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  1. #501

    Shining Spots (7/16)
    Can you make the ??? spots shine like you have with gathering spots? I know it might take a while but it'd be convienent.
    We have discussed this amongst ourselves before, but we had decided against it for now for the following reasons. If we simply made all ??? areas shine, there would be cases where players would see a shining spot even when it serves no purpose, such as the point being used for a quest. Furthermore, we considered the option of toggling the spots on and off depending on the player's progression of their quest, but we found that we cannot change the shining status of each point for each client, and deciding which areas should shine one-by-one would take quite a bit of time.

    Trusts (7/16)
    In the August update, we plan on expanding Trusts to the latter half of the Aht Urhgan missions. Then, we expect at the earliest for us to start working on the Wings of the Goddess Missions starting in September.
    Can you please make Trusts not use cures below II? Coffin in particular becomes a Cure I machine because of his auto refresh and he becomes difficult to use.
    The Trust Kupipi tends to not use lower cure spells as she levels up. Sometimes according to the amount of MP she has she will use other spells at a higher priority based on the situation.
    We think instead of making it so that there is a unified Trust AI telling them not to use lower level cures, that we should set the AI for each Trust separately and allow players to choose which one they are more comfortable playing with.
    While we would like to adjust the AI of Trusts as much as possible, in the cases of battles where you are in danger and you need to use all of the Trust's MP I believe there is a limit to how well we can adjust the AI.

  2. #502

    Puppetmaster (7/18)
    We mentioned this before in a Beastmaster thread, but we have been planning on adjusting the automaton's abilities to increase their abilities as an attacker alongside the Puppetmaster. First please stay tuned for the weapon skill adjustments for Automatons planned for August.
    Now I will answer some other questions.
    We have stated in the past that the Target Marker attachment may malfunction in high level battlefields. Now that we have confirmed this issue we may make adjustments, but adjusting it off the current settings may prove difficult. We may have to do a large adjustment to the Target Marker. (We will strive to not weaken the attachment in any way)
    The Tactical Processor attachment is planned to be adjusted alongside the Target Marker, so please wait just a bit longer for it.
    The Stormwalker Y-700 frame has cases where it will use Stoneskin when its HP is low, so we are discussing changing this so that Haste II is prioritized.

    Ninja (7/18)
    In regards to the use of throwing weapons and Sange, we have discussed this in the past, but we are discussing changing the use of shurikens in the September update. After that we will discuss changes in Sange. We first wish to see what effect adding new throwing weapons will have.
    In other news, in the August update, including the Ninja job there will be a number of jobs that will gain the Job Trait "Max HP Up". Ninjas will gain a Trait level up to 5 by level 99, so it will become hardier than before.

    New Equipment Macros (7/18)
    The equipments sets will work similarly to the way equipping macros currently work. You may equip items in your inventory. The number of Mog Wardrobes is designed to allow for increases, but we want to first observe server load and consider it carefully before proceeding. As to whether you can save armor sets on the server like your macro sets, we are currently checking if there is enough free space, but the data used in equipment sets is rather large so we cannot guarantee this.

  3. #503

    Ferrous Coffin Protect/Shell (7/18)
    Ferrous Coffin appeared in Campaign as a guest character, and there is does not cast Protect or Shell, so we set his Trusts to be the same. Furthermore because we have given him spells like Raise, Haste, and status removal on top of auto refresh, we feel that making him an all-purpose healer with protect and shell would diminish the usefulness of other Trusts.
    We plan on adding more Trusts in the future, but we want to try to make each Trust have their character's personality intact. Rather than letting players call Trusts that can tackle any situation, we want players to choose Trusts based on their current situation.

    Attuner (7/18)
    The Attuner has a similar issue to the Target Marker. When the prospect of an adjustment comes up, I will report back. We apologize for any inconvenience in the meantime.

    Velkkovert Operations (7/18)
    The quest Velkkovert Operations is a higher difficulty than expected, so we will adjust it. In August, the level of the Velkk opponents in the quest will be adjusted, so please wait a bit longer.

  4. #504

    http://forum.square-enix.com/ffxi/th...357#post517357

    [dev1222] Alluvion Skirmishes
    http://forum.square-enix.com/ffxi/at...102583&thumb=1http://forum.square-enix.com/ffxi/at...102590&thumb=1
    http://forum.square-enix.com/ffxi/at...102603&thumb=1http://forum.square-enix.com/ffxi/at...102613&thumb=1
    About Alluvion Skirmishes
    Alluvion skirmishes are a new type of battle content in which the fiends, bosses, and topographical features change from one labyrinth to the next. Intrepid explorers who meet certain conditions will be able to descend into ever more difficult levels of the skirmish. Rewards for vanquishing the enemy leaders including item level 119 weapons and shields that can be engraved with arcane glyptics.

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

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

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

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

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


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

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

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

    Regarding Arcane Glyptics
    Divainy-Gamainy in Western Adoulin (J-10) can engrave weapons and shields earned in alluvion skirmishes with arcane glyptics in exchange for particular items and a fee of obsidian fragments.

    - Materials Required to Engrave Arcane Glyptics
    There are several types of such materials, each of which can be earned in Alluvion Skirmishes. Although the glyptics engraved by these mats vary in terms of attributes, different items beget particular results, making it possible for players to exert a certain degree of control over what attributes would like to receive.

  5. #505

    Crafting Torques (7/23)
    As we said before, we will be adding the torques for woodworking, clothcraft, goldsmith and cooking in the august update. As with other crafting torques, they will drop in certain Treasure Caskets at a low rate.
    We will need to adjust the drop rates of items that currently drop from Treasure Caskets, but we will strive to not affect the drop rates of rare items.

    Trusts (7/23)
    I see, Coffin does not give Protect/Shell. I did not notice because it is usually easy to obtain those buffs in Campaign. What about Reviviscence, then?
    As we have said, we want to preserve the personalities of the Trust NPCs as much as possible, but in some cases we may adjust or not release certain aspects. Ferrous Coffin’s Reviviscence was considered to be released, but we shelved it. We hope you understand that we decided for Reviviscence to be a campaign-only special skill.
    I went to fight the four sky gods and when I got to Byakko, Shantotto would not cast spells. Does this mean Byakko has no weaknesses, and is this a glitch?
    As you have pointed out, the Trust Shantotto will use magic according to the enemy’s weakness. In accordance with this, there will be cases where she will not use magic at all.
    Can you add a white mage that casts banish, Trusts that use AoE attacks/magic and sleepga, Samurais that give the player TP, and Monks with Formless Strikes?
    As for the request for Trusts that use Banish-line spells and sleepga spells, it may be difficult to make them respond accordingly to the situation, so we must discuss this carefully. For Formless Strikes, the Trust Maat will use it. A Trust that gives players TP is something you can look forward to.

  6. #506

    http://forum.square-enix.com/ffxi/th...Equipment-Sets

    [dev1223] Macro Editing Menu Addition: Equipment Sets

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

    Editing Equipment Sets
    Sets may be registered and edited from the "Edit Equip. Set" submenu under "Edit Macro" in the main menu.
    http://forum.square-enix.com/ffxi/at...7&d=1406275624
    • Editing
    Pieces of equipment can be registered to a set, or ones within a set can be edited, by body part via the same interface as the Equipment screen. It will also be possible to specify whether to remove a piece of equipment or keep it in the set.
    http://forum.square-enix.com/ffxi/at...8&d=1406275650
    Body part slots for which players wish to have equipment removed will be marked with an "X," while pieces to remain in a set will have no markings.

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

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

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

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

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

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


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

  7. #507

    Campaign (7/24)
    Thank you for your feedback about Campaign.
    If we removed the upper limit on experienced gained under Allied tags, we're concerned players will purposefully drag out battles in order to gain experience. This would affect players that are playing Campaign as content, so we will leave the setting as needing to refresh your Allied Tags. While there are no plans to remove the limit, we will continue to hold events such as the Campaign Campaign we are currently holding.
    We checked to see if we could make Union treasure chests appear on Wide Scan, but we found that this would be difficult, so the priority for this adjustment is quite low. We would recommend players to mark the spot the chest appears, as it is the same every time.

    Alluvion Skirmish (7/24)
    In the June update we reduced the required members to enter Skirmish and thus the possibility of congestion increased. However there is no problem at this time so when the August update comes around we will continue to monitor the situation and discuss it further if we must.
    The next Skirmish content will be content level 119. We plan on balancing it around players who have obtained items from the other Skirmish events. The new parts needed to construct the eudamons will come from the personal chests of existing Skirmish content at a relatively high rate.
    At the moment we do not plan on making the lobby area a place you can obtain temporary items or change the BGM. Because the area generated in Alluvion Skirmish changes each challenge, when you are transferred from the Lobby area you might find yourself right in front of monsters, or separated from your party members. For this reason we have prepared a Lobby area for you to cast enhancing magic and summon your Trusts before proceeding.
    We do not anticipate accessories such as ear and neck equipment. However, we are thinking of adding armor such as head and body armor. Furthermore in the August update, you will be able to have 2 glyphs on your items, but we plan on expanding this and allowing for more enhancements in the future.

  8. #508

    http://forum.square-enix.com/ffxi/th...849#post517849

    [dev1224] Alter Ego Adjustments

    The following alter egos that are available via quests will be added.
    Rainemard
    Young Excenmille
    Klara
    Romaa Mihgo
    You can check how to obtain these alter egos once the version update hits the servers.

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

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

    Curilla
    Maximum MP increased

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

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

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

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

  9. #509
    Nidhogg
    Join Date
    Aug 2007
    Posts
    3,612
    BG Level
    7
    FFXI Server
    Bahamut

    Quote Originally Posted by SE
    [dev1225] Job Adjustments

    The maximum amount of enmity accruable by job abilities, magic, and equipment will be increased.

    The following jobs will undergo adjustments.

    Warrior

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

    Thief

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

    Paladin

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

    Dark Knight

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

    Ninja

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

    Dragoon

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

    Blue Mage

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

    Puppetmaster

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

    Rune Fencer

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

    Geomancers

    The potency of the following geomancer spells will be increased.
    Indi-Fury / Indi-Barrier / Indi-Wilt / Geo-Fury / Geo-Barrier / Geo-Wilt
    The effect equipment has on the following geomancy spells will be increased.
    Indi-Fury / Indi-Barrier / Indi-Fend / Indi-Precision / Indi-Voidance / Indi-Focus / Indi-Attunement / Indi-Wilt / Indi-Frailty / Indi-Fade / Indi-Malaise / Indi-Slip / Indi-Torpor / Indi-Vex / Indi-Languor / Geo-Fury / Geo-Barrier / Geo-Fend / Geo-Precision / Geo-Voidance / Geo-Focus / Geo-Attunement / Geo-Wilt / Geo-Frailty / Geo-Fade / Geo-Malaise / Geo-Slip / Geo-Torpor / Geo-Vex / Geo-Languor
    -----
    If you wish to discuss or submit feedback on this topic, please use the [dev1225] tag.
    Link

  10. #510
    Campaign
    Join Date
    Jul 2007
    Posts
    6,633
    BG Level
    8

    [dev1226] Probe Further into the Depths of the Labyrinth in Ra’Kaznar Inner Court
    Progress deeper in the labyrinth’s recesses with Ra’Kaznar Inner Court.



    -----
    If you wish to discuss or submit feedback on this topic, please use the [dev1226] tag.
    Original post HERE

  11. #511
    Old Odin
    Join Date
    Oct 2006
    Posts
    6,198
    BG Level
    8
    FFXI Server
    Asura

    Hello, everyone!

    The development team has been discussing the current situation of enmity as it relates to battle balance and they have quite a bit of adjustments planned in addition to the ones mentioned yesterday in the job adjustments announcement for the August version update. So with that said, I’d like to reiterate those adjustments as well as share other planned adjustments in one nice post about enmity.

    Enmity overall
    In the August version update we will be doubling the enmity cap for enmity generated through job abilities, magic spells, equipment, and other avenues.

    Paladin
    We’ll be making adjustments to certain paladin abilities so that the amount of enmity accrued is increased in the August version update. Along with the increase enmity cap, we feel this should make it much easier to maintain your target.

    Rune fencer
    While we do not have any plans at the moment to make adjustments to rune fencer’s abilities in the same way we will for paladin, we would like to look into adjustments based on feedback after the August version update.

    Ninja
    As mentioned previously, we will be making adjustments to dual wield in the future. We feel that these adjustments will allow ninjas to use weapon skills more frequently which will allow them to generate enmity more easily.

    Other jobs
    In regards to adjustments or the addition of abilities that allow you to shed enmity, we do not have plans to give this type of ability to all damage dealing jobs.

    However, when it comes to thief, they are able to steal enmity from party members by using Collaborator and Accomplice, but they are limited in methods for getting rid of their hate. We feel that some kind of adjustment is needed for this.

    Additionally, similar to thief, we are looking into adding abilities to other jobs that will allow them to steal or reduce enmity from other players.
    no love for RUN

  12. #512

    Enmity (7/30)
    Thank you for all your feedback. Enmity is something the development team takes very seriously because it is a key part of combat balance. The job adjustments we had posted earlier planned for August is part of this adjustment.
    •Enmity in geneal
    In the August update, we plan on doubling the cap for how much enmity you can obtain from job abilities, magic, and equipment.
    •Paladin
    In terms of abilities, we will be adjusting them in the August update. I believe in conjunction with the above adjustment, this will make it much easier for Paladins to keep aggro.
    •Rune Fencer
    At the moment we have no plans on adjusting their abilities like we do for Paladin. We wish to gather feedback from the August update before we discuss it further.
    •Ninja
    As we have said in the past, Ninja is planned to have an adjustment to their dual wield ability. With this, Ninjas will be using Weapon Skills more often than before, and it will ease their enmity generation.
    •Other Jobs
    We have no plans on adding enmity control abilities to every single attacking job. Thief can steal enmity using Accomplice and Collaborator, but we think a Thief’s ability to reduce their own enmity is limited, so we think some adjustment in this regard is needed. Furthermore, we are considering adding to one of the jobs the ability to reduce other PC’s enmity much like Thief can.

    Whistle Coupon (7/30)
    It was mentioned you will make many items stackable in the future, such as crafting materials and warp scrolls. Can you please make Whistle Coupons stackable too? Up to 99 would be nice.
    We will consider making Whistle Coupon stackable, if we do we would make it stackable to 12, in consideration of the auction house. However this would be a rather low priority objective, and would be expected to be adjusted alongside other items.

    Puppetmaster (7/30)
    With Bio and Dia based on Maneuvers, have Earth for Stoneskin, Light for Haste/Protect/Shell; I think that would be ideal.
    Maneuvers affecting the priority of spells cast take a significant amount of time to adjust, so it may be difficult to follow up on this. With the idea of protecting the master as priority, Protect and Shell was included. Because Protect and Shell last a while, they are spells that are not cast very often.
    Of course, there are cases where players may be fighting a much weaker enemy where you would prefer spells such as Haste. But after we considered the variety of situations a Puppetmaster might find themselves in, we decided to set the automaton with a defensive playstyle.
    As for Stoneskin, there are cases where the automaton will only cast Stoneskin, so we plan on lowering the priority of this spell.
    Do you think you could review the cast interval again? I don’t think there would be any issue with having no interval between enhancing or enfeebling magic.
    Unlike Trusts, Automatons can be recalled during battle to recover their MP, thus we have set the spell interval. Because adjusting this interval would affect the combat balance in a variety of situations, we currently have no plan on changing it.

    Thief (7/30)
    Thief
    The recast time of the job ability “Mug” will be decreased from fifteen minutes to five minutes.
    (´・ω・`)
    I don’t really think this was what Thieves wanted
    Something other than the ability to steal gil would be nice, I think
    In the August Update, we plan on adding an effect to Mug with Job Points that will allow the ability to steal enemy HP. Details will be revealed in a news post soon, so please wait a bit longer.

    Alluvion Skirmish (7/30)
    We had planned on adjusting the drop rates of leg and torso parts as Alluvion Skirmish hit, but due to congestion concerned we have postponed this idea. I believe after the August update hits and we monitor the situation we will consider increasing the drop rate.
    With the upcoming Skirmish campaign, I think it would be good if players prepared for Alluvion Skirmish by saving parts from this campaign.

  13. #513
    Relic Weapons
    Join Date
    Aug 2010
    Posts
    335
    BG Level
    4
    FFXI Server
    Asura

    [dev1227] Additional Job Point Categories

    http://forum.square-enix.com/ffxi/threads/43549

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  14. #514
    BG Content
    Join Date
    Jul 2007
    Posts
    21,132
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    Quote Originally Posted by Grekumah View Post
    Greetings,

    The increase will take place for the cap that is currently in place for “Enmity +” that you can receive from equipment and certain abilities/spells. Many of you are already aware that the current cap for this is 100, but we will be doubling this and increasing the cap to 200.

    Additionally, adjustments to paladin will be made so that Shield Bash, Rampart, and Palisade generate more non-volatile enmity.
    Nope, no real cap doubling.

  15. #515

    Vana'Diel Census (8/4)
    Thank you for your feedback, and we apologize for the long delay before release.
    Although the information given this time was significantly different, we wanted to show you information through easy-to-understand images as much as possible, rather than the past where we showed simple data across multiple pages. By emphasizing the design of the census, we were hoping that players who had not been interested before might be more willing to look at it, but we will take the feedback from this census into consideration and discuss the contents of the census for the future.

    Scrolls of Warp (8/4)
    We had told players we were considering allowing scrolls of warp to stack, but there has been a change.
    We have decided that instead of allowing scrolls of warp to stack, we would add an item with enchantment of warp available through conquest points. This item will have no restriction on number of charges, but the recharge timer will be 10 minutes, so players wishing to continuously use warp will need to use scrolls of warp and warp cudgel. (In accordance with this, the recast time and equipping delay on the Warp Cudgel will also be adjusted)
    We plan on adding this item in the August update, so please wait a little bit longer for the version update to arrive.

  16. #516
    Blue Magic is Best Magic
    Join Date
    Jul 2007
    Posts
    8,213
    BG Level
    8


  17. #517

    New Warp Enchanted Item (8/5)
    Hello everyone, this is a follow-up to the enchanted warp item we had announced yesterday.
    Our main reasoning behind postponing plans to allow stacking of warp scrolls is to maintain the tension of combat. Because the scrolls are available as soon as you realize you are being attacked, we feel that it would take away from the danger of monsters aggroing you. Instead we decided to add the enchanted item that would force players to wait some amount of time.
    The new enchanted item will be available for use after 30 seconds, and the warp cudgel will be reduced to 10 seconds before use and the recast time will be set to 1 minute. If you are a player who says “I can’t wait 30 seconds!”, please consider using the warp cudgel instead.

    Ninjutsu (8/5): I asked this like 3 years ago edition
    Please make Aisha, Yurin, Myoshu, Migawari, Gekka, Yain, and Kakka take 1.5 seconds to cast.
    We will discuss adjustments to ninjutsu in the future, but first we wish to adjust the use of shurikens for the job. We will consider the ease of use of ninjutsu in combat that has become faster-paced.

    Job Points Q&A (8/5)
    Please make Reives or High Level BFs give Job Points
    You can currently obtain capacity points using the Eminence Records for Reives. As for high level BFs, we are currently discussing making it possible to obtain capacity points from them as well.
    Is the ammo consumption merit for COR calculated the same as Recycle?
    Yes, it is the same as recycle found on equipment.
    It is very easy to achieve +50% Reward on BST right now. Will you raising the cap?
    The equipment cap will be the same as before, but the Job Point is designed to be calculated separately.
    The same can be applied the attack speed job point. It will increase your attack speed beyond what armor alone can get you. (Your TP gain will not be affected either!)

  18. #518

    Jug Pet Availability (8/6)
    Just as synthesizing high level equipment requires high skill levels, we have made it so high level jugs would require high skill levels. However, since these are consumable items we may make some adjustments. We are discussing making the new jugs being added in September available through shops at a relatively cheap rate.

    Mog Gardens (8/6)
    We plan on making Dung usable as fertilizer in the August update.
    (Another adjustment to weird grammar in Japanese)

    Item Sets (8/6)
    When you register item sets, we will store not only the item, but the bag in which it is placed. Thus you will be able to use the item you want even if you have multiple of the same item. This saved position won’t be removed if you use the sort function, but please keep in mind that if you move an item to different storage this function will be lost.
    I will explain what happens if you move an item to different storage.
    For example, if you saved an item that was inside your Mog Wardrobe and you then moved it to your Inventory, the game will search your Mog Wardrobe for the item first. If it finds an item with an identical name, it will equip that. Otherwise, it will equip the item inside your inventory. If you save an item that is not in the Wardrobe or Bag, it will only register the name of the item, and will look for the item in the order of your inventory and then your Mog Wardrobe.

  19. #519
    Old Odin
    Join Date
    Oct 2006
    Posts
    6,198
    BG Level
    8
    FFXI Server
    Asura

    The development team will be looking into upgrading R/M/E gear/weapons once they have implemented item level 120+. With that said, please understand that we have no concrete details to share in regards to when this (R/M/E upgrades & Item Level 120+) will be happening; just know that there are plans in the works!
    woops guess someone just confirmed that a new illvl cap raise will be comeing

  20. #520

    Bastion (8/7)
    There was a long delay when I tried to do Bastion. The reports had said it was at 98%. Is this a bug?
    Bastion has been set so that if there are no players defeating monsters in the area, there will be a large interval between attacks. We may considering adjusting this in the future.

    New Warp Ring (8/7)
    I apologize for the lack of explanation regarding the previous post about warping items. We mentioned last time that the danger of battle was one consideration on deciding against allowing stacking of warp scrolls, but there are other reasons why we have decided to go with the enchanted item instead. We wanted to add warping capability that did not depend on the player's current job or level, and we wanted it to be usable infinitely with reuse time of about 10 minutes. The easiest way of achieving this was through an enchanted item. (We had also considered adding new abilities or magic, but because the development time on these would be significantly longer, we decided against the idea) Furthermore, the rare tag and the conquest point cost would all need to be reviewed if we had decided to remove the rare tag on the scrolls. With all the above reasons, we decided against allowing warp scrolls to stack.
    Aside from being usable from level 1 with infinite charges, there are no other advantages to the Warping Ring, so we hope players use it as just one option in returning to your home point.

    Courier's Movement Speed (8/7)
    Can you make the Courier's Coalition movement speed work in other areas?
    We have set the Courier's Coalition movement speed to only work in town, and thus it was given a relatively long duration of 30 minutes. We have no plans to change it at this time.

    Improving the Community (8/7)
    Here is an update on our work to try to improve the community of the game.
    First, we are trying to make it possible to that players can equip two linkshells at once. We also want to add an NPC that can be given a linkpearl, which can then be given to another player.
    Equipping two linkshells means there will be a new chat channel, so this may be somewhat difficult to accomplish, but we hope that we can deliver this by the September update.
    I will let you know details on the forum as soon as they're available.

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