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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #4481
    Dr. Salami
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    Change the way save tp works, directly proportional to Miser's roll becoming less useful
    Adjust Sam ability that will give more save tp.

    Balance! ::Facepalm.::

  2. #4482
    Chram
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    Quote Originally Posted by Selamis
    Does that still include increased damage on next warrior's charge use?
    Pardon? What increased damage?

    Verrry rough translation (since it doesn't look like an official one is going to show up today):

    post here

    First couple quotes are notes about the original dev1080/dev1084 plans, which was reducing default recast time from 15 minutes to 5, and adding 25% accuracy per additional merit rather than reducing recast time. The translated versions of those are here and here.

    Since they worked out that you virtually never need any substantial amount of additional accuracy, they planned to change the effect.

    Note that the original change is what's going in on the test server tomorrow.

    Concerns

    If the use of the abilities was only for auto-attack, it'd be fine. However the effect isn't so workable when combined with weaponskills. It can only either work with the first hit or all hits.

    Essentially, either you can get the accuracy boost on the first hit allong with the DA/TA (which makes the accuracy mostly useless due to the innate boost you get on the first hit anyway, and even less so when combined with SA/TA), or get the accuracy on all hits but also have the DA/TA proc on all hits (which is overpowered).


    So, the effect of the revised change is that:

    Warrior's Charge: Instead of -2:30 to the reuse timer, additional merits add 5% to the chance that you'll triple attack rather than just double attack.

    Assassin's Charge: Instead of -2:30 to the reuse timer, additional merits add 5% to the chance that you'll quadruple attack rather than just triple attack.

  3. #4483
    Dr. Salami
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    Quote Originally Posted by Motenten View Post
    Pardon? What increased damage?

    Verrry rough translation (since it doesn't look like an official one is going to show up today):

    post here

    First couple quotes are notes about the original dev1080/dev1084 plans, which was reducing default recast time from 15 minutes to 5, and adding 25% accuracy per additional merit rather than reducing recast time. The translated versions of those are here and here.

    Since they worked out that you virtually never need any substantial amount of additional accuracy, they planned to change the effect.

    Note that the original change is what's going in on the test server tomorrow.

    Concerns

    If the use of the abilities was only for auto-attack, it'd be fine. However the effect isn't so workable when combined with weaponskills. It can only either work with the first hit or all hits.

    Essentially, either you can get the accuracy boost on the first hit allong with the DA/TA (which makes the accuracy mostly useless due to the innate boost you get on the first hit anyway, and even less so when combined with SA/TA), or get the accuracy on all hits but also have the DA/TA proc on all hits (which is overpowered).


    So, the effect of the revised change is that:

    Warrior's Charge: Instead of -2:30 to the reuse timer, additional merits add 5% to the chance that you'll triple attack rather than just double attack.

    Assassin's Charge: Instead of -2:30 to the reuse timer, additional merits add 5% to the chance that you'll quadruple attack rather than just triple attack.
    Oh, I must have missed that then along the way. I was going off of the current description for Warrior's Charge, that when used your next attack is doubled. My bad!

  4. #4484
    Ridill
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    Quote Originally Posted by Slycer View Post
    Frankly I think the way the game is programmed may limit the likelihood of ever seeing a "Prism" staff. For example, fire damage affinity boosts fire damage but drops ice damage. Ice affinity boosts ice damage but drops wind damage. Stack 'em all and you get a whole lot of nothing. They'd have to reprogram the way the affinities work for the one particular staff to only give the positive benefits and not the negative ones, or make them a generic magic potency value which may have other implications that makes it better or worse than individual staves. I'm not saying they shouldn't do it, but I'm saying it'll take more than 5 seconds of work to add so they may not do it.
    Even if they don't want to get rid of the negatives, they could always make an "Aurora Staff" and an "Eclipse Staff". (Or Dawn and Dusk, or Radiance and Gloom staff, or Colossus and Aesir.) Have all of the light elements on one and the dark on the other, they can have all of the negatives they want and we get precious, precious inventory space.

    Quote Originally Posted by Greatguardian View Post
    Are we sure that this applies to magian staves, though? Eg, is nuking Wind naked any different from nuking Wind with an Ice Element Magian staff? Would take 2 seconds to confirm but I'm laaaaazy.
    I am pretty sure the Magian staves work the same way. If you put on the Ice staff when you have Garuda out, perp cost goes up as well.

  5. #4485
    An exploitable mess of a card game
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    Quote Originally Posted by Greatguardian View Post
    Are we sure that this applies to magian staves, though? Eg, is nuking Wind naked any different from nuking Wind with an Ice Element Magian staff? Would take 2 seconds to confirm but I'm laaaaazy.
    Yes. Magian staffs have the negative property as well.

  6. #4486
    Can you spare some gil?
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    In my previous post I mentioned what we were thinking to do in regards to a new BGM for Legion. Well, it seems like we’ve got a ton of players requesting a new jam to do battle to (I definitely understand, nothing gets me pumped more than good jams!), so I’d like to give you a bit more information on this.

    It’s not a problem of whether we can or can’t make a new track; we just have a concern that the version update size would become too large. However, if there are a large amount of requests for a new BGM, we will try our best to look into methods to have one.
    Not sure if this is just coincidence but there was 2 new BGM added to the game, with vanatunes you can listen to them.

    55 sounding like a new battle theme, and 56 sounding like a theme that would play when out of combat, then again who actually plays this game for a long duration that can actually maintain not having the game muted.

  7. #4487
    Ridill
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    Quote Originally Posted by Shenrien View Post
    Not sure if this is just coincidence but there was 2 new BGM added to the game, with vanatunes you can listen to them.

    55 sounding like a new battle theme, and 56 sounding like a theme that would play when out of combat, then again who actually plays this game for a long duration that can actually maintain not having the game muted.
    And it's different from any test server content experienced thus far (Legion, etc.)?

  8. #4488
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    Added when? I guess I missed it.
    Will go make mp3s tonight

  9. #4489
    Can you spare some gil?
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    My guess, it was added with the recent version update and got over looked.

    someone was one step ahead of you Spira.


  10. #4490
    Professional Pixel Pusher
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    Battle music or Cutscene music for VWNM Aht Urghan/Tavnazia?

  11. #4491
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    Quote Originally Posted by Shenrien View Post
    My guess, it was added with the recent version update and got over looked.

    someone was one step ahead of you Spira.
    i am disappoint.

    but hey! first to do graphic dat mine!

    i don't like the way that track cuts. i'll make my own and post it up later

  12. #4492
    Trigun
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    SPIRA DAT MINE!!

    thank you m(_ _)m

  13. #4493
    Dayman
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    Those tracks were probably done the same way I did my youtube videos. I tried for hours to convert the shit to something usable, but it wouldn't cooperate with me. I ended up just playing it through vanatunes and recording my game music. I had tried XIMC but it just converted it to an empty track.




  14. #4494
    Dr. Salami
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    Those are really nice tracks, track #2 really gives me a ToAU vibe to it, like something with the puppets and palace cutscenes.

  15. #4495
    Dayman
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    The second new track reminds me of Arrapago Reef's music at certain points.

  16. #4496
    First invited, last in the zone.
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    Quote Originally Posted by Yugl View Post
    Well atmas are gear and I don't recall obtaining negative attributes from those.
    Atma are worded differently than the Magian staves though. Namely, they don't use the term "Affinity"

    E.g: Staff = "Ice affinity: Damage +6"

    Atma of the Beyond= "Ice Attack: Major"

    But yes, Atma of the Beyond doesn't penalize Wind attack like the stave does.

    Presumably they could make a staff with Ice/Fire/wind/etc. attack rather than ice/fire/wind/etc.. affinity though, if they really wanted to make a "Prism" staff.

  17. #4497
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    Quote Originally Posted by Trigun View Post
    SPIRA DAT MINE!!

    thank you m(_ _)m
    hahahaha i nearly spit out my diet coke.

    anyway i also uploaded my own version of the 2 new tracks.. basically i added fade out. i just hate when tracks stop abruptly.

    music055 sounds very FFVIII-inspired in my opinion. i think its similar instrumentation. Mizuta has a habit of doing that imo.
    056 definitely sounds like zone music.. so my guess is that they'll be introducing a new area for us to explore.. maybe as a final chapter to Voidwatch.. and 055 would serve as battle music or something

  18. #4498
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    Could it be "dungeon crawl" system music?

  19. #4499
    Ridill
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    I don't know, the 2nd one sounds a bit too mellow, almost like cutscene music. But the first one definitely sounds like battle music, but more of a mission BC type rather than random battle.

  20. #4500
    New Odin
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    The battle music sounds like something designed to wrap up Voidwatch.

    A nod to Exdeath or bust!

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