like the ninjutsu and cards items but fail imo for job adjustments, was expecting a lot more job adjustments.
like the ninjutsu and cards items but fail imo for job adjustments, was expecting a lot more job adjustments.
SCH stratagem recast is always set up so that the SCH completely recharges all of them in exactly 4 minutes. Therefore, with this new 5th stratagem charge, stratagem recast should drop from 60 seconds to 48 seconds.
so maybe i'm missing it: but is there a reason for the specific elemental tools/cards now? and i keep reading the thf adjustments like occasionally you'll proc an additional TH effect, and the first thing i thought of is you'd have to keep thf knife, af2 hands, and af3 feet fulltime. so each each hit is TH6 when you up the drop rate instead of just 3!
Hmm, with this enhancement to TH, and considering the drop rates in Abyssea already when !! are procced. Is Bounty Shot TH really necessary. Or will it work a bit differently from TH?
All this Treasure Hunter, while nice for things outside of Abyssea. Seem like a bit of overkill while inside Abyssea.
You might as well just use TK/Ass Armlets right before the kill. Up to that point, you could make the argument that the difference in DPS between Rapido Sax/Haste Hands is improving your TH more than TH+2 would. There will never be a definitive answer, so you might as well play how you like.
It will be interesting to see what the potency associated with this is.
More TH is always nice, but I'm not a huge fan of sticking THFs on mobs I'm low-manning and trying to minimize TP moves. I'm gonna demand subtle blow sets for THF.- The effectiveness of the THF job trait "Treasure Hunter" will occasionally increase with each melee attack landed. Further, damage dealt with either the "Sneak Attack" or "Trick Attack" ability will have a greater likelihood of enhancing this trait.
*Effect active only when main job is set to THF.
- Thieves will learn the job trait "Treasure Hunter III" upon attaining level 90.
This wasn't always true for all jobs?- Elemental ninjutsu damage will increase based on ninjutsu skill.
*Effect active only when main job is set to NIN.
SE doesn't like me proc'ing Grellow on MNK/NIN... they want me to level NIN or GTFO...- The following ninja tools will be added:
Inoshishinofuda: Used to cast any elemental ninjutsu
Shikanofuda: Used to cast any self-enhancing ninjutsu
Chonofuda: Used to cast any foe-damaging ninjutsu
*These universal tools will be usable only when main job is set to NIN.
De-fucking-licious! Just yesterday I specifically checked the level of Curing Waltz III to see if I'd get access to it at 90, and was sad when I found out I would never have access to it on MNK.- The level at which the dancer ability "Curing Waltz III" is acquired will be lowered from 50 to 45.
Is this changing from 2 HP >> 2 MP at any level (before gear)? If so, it sounds amazing for SCH.- The effectiveness of the scholar ability "Sublimation" in converting HP to MP will increase based on level.
Lv.35: 2HP => 2MP
Lv.45: 2HP => 3MP
Lv.55: 2HP => 4MP
Lv.65: 2HP => 5MP
Lv.75: 2HP => 6MP
Lv.85: 2HP => 7MP
I'm a little surprised here. I don't see the need for the restriction on "Hide". I'm going to sub a lousy subjob so I can drop aggro every few minutes?The following abilities will be subject to restrictions when used in the capacity of support job:
- The thief ability "Hide" will not break the attention of enemies already targeting the user.
- The ranger ability "Velocity Shot" will be unavailable.
Velocity shot is a little more understandable - although only COR and SAM (under rare circumstances) would benefit much from it...
If anything, I thought maybe Counterstance would be nerfed for subjobs.
Universal tools and cards can only be used by NIN and COR mains respectively. If you use /nin and /cor you'll still need the other tools.
Magic damage is never increased by skill. Elemental magic skill doesn't increase elemental damage, Blue magic skill does not increase damage for magical spells, etc.This wasn't always true for all jobs?- Elemental ninjutsu damage will increase based on ninjutsu skill.
*Effect active only when main job is set to NIN.
Still a very nice change for NIN.
i keep forgetting things like "you can sub quick draw" and this whole "sub ninja for utsusemi" thing
new set up for evrything that low drop rate something: thf/dnc full timing tk +th ahnds/feet whm brd (cor if delay red isnt caped) "job that can take hate from thf while doing 0dmg"
and a rng if their shot stack with TH!
So how would that be any different then what thf's have been doing for years now?
They're obviously changing something with how TH works, so with these changes just slapping TH gear on for a hit might not do a damn thing anymore. Do you really think they're just going to add this on and make TH just accumulate infinitely the more a thf hits something till everything is 100% dorp? Suddenly, klabbin clubs have a use again.
There's probably going to be a base lvl you start at just by having the thf gain gain enmity on the mob (which is what we've been going on for TH to proc on a mob), then increase up to some sort of cap, possibly based on what lvl of TH you have (TH1/2/3 + items?). Knowing SE the base lvl will probably be lower then the current lvl, forcing the thf to melee just for it to be anywhere near what we're used to. It might even cap out at the current value, we have no way of knowing if it will even be an increase. If that's the case then thf's will have to rock ass armlets and thf knife in order of them to have any tangible effect.
TH is something that we really have never understood in the first place, so this kind of thing is going to be a bitch to figure out.
I don't really like this change to TH. It introduces a whole new sort of problems in a group like mine:
1) If the THF wanted a drop from an NM, he will never stop feeding it TP until it dies.
2) If the THF does not need a drop from an NM, he will only SA/TA once and sit back; making the person who actually needs drops demand more of the THF.
3) If any NM doesn't drop the desire item, it is either the THF's fault for not landing enough SA/TA's or the other DD's fault for killing too fast before the THF does enough poking.
If we still had the old dev team, the update notes would have read like this...
And of course "certain" would mean "all" and "adjusted" would mean "drastically lowered".- The effectiveness of the THF job trait "Treasure Hunter" will occasionally increase with each melee attack landed. Further, damage dealt with either the "Sneak Attack" or "Trick Attack" ability will have a greater likelihood of enhancing this trait.
*Effect active only when main job is set to THF.
- Thieves will learn the job trait "Treasure Hunter III" upon attaining level 90.
* In accordance with these changes, the base rate at which certain notorious monsters yield treasure has been adjusted.
DRK AF3 body/hands are gonna be AMAZING!
They just gotta be!
(inb4 enhances new arcana circle thing). ;(
Obviously we'll never know the TH specifics until SE tells us. I'm trying to reason TH now as a sort of debuff that like's WHM's Solace pool for light nukes. You'll have a default starting point that can be increased by +TH items, but after so much damage (or maybe SE's sneaky and based it off crits since they mentioned SATA) the pool will add a bonus to your overall TH. We have TH6 after this update (3 from traits, 3 from gear, another if Atma actually stacks), but this "pool" could maybe add the equivalent of another 5 levels if you whack a mob enough. Unfortunately, if TH is still multiplicative against shitty drop rates, the difference between 10% and 15% on a 1% drop will never be that noticeable.
Also, "Wah, our THFs can't be gimp anymore!"
Adapt your low-man strategies or settle for slightly lesser chances on things that larger groups obviously need to satisfy more people over time. Cake, eat it too, etc.. Also doesn't really change the fact that triggers in Abyssea have probably done more for drops than TH ever will.
Actually all those can be solved by going with people who aren't selfish morons. yes, Those exist in this game, somewhere.
Also, This update at the very least will be wonderful for THF solo/Duo/trio Teams, i mean, the ones who just didn't have their THF as a Mule who hit the mob once then hid.
Furthermore, our base TH2+3 will still be the same as it always was, This update simply gives the chance to improve on it.
also, The part Fransisco quoted i missed when i first read through, and sadly, he's probably right.
/Fuck.
Give us an update To TH? Nerf mob drop rates to accommodate
Hell no. I capped Triple Attack then split out SA and TA with 2 Points each then spent the extra on Flee Timer just to fill the slot.
You must play with some really selfish fucking people because I personally enjoy coming out on THF to help people get drops.
You also missed the part where I said "if we still had the old dev team".
Anyway, ran some quick numbers on Waltz for MNK/DNC... not entirely sure I got it right though, because the equations on wiki all have ",1" at the end, and I have absolutely no idea what the fuck that means. Assuming the equations for subbed Waltzes (cast on self) are:
Waltz I: floor((CHR + VIT) * 0.125) + 60
Waltz II: floor((CHR + VIT) * 0.250) + 130
Waltz III: floor((CHR + VIT) * 0.375) + 270
With 222 CHR + VIT (basically my chakra build, swapping out AF+1 body for Osode), the expected yield would be:
Waltz I = 87 HP healed for 20 TP. (4.35 HP healed per 1 TP)
Waltz II = 185 HP healed for 35 TP. (5.29 HP healed per 1 TP)
Waltz III = 353 HP healed for 50 TP. (7.06 HP healed per 1 TP)
Quite a bit of efficiency gained, and less time wasted spamming weaker waltzes as well.