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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #3801
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    Martel did the initial test, but I repeated it on the test server with other jobs because I have no job with a natural circle ability (barring BST). So I used HQ and NQ thanks to porter slips.

  2. #3802
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    sweet, appreciate it

  3. #3803
    Ridill
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    Good news everyone!

    Camate has evolved into a Behemoth. I think he is going to start Meteoring people soon! http://forum.square-enix.com/ffxi/im...hemoth_002.jpg

    PS2 Hard Drives.

    Quote Originally Posted by Camate
    Greetings.

    We uploaded a Knowledge Base article with information about this (which can be viewed here).

    We will be increasing the partition size for FFXI on PS2 in a future update and and as it only affects a small number of users (specifically PS3 20GB HDD users), we chose this route so as not to confuse those that utilize other systems/harddrive configurations.

    Hopefully this clears up any confusion!
    Circle effects.

    Quote Originally Posted by Camate
    Based on the comments in this thread and the other regions, the development team will be moving forward with adjustments to the below job abilities, making the effect duration 3 minutes and the recast time 5 minutes:

    • Paladin
      Holy Circle/Sepulcher
    • Dark Knight
      Arcane Circle/Arcane Crest
    • Samurai
      Warding Circle/Hamanoha
    • Dragoon
      Ancient Circle/Dragon Breaker
    ※Hamanoha was not listed in the previous post, but it will be included for this adjustment.

    Along with this adjustment, the group 1 merit points that affect these abilities will each be shortened from 20 seconds to 10 seconds for each merit point added.

    As a result, through merit points and equipment it will be possible to reach an effect duration of 3 minutes 30 seconds and a recast time of 4 minutes 10 seconds. Below are the development team’s thoughts on the adequacy of the job abilities’ effects.
     
    •The effect itself
    It was determined that the effect of gaining a 15% chance of activating intimidation, 15% damage boost, and a 15% reduction in damage taken versus specific families of monsters is effective. While we have received various opinions on the matter, we would first like to monitor the situation with the longer effect durations and shortened recast timers.
     
    •Usage
    In addition to comments stating that the effect is weak, we have also seen comments stating that the monsters these abilities apply to are scarce (not enough situations to be able to use them).
    It is very true that no matter how good the stats are, if there aren’t situations to use it or not enough situations to use it, there is no point in having it. With that said, we will be properly preparing situations for them such as adding NMs to Legion that make these abilities effective and useful.
     
    •Deletion of abilities
    Additionally, we have seen some comments in regards to deleting these abilities since we are reaching/at the recast timer limit for some jobs.
    I am sure you all already understand, but to explain once again to avoid any confusion going forward, currently the recast timer limit is 13. However, in the future we plan on increasing this, so please don’t think of this as a reason to delete abilities.

    Also, in regards to beastmaster’s ability “Killer Instinct,” we are planning to revamp the merit points as outlined below. As we have just begun to look into this there is a high chance it might change.

    Current:
    Effect duration: 1 minute
    Recast time: 15 minutes
    Each merit point reduces the recast timer by 2 minutes 30 seconds

    Adjustment plan:
    Effect duration: 3 minutes
    Recast time: 5 minutes
    Each merit point increases the Killer effect +2
    Quote Originally Posted by Camate
    Quote Originally Posted by Kalilla
    OMG CAMATE IS A BEHEMOTH NOW

    Moogle > Behemoth http://forum.square-enix.com/ffxi/im...lies/frown.png

    Still cool
    I was a behemoth in moogle's clothing this whole time. Who knew? http://forum.square-enix.com/ffxi/im...ies/tongue.png

  4. #3804
    Old Odin
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    Quote Originally Posted by Byrthnoth View Post
    Also, the "Enhancing" pieces from each of those jobs increase the circle potencies by 2%. Just fyi~!

    By the way, that Beastmaster enhancement is pretty awesome. You could choose your pet based on your enemy and then get a 15% boost + 11-12% Killer effect boost 3/5 of the time.
    this actually made me curious. i mean +26% dmg and -26% dmg taken and on top a 26% intimidation rate looks very hardcore... and as a matter of fact I have that merit2 category merited fully.

  5. #3805
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    Quote Originally Posted by Damane View Post
    this actually made me curious. i mean +26% dmg and -26% dmg taken and on top a 26% intimidation rate looks very hardcore... and as a matter of fact I have that merit2 category merited fully.
    Natural X killer traits only encompass the intimidation rate; the damage dealt bonus and damage taken reduction are Circle/Killing Instinct only.

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    That's what I was thinking too. If all it affects are killer effects, a bst can still benefit well from it by pairing with the empy body no? I'm still not clear how the empy body's bonuses affect dmg+ according to mob family, but suffice to say using a pet with killer over the mob will benefit you more naturally.

    Definitely makes a better case for stacking killer effects gear.
    Considering they intend to make g2 merits max recast with 1 merit in, and how effective the 90+ pets are (removing the general need for affinity), it definitely won't be a hard case to reassign merits for this use instead

  7. #3807
    Trigun
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    I finished VW for the 3 cities, joined a Jeuno T1 shout last night.
    We did first 3 in the present zones, then the [S] zones.
    Right after the PT I was with was talking about how Xbox and PC "can't handle" some fights, my PS2 blackscreened and my router took a dump.
    Was fighting the Batallia Downs [S] NM Taweret.

    edit: P.S. Spira thank you for all your guides, they have helped alot.
    If I could point out 1 minor mistake on the VW Zilart chart, the top right you have Gushing Spring in Norg, but a little lower says hes in Rabao.

  8. #3808
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    Spira can you translate these Devloper posts on the JP devtracker from a few days ago regarding Treasure Hunter?

    http://forum.square-enix.com/ffxi/th...513#post264513


    And this one:

    http://forum.square-enix.com/ffxi/th...505#post266505

  9. #3809
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    Quote Originally Posted by Damane View Post
    this actually made me curious. i mean +26% dmg and -26% dmg taken and on top a 26% intimidation rate looks very hardcore... and as a matter of fact I have that merit2 category merited fully.
    Yeah, the only thing to watch out for is that the intimidation rate damage bonus caps at 25% (intimidation rate caps at 50%). Between job trait (10 Killer) and the circle ability (23 killer), you'd really be getting up there! Also, the two bonuses are multiplicative, so it's actually:
    1.15*(1 + floor(33/200)) = 1.15 * 1.16 = +33.4% damage

    That's assuming you only use BST AF3+2 body when Killer Instinct is up, otherwise you'd have to divide out your native 5% damage bonus and you'd get that Killer Instinct alone gives +27% damage <_<;

    With 5/5 Killer merits:
    1.15*(1 + floor(38/200)) = 1.15 * 1.19 = +36.85% damage
    1.3685/1.07 = +27.8% damage

    So yeah, BST is looking at a Berserk-quality bonus with Berserk-like duration and near Berserk-like frequency, as long as they can plan their pet for what they're fighting. Not going to be possible in places like Nyzul Isle, but this is a huge potential damage bonus for BST.


    I would like to know whether or not pets also get the Killer Instinct bonuses.

  10. #3810
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    http://forum.square-enix.com/ffxi/th...548#post267548
    Quote Originally Posted by Gildrein
    [dev1073] Job Adjustments: Summoner


    • The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.
    http://forum.square-enix.com/ffxi/th...554#post267554


    Quote Originally Posted by Gildrein

    [dev1074] Job Adjustments: Scholar


    • The required charges for the following abilities will be reduced from two to one:
      Altruism / Focalization / Tranquility / Equanimity
    Looks important (lol)! I guess the AF2+2 will reduce the cost of those JAs from 1 to 0 then.

  11. #3811
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    [dev1073] Job Adjustments: Summoner

    The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.

  12. #3812
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    Light the Mellowy signal!

  13. #3813
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    Quote Originally Posted by Ophannus View Post
    Spira can you translate these Devloper posts on the JP devtracker from a few days ago regarding Treasure Hunter?

    http://forum.square-enix.com/ffxi/th...513#post264513


    And this one:

    http://forum.square-enix.com/ffxi/th...505#post266505
    Er... My Japanese is kinda rusty but if im not wrong one of them basically talks about why they don't flat out explain TH and how they like that the community has a debate about it. And that revealing too much takes the fun out of it, or something, or how no one is right or wrong.

    The other one explains how TH is calculated when u have different thf TH in a party or by gear change.
    Only thing I notice is the TH is always whatever the log says it is

    Edit: thx Trigun. Will fix that ASAP. If you or anyone know any other errors please PM me because I know there were some mentioned but it's hard for me to keep track.

    Also yay near free but still useless spirits!

  14. #3814
    CoP Dynamis
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    Quote Originally Posted by Draylo View Post
    iknowrite ._.

    IMO Avatars could really use a significant boost to their melee attacks (not BPs). BST pets outdamage avatars' melee hits by miles easily. Even with BPing, PUP Automatons can outdamage avatars. Possibly only wyverns fall behind avatars, which pretty much shows how sad the situation really is. This is all using the best gear possible for the job, sans Nirvana. Heck, I even pull hate off my avatar by meleeing with empy staff (aftermath including but that happens even in abyssea when the avatar is boosted by atma)

    /sigh

  15. #3815
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    Avatars need halved delay and a re-worked base damage system, pretty much.

  16. #3816
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    [dev1073] Job Adjustments: Summoner

    The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.
    They forgot to mention that there's still no point in using spirits. Seriously lol.

  17. #3817
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    Pet to pet, SMNs avatars have the advantage of choosing which of their abilities to use, at the exact time they want.. But they fare very badly with white damage..
    In contrast, pet wyverns don't do very much white damage either but the master kinda makes up for it. Now before we go into a discussion about the ways of a melee SMN, I think SMN would really be better off if BPs didn't have the 45s cap. I wouldn't mind if it was uncapped, or if it started with like 45s, or both. It's too slow now.

    But thats besides the point for elementals. This puts fully merited ele cost SMN (like myself lol) perping at 3mp/tic. Perp cost had never been an issue, but this kinda gives us more freedom to gear for spirits at least. Problem is that they need a lot of m.acc to get them to even work decently.. And let's not start on their spell repertoire. In other words elementals still remain a useless feature instead of a benefit to the player. I wouldn't mind if the developed them into SMN pets that excelled in white damage tho. Would at least give us enough of a reason to keep them out.

  18. #3818
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    Quote Originally Posted by Byrthnoth View Post
    Avatars need halved delay and a re-worked base damage system, pretty much.
    The whole job needs an overwhole. the 45sec Bloodpact cap is really slow compared to the pace of nowadays. While it might have been acceptable in 2004-2005, its just to slow for todays standart. I would just uncap Bloodpact. Seriously just blow everything away until your MP is gone period.

    Avatars favour is also pritty useless, because of the range of it (and the bonuses arent that strong either). This job needs so much fixing I dont even know where to start lol. Its not flexible, it doesnt do good dmg, its slow. The only advantage it HAD was hatefree dmg, which in the age of "Hatereset-moves-spam" is pritty much pointless anyway.

  19. #3819
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    Quote Originally Posted by Spira View Post
    I think SMN would really be better off if BPs didn't have the 45s cap. I wouldn't mind if it was uncapped, or if it started with like 45s, or both. It's too slow now.
    A compromise would be to have every single BP be on its OWN timer. That would not obsolete the BP- gear at least. But seriously, does SE have any idea how long it takes to proc an avatar BP in VW? Anyway, I'm sure they'll use either PS2 limitations for the BP separation or BALANCE!

    Quote Originally Posted by Damane View Post
    The only advantage it HAD was hatefree dmg, which in the age of "Hatereset-moves-spam" is pritty much pointless anyway.
    It's funny coz people still think SMN is OVERPOWERED coz of its hate-free damage. But as you pointed out, this is irrelevant when everything these days has hate-reset.

  20. #3820
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    I think SE's main problem with Summoner is how strong it is in hard fights without proc systems or relevant time limits. Take Walk of Echoes, for instance. SMN DPS is absolutely horrible, but they can sac pull anything and bore it to death before 45 minutes is up.

    SMN Buffs:
    * Halve avatar delay
    * Double or Triple pre-fSTR Avatar base damage
    * Reduce BP recast base to 45 seconds
    * Increase SMN skill up rate. (I get 2 levels every 4 Pils or one level per hour spamming spirits... screw that).
    * Edit the Sphere/Avatar's Favor code so that the avatar/Sphere user gains the effects of the Sphere/Favor
    * Reduce/eliminate the Avatar's Favor penalties.
    * Change Fenrir's Favor from M.Eva to Regain.
    * Introduce useful Summoner gear (Avatar: STR+40 or something).

    SMN Nerfs to stop us from just SMN burning every hard fight:
    * Make a Caster's weakness cause any summon to spawn with 50% HP.
    * Double Weakness would cause them to spawn with 10% HP.

    Honestly, I thought that the whole Avatar's Favor thing was always kind of dumb. It should have been more like Spirit Surge, where you eat your avatar and then *you* provide the sphere for your party (and can call Avatars other than the one you ate and keep doing things like normal). How would giving SMN the equivalent of one song that they have to stay in AoE range to provide be overpowered?

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