Oh fucking fantastic, more VW-with-adds. Do the devs not realize everyone just super-tanks them off to the side so they're a non-issue?
Oh fucking fantastic, more VW-with-adds. Do the devs not realize everyone just super-tanks them off to the side so they're a non-issue?
They actually have been translated and are on their respective forum. Some interesting stuff in General and Test server feedback.
SE: STFU Byrth, Motenten.
What's the Ig-Alima post say? He seems to change defenses based on which elemental attack he used last so perhaps some elaboration on that? /shrug.
I think the meteor one is just that they are going to be putting it on test server soon.
I'm most interested in the post on attack/defense display limits, even though it's probably just a "the programming code means we can't do anything about that, sorry".
The fact that they considered nerfing the Impetus bonus on the Tantra Cyclas +2 makes me laugh pretty hard. And by laugh I mean die inside.
Nothing we didnt know....
[dev1092] Save TP Adjustment
Save TP will be treated as a minimum guaranteed TP value that will always be obtained a weaponskill.
Examples, assuming a Save TP value of 20:
25 TP weaponskill: 25 TP obtained.
15 TP weaponskill: 20 TP obtained.
Missed (0 TP) weaponskill: 20 TP obtained.[dev1093] Enfeebling Magic Resistance of Monsters
Monsters' resistance to enfeebling magic will be lowered.
While there will remain a select group of exceptional monsters with complete resistance to certain effects, the vast majority of monsters will become susceptible to enfeebling effects.
*This does not guarantee that enfeebling magic will always be successful. Furthermore, effect duration may be reduced for monsters with high resistance.
*As these adjustments will have wide-ranging repercussions on combat balance, an extensive testing and feedback period will be conducted before their implementation.[dev1094] Cure Spell Adjustments
Cure spells will be adjusted so that Healing Magic skill will play a greater role in determining their potency.
At high skill levels, Cure spells will heal more HP than before, while low skill levels will see minimal benefit. The degree to which Healing Magic skill affects HP healed will vary by spell, with Cure I-IV seeing the most significant adjustments.
Cure I-IV: Amount of HP recovered may increase by as much as 1.4 times
Cure V-VI: Minimal adjustments.
*Curaga I-V and Cura I-III will remain unchanged.
Incoming shared or random hate on the adds!Oh fucking fantastic, more VW-with-adds. Do the devs not realize everyone just super-tanks them off to the side so they're a non-issue?
I'm also interested in the "prism staff" posts (one mentioned in the thread I made, another one posted today). It's brought up all the time on the English forums, but I think they're avoiding it, using the excuse of it being "more of a direct response to specific topics that don't apply to other discussions in other regions" since it was Mocchi responding directly to a JP's post (imagine that! actual responses to posts players make...).
Lots of data showing justification for the value of Gallant's Roll based on its effects vs a high attack mob. Of course, aside from making an error in the numbers presented (initially denied, but later acknowledged), the comparison is flawed due to value inflation (the food used doesn't cap in the range used, so gets the full benefit of the increase in def from Gallant's, and compounds with it; however the total attack gained is significantly less than what you'd get using Tav Tacos, even though they're capped) and low base defense (starting at 460 defense, which practically naked for a pld; I get 308 def with no gear and just Protect V, and can hit 460 with just 3 pieces of gear).Originally Posted by ronin sparthos
My Japanese is way too basic to parse most of what's going on in those threads. I asked a friend to look at the prism staff one. She didn't give me specifics (doesn't play, so the lack of context is killer) but there is some back and forth regarding base stats and it's all in a very non-committal tone. I assume that her eyes rolled into the back of her head and she began foaming when I linked the Ig-Alima post.
Look if the prism staves were just "All 8 staves together with the same stats as the separate staves" it would be an improvement.
lvl 80 Synergy recipe, 1 of each of the soul gems, 50 of each element. Produces a r/ex prism orb. Toss in another synergy recipe that uses said prism orb, rare VW logs, and some adaman to produce a r/ex prism staff. NQ/HQ performs the same as NQ/HQ versions. Slap on a Jeuno Egg glow on the orb.
Simple to make but still a challenge for the average player and best of all provides zero improvements to game mechanics. You could even call it...balanced
You underestimate the power of inventory +7!
Anyway, I'm for a Prism Staff, but if it didn't involve the 99 Magians in some way, SE will have some pretty pissed off mages. There's already some resentment out there with their whole rare/expensive scroll philosophy.