrees.
    *Currently the above effect will apply to Wild Card as well, but we will be looking into whether this should be changed.


We are planning to add new special abilities for thief, paladin, and beastmaster during next week’s Test Server update.
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11-16-2012 04:46 AM
[BG source] [JP source]
Slycer
BG Translator

Testing of New SP Abilities

In today's test server update, the new SP abilities for corsair, ninja, red mage, and monk were introduced. In order to allow for easy testing, the recast time on all SP abilities has been set to 10 seconds. To allow for testing of the new corsair SP, the old corsair SP timer is still set at 1 hour.

Please check out all of the new SPs and give us your feedback.

Additionally, the effect duration for the new monk SP ability has been changed to 30 seconds. This is still reflective of the old duration, and we will consider modifying it in future adjustments with a potential duration of 30, 45, or 60 seconds.

Translated by: Slycer
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11-16-2012 06:56 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding the New MNK SP Ability

{{Some guy was quoted here, gave some ideas regarding the MNK SP, including something about increased guard rate}}

Thanks for your feedback. We changed from the counter because we had a challenge with countering in response to differing enemy attack ranges. Since we could not solve this issue with the current battle system, we decided to change the ability.

About guard- it won't be the main effect, but I believe that it might be possible that the benefits of the new SP could be extended to including guarding at some point. However, please consider that ranged attacks cannot be guarded against.

Also, since we will continue these adjustments for some time, please continue to give us your feedback.

(Repeated note about 30 second duration on new MNK SP)

Translated by: Slycer
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11-16-2012 07:01 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding the New RDM SP Ability

Thanks for your feedback. I'm going to respond to some of your opinions about the new RDM SP ability.

Leviathan.Niuuu (JP Player, pix) said: »
My only thoughts are on the RDM SP ability. Seriously, just one spell? It's like a crappy version of Elemental Seal. Enfeebling magic is weak as it is...maybe either allow for more casts in a shorter duration, or potentially to allow the spell to ignore monster immunity.

Elemental Seal significantly increases magic hit rate, so it can still potentially be impacted by a very highly resistant monster. In the majority of situations where it is difficult to stick an enfeeble, it is because the monster is very highly resistant. In order to be able to stick the spell and ignore the resistance (bypassing Immunobreak), the new RDM SP ability can be used to give the debuff reliably.

As far as immunity goes, we are planning on tuning each monster individually and getting rid of immunity as much as possible. In Voidwatch, Legion, and the Limbus/Einherjar high level expansions, immunities have already been reduced to almost none. We will continue to perform these adjustments to other monsters as well as in all new content.

Regarding the suggestion to allow for spells over a duration instead of just one case, although we have not completely disregarded this option, we want to adjust very carefully as a monster could be quickly debuffed completely and then Stunned continuously for the remaining duration of the ability. We'd be grateful if you'd test out this ability first and then let us know how you feel about it. {{This just in: Stun has a recast timer unless you use Chainspell}}

Also, about your opinion that the effects of enfeebling magic are too weak in the first place, we also want to give enfeebling magic a more noticeable effect and we would like to tackle this in the future as a separate issue.

Phoenix.Ploplo (JP Player) said: »
About the RDM SP ability - will it wear off if the target has total immunity to a spell you cast? That would be kinda dumb, although I guess it can be used to check if a target is immune first.

When an enfeebling spell is resisted completely, the effect will not be lost and will be carried over to the next enfeebling spell. By the way, if a monster is fully resistant to something, the log will have a message that says the target "completely resists" the effect, so you can check this first.

Translated by: Slycer
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11-16-2012 01:00 PM
[source]
Camate
Community Rep

Happy Friday everyone!

The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)

*Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.

With that said please make sure to test it out as we would love to hear your feedback!

Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.

First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.

There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)

Next, on to red mage's new special ability, which is being heavily discussed.

Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
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11-19-2012 07:01 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding Song Casting

Bahamut.Whitez (JP Player, Shantoto) said: »
Complaints about how it's hard enough to keep 4 songs up and it will be basically impossible to keep 5 songs up with Daurdabla plus the new SP for bard, comments about how it's a pain to have to cast songs in a specific order to overwrite others, etc.

We would like to do some tests regarding getting songs with shorter duration to overwrite songs of longer durations, to possibly overwrite based on remaining time rather than overall duration. We need to take abilities like Tenuto into account, so it will take some time to confirm.

In order to have more potent songs overwrite less potent ones we would need to go back for each song and reset the performance individually to make this adjustment, so it would require a significant change. Therefore, unfortunately, it will be very difficult to make this adjustment in the near future.

This may cause some inconvenience, but please understand.

Translated by: Slycer
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11-19-2012 07:02 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding New Monk SP Ability (continued)

Thanks for your feedback. We'd like to give a couple of responses to the discussion.

Asura.Catslave (JP Player) said: »
Although the double HP is interesting, it won't really help if you're tanking and it only lasts one minute, and it won't really matter if you aren't tanking. I don't really see many situations where it will be useful.

We received a lot of feedback about extending the duration of this ability to a few minutes, and we've also received a lot of more general feedback. For now, based on our testing, we're thinking a maximum of 60 seconds for this ability.

The purpose of this ability is not to last for a full battle, but rather to work in tandem with other jobs' SP abilities such as Invincible and Perfect Defense.

Bahamut.Kalkanturbo (JP Player, KalKan-R) said: »
Because of different races, I'd rather that you increase HP by a fixed amount rather than just double it. Since there is a fairly disappointing amount of high level HP gear, if you compare Galka and Tarutaru, it will be a huge difference with the ability active.

We may consider this. Since we would not fully fix the value as it would require a set amount for each level, we may give it a formula like increase HP by "(level x n) + (VIT x n)".

We may include this in the next test server update so we can test the pattern of HP increase.

Please continue providing your comments and feedback!

Translated by: Slycer
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11-19-2012 07:03 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding New Red Mage SP Ability (continued)

Another translation. I don't know why they responded to this because people obviously aren't reading. They already said that complete immunities wouldn't be affected....

Also, they decided to use these quotes to report a bug in which the ability was actually useful, and let us know that they will stamp it out posthaste.


Sylph.Rakusu (JP Player, Karakuri) said: »
I tested the new SP out on Shinryu. He was completely resistant to Sleep, Sleep II, Bind, Silence, and Break. I think something is bugged. I don't know if it's Shinryu specifically or the new SP.

Thank you for your testing reports.

Due to a bug in the new RDM ability, it is possible that the effect may occur even if an enemy is completely resistant. We are pursuing a fix, but the correct behavior as noted should be that there is no effect if an enemy is completely resistant.

For people who are testing specifically on Shinryu - the complete resistance is correct, and is the present situation. This is because the resistance adjustments of Abyssea monsters have not yet been completed. We will continue to adjust in the future so that monsters are not fully immune to debuffs as much as possible.

We apologize for the inconvenience.

Translated by: Slycer
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11-19-2012 01:33 PM
[source]
Camate
Community Rep

Greetings!

First let me start off by saying that the Community Team understands everyone's concerns with red mage's new special ability and we are doing our best to collect all your feedback and share it with the development team. It might take a bit before we get a solid response, but we will continue to collect and submit everything we see.

While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.

Next, some more monk feedback.

There were some comments mentioning that monk's new special ability wouldn't help much for tanking since the effect duration is only a minute long. While the development team will continue to adjust the effect duration as testing is performed, they're thinking about keeping the maximum duration at 60 seconds. The effect duration was set this way to act as a method of surviving a crisis, much like Invincible or Perfect Dodge, and not to maintain the increased HP for an entire battle.

Also, there was a request to change the HP increase value to a static number instead of doubling the amount of HP the character has due to differences in races. While we will look into this, by making it a completely static value we will no longer be able to address the HP per level, so the effect would have to be added by either "level x n" or "VIT x n."

As long as we can make it in time, we will switch to a static value increase for the next Test Server update so you can all try this out for a while.
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11-19-2012 04:56 PM
[source]
Camate
Community Rep

Hello!

The core issue here is overwriting songs and there are two factors at play:

  1. Depending on what instruments you use there are differences in effects for songs, and songs that are cast later will be shorter.

  2. It’s not possible to overwrite songs that have effect durations of 120 seconds or more.


The former factor is something that players have control over via equipment, so we prefer to leave this as it is; since there are times that you will not want songs with weaker effects to take priority.

On the other hand, the latter is something that we would like to adjust and are currently looking into how we can make it so songs with an effect duration of 120 seconds or more can be overwritten. We believe that Tenuto and other elements are a contributing factor to this issue and would like some time to look into this.

On a slightly different note, there was a request to make it easier to distinguish songs that have worn off via the chat log, since in cases when similar songs (i.e. Minuet IV and V) are both on a party member and one of them is removed by Dispel or other means, it’s difficult to discern which of the two was removed. We agree that this would definitely be beneficial and is something that we would like to address if possible; however, it would require the development team to redo the enhancing statuses for each song and level, readjust the stats one by one, and change the song system significantly, so unfortunately it would be extremely difficult to do right away.

We will keep you posted when we receive some new information about the overwriting issue.
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11-20-2012 09:59 AM
[BG source] [JP source]
Slycer
BG Translator
Testing of New SP Abilities

Here is an overview of the effects of the new beastmaster, thief, and paladin SP abilities that we plan to introduce to the test server in this week's update. Since the effect of all three represent significant changes, we would appreciate it if you would reconsider the effects and give us your feedback again.

Thief
Steal one beneficial status effect granted to the target. (Duration: Instant)
*In addition to the effects that can be stolen by "Aura Steal," SP abilities are also included (new SP abilities are not included).
*If no beneficial effects were on the target, the ability will miss. Recast will still occur if the ability is used and misses.

Paladin
A shield bash effect that significantly reduces the target's melee and ranged accuracy. (Duration: 30 seconds).

This ability can be used as a damage shield as the accuracy down effect will significantly reduce attacks for targets with very high accuracy.

Beastmaster
For the duration of the effect, the success rate of "Charm" is increased, and the recast of "Call Beast" is set to 0. (Duration: 60 seconds)

Furthermore, upon using "Charm" or "Call Beast," the pet's TP will be set to 300 and the recast of "Sic" and "Ready" will be reset.

There is still a need to consume broth for each beast called, but we'd like to make an exception to this so that you can quickly call beasts or charm to use several pet techniques successively from different pets.

Translated by: Slycer
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11-20-2012 12:24 PM
[source]
Camate
Community Rep

Howdy!

During this week’s Test Server update we will be implementing the new special abilities for the three remaining jobs: thief, paladin, and beastmaster. Below is an overview of each ability.

  • Thief
    Steals a beneficial effect from the target. (Effect duration: instant)

    • For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
    • In the event that there is no beneficial effect on the target, it will result in a miss.
      *In this case the ability will be used and the recast timer will activate.

  • Paladin
    Bash the target with your shield dealing damage and significantly reducing close range physical attacks and accuracy. (Effect duration: 30 seconds)

    While the damage dealt by your shield is not very high, the reduction in attack power and accuracy is extremely high, which will greatly mitigate attacks.

  • Beastmaster
    While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)

    Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.


Be sure to try them all out on the Test Server and let us know what you think!
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11-21-2012 06:07 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding the New THF SP Ability

Hello, and thanks for your feedback.

There were many questions regarding the BST, THF, and PLD abilities that we discussed yesterday, and we would like to answer some of them individually. Because there were so many questions, we have divided the post into three parts, one for each job.

This first post will be about thief.

Bismarck.Sclud (JP Player) said: »
This effect seems interesting to THF, but would it steal SP abilities in preference to normal abilities?

Yes. If there is more than one effect applied in addition to the SP ability, the ability will steal the SP effect with priority.

Carbuncle.Safety (JP Player, tabataba) said: »
I think it would be good to combine this ability with the previous, so that it could deal severe damage and also steal SP abilities.

Although we can also add damage to this ability, if we did that, we would have to reduce the success rate which was originally 100%, which would add some possibility that the ability could miss.

Also, even if we did that, the amount of damage wouldn't be very large, so we're more focused on the current effect and whether it is good or not.

Shiva.Bluepoppy (JP Player, ricebaaler) said: »
With the new THF Steal SP ability, please make sure that the effect will still work with a full inventory. Thanks.

Please be assured that the effect will work even if your inventory is full.

Translated by: Slycer
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11-21-2012 06:07 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding the New PLD SP Ability

Next up, Paladin.

Asura.Catslave (JP Player) said: »
I still love the sword, but it seems Excalibur and en"light" should go along together and no have to compete.. at least let me know if this is a bug or intention - thanks!

When the target attacks, the ability will function as long as the attack is considered a physical attack. This also includes ranged attacks and special abilities. The ability has no effect on magic damage.

Bismarck.Sclud (JP Player) said: »
I feel that this ability has no place for PLD. If there is a PLD in the party and the enemy is only weakened for 30 seconds, this functions similar to Sentinel or other abilities like that. It might not make much of a difference depending on the effect.

Against AoE physical damage, for example, even if the PLD uses Sentinel, the other players around the monster will still take full damage. The advantage of this new SP ability is that all players in range are protected from attacks.

Bahamut.Kalkanturbo (JP Player, KalKan-R) said: »
You didn't really give any specific information about how much lower the attack/accuracy go. Rather than the vague statements from before, can you directly announce what the numbers will be?

Although honestly I tried to ask the person in charge to give us more information on this in advance as a guide for comparison, it was difficult to get an exact number. What I did get was the comments below, and hopefully they help.
  • For attack down, the condition would be similar to what would happen if the enemy's attack power was set to 1.

  • For accuracy down, the condition is several times higher than a Puk's Obfuscate.


It's also intended that you test this out on the test server and not only compare numbers. We hope you'll give it a try.

Translated by: Slycer
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11-21-2012 06:08 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding the New BST SP Ability

Finally, some comments about Beastmaster.

Cerberus.Plecia (JP Player, Buront) said: »
Although you've tentatively confirmed it, will using Charm and Call Beast will recover the three Ready charges? It is possible that a variety of abilities will become useful if that is the case.

Valefor.Jprincess (JP Player, ZARAKI) said: »
The way this SP ability has been proposed, I don't think it will be suitable for solo fights since the pet will have to disappear. In that case, you'll need to be both in a party and prepared to consume a lot of broth to make this useful

We introduced the ability yesterday under the premise that you could use various special skills by switching pets, but this may have been a misleading description of how it works, so I will explain it again (and also correct yesterday's explanation).

Regarding the added TP/charges.
  • The TP is 300 at the moment use you use Charm or Call Beast and this effect will not be reduced for the duration of the ability.

  • The recast of Sic and Ready will be zero during this time.

  • The maximum charge state is not reduced by using Ready (or Sic) during this time, even with the moves that consume the most charges.


Thus, it is possible to perform special techniques continuously without switching pets. The idea is much the same as Astral Conduit for Summoner.

Carbuncle.Etnya (JP Player, Manta-ray) said: »
I can't just immediately bring a pet out and fight with it. It takes about 10 seconds after Charming a pet before I can "Fight" with it, which means that you can maybe charm or call 5 times (if you're lucky) over the minute this ability lasts.

Without switching pets you can use several abilities in a row even without using the "Fight" command. Additionally, even if you do use the Fight command, since there is also some delay in the execution of the special abilities, we don't imagine that it will present much issue.

If there are no major problems in verifying these abilities, we will be introducing them to the test server tomorrow. Please try them out.

Translated by: Slycer
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11-21-2012 12:57 PM
[source]
Camate
Community Rep

Greetings!

I’d like to answer some of the questions we have received so far, and also share some feedback with you.

Thief

Leviathan.Kincard said: »
Camate, can you ask if the THF SP2 will force an SP steal in the case one is present? This is the only way this ability would be useful, because there's a lot of effects on higher NMs that can't be dispelled through normal means that groups would not want to be targeted through this ability.

In the case there are multiple enhancing effects on your target, the SP ability will be the highest priority when stealing.

Also, I’m sure many of you have encountered issues where your inventory is full and were unable to execute an Aura Steal; however, for this special ability even if your inventory is full you will be able to use it.

Finally, there was a request to make it so this new special ability steals a beneficial effect as well as deals major damage. While this is technically possible, the current effect makes it so the steal is 100% accurate. If we were to tack on the damage effect as well, we would have to change it so there is a possibility of a miss. Also, even if we were to add a damage effect it would not be a very high value.

Paladin

Leviathan.Vandheer said: »
For the Paladin SP, how greatly will it reduce attack damage and accuracy of the target? As Kincard stated if it reduces attack and accuracy enough it can be used to help save a group from being hit by a large AoE attack. If this is the case then the 30 second duration of this debuff and the low damage output may be justified. ^^

It would be really difficult to give a good comparison with actual values since there is no effect that is close to this one; however, consider that the effect will be very close to the below:

  • For the weakens attack effect, consider it similar to having your own attack power reduced to 1.

  • For the impairs accuracy effect, it will be several folds stronger than Puk’s Obfuscate.


Make sure to try it out on the Test Server so you can get a better idea of this effect’s strength.

Also, while this ability cannot miss, it will not have affect monsters that are Invincible or otherwise immune to damage. Likewise, the effect will only influence physical attacks and will not apply to elemental damage.

Beastmaster

Shiva.Mayoyama said: »
Can you confirm with the dev team that this will not be impeded by the need for "charges" in order to use Ready commands? In other words, will a mob called using Call Beast also receive (in addition to 300tp) the max amount of charges possible as well (currently 3)?

Let me clarify a bit more on how this ability will work…

  • When you use Charm or Call Beast, your pet will instantly receive 300 TP, and it will remain at 300 TP while the effect is active and will not decrease.

  • The recast timers for both Sic and Ready will become 0 while the effect is active.

  • Charges will be set to the maximum, and while the effect is active they will not be consume even when using Sic or Ready.


With that said, if you don’t want to change your pet to use different abilities, it will be possible to use abilities back to back even on a single pet.
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11-30-2012 07:14 AM
[BG source] [JP source]
Slycer
BG Translator

Regarding the New Puppetmaster SP Ability

After discussing all of the feedback we received, we have decided to proceed with the new PUP SP ability reflecting the current test server content.

Separately from this, and also based on feedback we received, we are considering some future adjustments to the ability and I would like to tell you about them.

*Eagle Eye Shot
There has been a lot of demand to improve the power of Eagle Eye Shot, so we have decided to make this adjustment not only for the automaton, but for RNG as well. Since the behavior of the ability is based on the behavior of the ranger ability, we will make the adjustment to both accordingly.

*Strengthening the Automaton's Abilities
There have also been some suggestions to improve or strengthen the normal abilities of the automaton itself, and I believe that this would be better implemented as an improvement to Overdrive rather than the new SP ability. Since we do plan to make adjustments to Overdrive in the future, we will reference your feedback and expect to include this adjustment.

There has been a slight delay in progress, but we will also think about adjustments to attachments in addition to the new SP ability and we will continue to make adjustments while keeping a focus on the bigger picture. Thanks for your continued feedback.

Regarding the New Ninja SP Ability

{{Couple of quoted posts. Both asking for improvements either in duration or the number of hits based on shadow images.}}

Thanks for all of your feedback. We have considered the suggestions we received, and in order to allow players to take better advantage of the ability, we have extended the duration from 30 to 45 seconds.

By increasing the number of attacks during the 45 seconds (also taking into account various support effects and equipment), we feel that you should be able to use at least 3-4 weapon skills in that time.

The fact that you are vulnerable to AoE attacks is unavoidable as that is one of the characteristics of Utsusemi. While Utsusemi can be used defensively while you are under attack, I think this ability will allow you to use it to focus on attacks when you are in a position of greater safety.

Translated by: Slycer
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11-30-2012 02:03 PM
[source]
Camate
Community Rep

Greetings!

I have some information to share about puppetmaster (and I suppose ranger too indirectly) and ninja.

Puppetmaster
We will be proceeding with puppetmaster’s new special ability as it currently is on the Test Server.

Aside from this, based on suggestions that we received for this new special ability, we are considering some things for future adjustments and would like to share them with you.

  • Eagle Eye Shot
    There have been a lot of requests to improve the damage capabilities of Eagle Eye Shot, but we will not be making adjustments specifically for automatons. Since this ability’s owner is the ranger, we are planning to revamp Eagle Eye Shot and we will make the changes to the automaton version based on this.

  • Strengthening Automatons
    In regards to suggestions for abilities to strengthen automatons, we believe that instead of having this done via the new special ability it should be realized through Overdrive. In the future, we will be performing adjustments on Overdrive and would like to use your ideas as reference.


We will continue to make adjustments to puppetmaster as a whole including attachment adjustments.

Ninja
Based on feedback, to make better use of ninja’s new special ability we will be increasing the effect duration from 30 seconds to 45 seconds.

Though there may be differences depending on equipment and other support effects, the effect of this ability should increase the amount of attack rounds so that you can fire off 3-4 weapon skills in those 45 seconds.
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Author: Kalila
Date Created: 2013-06-28 19:17:50
Date Last Modified: 2013-06-28 19:17:50
Updates: 1
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