Time to put merits back into Feint it seems.
Time to put merits back into Feint it seems.
Well looks like back to regular attack rounds and no more footwork monk in VW. Figured they'd nerf saveTP eventually, was pretty broken tbh.
Yeah but they should at least find a middleground, wait wait.... I expect the new Dev team to plan drastic nerfs and announce them, then wait out the forum shitstorm and change it to a "moderate" solution they always had planned with the added bonus that they now "listened" ! GENIUS
the cure update is hot! for whm and for all the other mages too! (well ecxept for maybe blm, smn and brd)
Maybe, now that they "balanced" save tp, they'll go back and re-balance the atmacite so that it will give +30savetp at level 15 like it was supposed to.
I think I just figured it out. SE and RIM must have the same management. Think about it a second. We tell SE that SMN needs more attention as it's lagging behind the competition (not debating the truth of it, just stay with me) and they follow the "logical" course of identifying something that's sorely lacking in the job and improving on it. Ipso facto, spirit upgrades. RIM is circling the drain because it's stagnating, so it identifies something that's hurting them and "improves" on it. Their marketing is targeted at suits, so they decide to hammer on that. They produce the "Bold Team" (see here: http://cdn.slashgear.com/wp-content/...op-580x486.jpg) and get about the same impact as the SMN upgrades. Therefore, I submit that SE=RIM.
Official english notes
Good day to be a RDMSince increasing the level cap to 99, we have been making systematic adjustments to jobs, battles and various other parameters.
The reason being that since our original plan was to maintain the level cap at 75, it was necessary to make adjustments to allow continued growth up to level 99 and to be able to add other types of new content.
We plan on addressing the following three issues with the next round of adjustments.
Resistance to Enfeebling Magic
We will be removing the instances of enfeebling magic not taking effect on monsters and HNMs that have resistance to specific elements. A very small number of special monsters will maintain the ability to completely resist enfeeblement, but it will become possible to cast enfeebling spells on most monsters that used to resist outright.
※Spells will not take effect every time and spells may still be resisted if your enfeebling skill is low. Monsters with high resistance will be enfeebled for a shorter amount of time.
Cure Potency
Cure potency will be affected more significantly by healing magic skill. If a player has high healing magic skill, cure potency will be greatly increased, but low healing magic skill will have almost no effect on cure potency. The effect of skill level on cure potency will vary based on the type of cure, but cures lower than Cure V will be affected the most. Note that Curaga, Cura and Waltzes will not be affected.
Cure I-IV: Up to 1.4 times the normal cure potency
Cure V-VI: Almost no change
With this adjustment combined with the increase of cure potency mentioned earlier, we would like to increase opportunities for mages jobs other than white mage to serve as healers.
TP Gained through Use of a Weaponskill
We will be adjusting the specs of save TP so that it serves as the minimum possible TP amount gained through using a weaponskill. In other words, the greater the amount of TP gained through the weaponskill and the save TP value itself will be the actual TP gained.
For example:
Save TP value is 20, TP gained through the weaponskill is 25: 25TP
Save TP value is 20, TP gained through the weaponskill is 15: 20TP
Save TP value is 20, weaponskill misses: 20TP
The TP gained after using a weaponskill will be more stable, but there will be fewer instances where players gain a very large amount of TP through one weaponskill. Also, with the adjustments to save TP, samurai’s job ability Hagakure’s save TP effects will be increased.
Level 75 here we come!
Should have implemented this cure potency as new forumula for curing during abyssea. So many whm mules would be raging.
Better day to be a WHM.
Unless they give RDMs enfeebles that actually matter and other mages don't have, the enfeebling buff doesn't help at all. (Is a slow that has 10% more slow worth an alliance slot? Not really.)
WHM benefits more from the healing magic buff than anyone else, the lower cure spells are going to cost a whole lot less because the extra potency and Orison Pantaloons +2.
Can someone explain the outrage over the Save TP nerf to me? I don't understand it. I also don't understand why they refuse to give RDM Cure V, but at least Cure IV will suck a little less.
SaveTP currently is post-WS TP return = SaveTP amount + WS TP return
now it's going to be Max(SaveTP amount, WS TP return)
I'm so happy about the Save TP nerf, they're taking the only fun thing out of the game, WS spamming Voidwatch NMs! Yay!
because swinging 1 more time takes a long time
"Also, with the adjustments to save TP, samurai’s job ability Hagakure’s save TP effects will be increased. "
SE readies nerfbat.
The Warrior is inflicted with DPS down.
The Dark Knight is inflicted with DPS down.
The Dragoon is inflicted with DPS down.
The Ranger is inflicted with DPS down.
The Corsair is inflicted with DPS down.
Miss!
The Samurai evades the nerfbat.
I'm more worried about the roll since that is an effect that can be used anywhere, but yeah, this too. Most WS give back in the range of 20 TP so it would be useless alone (without being paired with Miser's Roll or some other Save TP). I guess one thing they could do is change the roll (or the atmacite) to Conserve TP, but the random conservation is lame.
Actually all they had to do was change the cap, which you guys who have access could easily bring up on the forums. If the cap was 25, then by using the old method your max achievable TP return would be around 45ish. It would make either Discipline or Miser's Roll useless in VW and it would have a use outside.
Every morning at the offices of Squeenix all the FFXI devs get together in a big room and draw straws. The winner gets to be the boss for the day and make everyone work on something for their favorite job. It's the only way to explain the batfuck way barance goes up and down in this game nowadays.
That or their barance must be represented in real life by a huge scale held by a statue of a blindfolded Tanaka. There's an elephant in samurai armor on one side and they just keep adding gerbils with notes written on them like "Make Thf better by making Bst worse" to even them out.