And shadowbind can't miss.
And shadowbind can't miss.
I don't understand how this is going to be possible for some of the jobs. Red Mage, like you said, isn't getting that many unique spells aside from Merit Point spells. Dragoon also seems pretty impossible; How are you going to replace all the elemental breath procs with JAs? All enemy target able Drg JAs are already procs. Unless they mean they're going to increase their frequency of occurrence..
That issue is conflicted. They say "For each option" they will replace the spell, so that implies a 1:1 ratio. They then say that they will "only be reducing the number of options", which implies a less than 1:1 ratio. My guess is on the latter unless they plan on introducing a new line of spells for RDM. DRG may technically be doable at a 1:1 ratio if you consider al breaths to be 1 "option." We could replace angon/elemental breaths with super jump and smiting breath. That said, they also do not specifically say that the spell must only be for that class, so they could add generic spells as well.
My guess is, after change, whenever game tries to load, say "Wyvern Ice Breath" it gets converted into "Jump" on our end. So the % probability of DRG proc stays the same, but all of them show up as "Jump" etc. Same for BST, if game tries to load Ladybug/raptor/whatever weakness, it gets converted into "Sheep Charge".
RDM's chances of getting into VW just flew out of the window tho :-/
A way they could combat the BLU problem is to give them a JA similar to Manawell and Spontaneity; give them 1 spell access to their entire spellbook. If that did that and combined it with lowering spell procs to 1 per element like they did in Aby; it would be tits.
That's a great idea for a blu JA in general, but it wouldn't be that much of a help in VW. If they reduced it to 1 spell per element, you'd be better off just equipping all 8 anyway, and not worrying about spell reset time or a 5-10 minute JA.
Ark Angel weapons are a prize from the 10th Anniversary Bonanza it seems.
http://forum.square-enix.com/ffxi/th...359#post301359
http://forum.square-enix.com/ffxi/at...368307&thumb=1 http://forum.square-enix.com/ffxi/at...370217&thumb=1
http://forum.square-enix.com/ffxi/threads/22328
Final chapter will be added today.
Its already happening lol
using /follow on all accounts
http://cache.ohinternet.com/images/0...odmangreen.jpg
http://forum.square-enix.com/ffxi/th...-Special-Items!
English link
http://media.tumblr.com/tumblr_m1qm412xBO1qcohh8.gifApril 3, 2012 (JST) Version Update
Event-related
* [dev1103] Voidwatch has received the following additions and updates:
Name: versionup0403_01.jpg Views: 4 Size: 15.6 KB
o Voidwatch: Final Chapter added
Enemy weaknesses will function differently from previous installments of Voidwatch.
+ Triggering weaknesses will lower enemies’ attack and magic attack power.
+ Abilities and spells learned via merit points will not trigger enemy weaknesses.
+ The thief ability Bully may now trigger enemy weaknesses.
+ Sheep Charge is the only familiar ability that will trigger enemy weaknesses.
+ The ranger ability Bounty Shot will not trigger enemy weaknesses.
+ Wyvern breath attacks will not trigger enemy weaknesses.
+ Only a single blood pact for each avatar will trigger enemy weaknesses:
# Carbuncle: Holy Mist
# Fenrir: Lunar Bay
# Ifrit: Fire IV
# Shiva: Blizzard IV
# Garuda: Aero IV
# Titan: Stone IV
# Leviathan: Water IV
# Diabolos: Night Terror
+ For automatons, only the weapon skill Armor Shatterer (Sharpshot Frame) will trigger enemy weaknesses.
+ The summoner ability Modus Veritas will not trigger enemy weaknesses.
Resolved Issues
* The following issues have been resolved:
o An issue wherein incorrect system messages were displayed for the monster Bismarck's standard attacks.
o An issue wherein the monster Ravishing Rafflesia could not be defeated.
o An issue wherein equipping the armor Tussle Breeches would occasionally cause a graphical glitch.
o An issue wherein the item "Gardyloo Trousers" was unobtainable.
[Window-only updates]
o An issue wherein autorun could not be disabled.
o An issue wherein movement via the /follow command would occasionally be interrupted.
o An issue wherein incorrect background music would play in certain situations.
[Windows and Xbox 360-only updates]
o A graphical issue with lamps in Fort Karugo-Narugo (S) and Crawlers' Nest (S).
Known Issues
* When using the periapt of sapience key item in the final chapter of Voidwatch, familiar and automaton weakness triggers will not be displayed correctly.
o Familiars
Regardless of the message displayed, only sheep-family special attacks will trigger enemy weaknesses.
o Automatons
Regardless of the message displayed, only Sharpshot Frame weapon skills will trigger enemy weaknesses.
Stoked for the final chapter, but still no word on the updated VW reward system?
Also, obligatory "Reduce BLU procs"
I'm kind of shocked at how fast that came. Was what, 1 week?
"Summoner Ability Modus Veritas"
Well played SE.
At first I raged that the AA weapons are only going to be for fun but they I realized they will probably be all jobs and my NIN will get another red proc thanks to the AATT's scythe. :D
Weapons for Mog Bonanza? Lame. Would be more interesting if they added a Divine Might R2 with those, or perhaps armor as well, as a reward.