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  1. #5841
    An exploitable mess of a card game
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    Quote Originally Posted by Byrthnoth View Post
    Naw, this is a misunderstanding of the enmity system. The faster you attack, the better chance you have of holding hate. Using a high delay weapon like GS is substantially worse than using two katanas or a sword. The best option is single-wielding a dagger.

    It's like this:
    1) Everyone re-caps hate every attack because it's so easy to generate enmity through damage.
    2) Monsters update their current target every X seconds (idk the exact number).
    3) If you are the last person to have acted when the monster updates its current target, you will become the new target.
    Therefore, it's best to use the lowest delay weapon possible so that you increase your odds of being the last person to attack. Using a GS is terrible for holding hate.
    They have access to GS and normal sword. GS to cap > Sword to keep.

  2. #5842
    Hydra
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    Quote Originally Posted by Byrthnoth View Post
    Naw, putting tons of enmity onto actions don't help because of the enmity caps. The Enmity system in FFXI is so broken that the only thing tanks can really hold hate on are things that you aren't trying to kill.
    This is the biggest problem with tanking in general, the broken enmity system that still seem to count on people being level 65.

    Though... I could see some potential in Rune Fencer as a tank against PLD depending on what impact the Runes have outside of straight magic damage itself. The Aegis provides a massive amount of magic defense but it still leaves them and even NIN impacted by most major enfeebles and debuffs. If there were runes that would say increase you defense against Ice and raise your resistance to Paralyze by a decent amount or maybe a dark rune that would make you likely to resist something like doom to a degree I could see some situations where that kind of tank could benefit compared to PLD or NIN...

    But as long as the Enmity system is build the way it is and any DD caps in four seconds it doesn't matter what kind of tools any tank is given.

  3. #5843
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    Im prob wrong but it just feels like, whats the point? If we really need a tank for something, PLD and NIN are perfectly fine. (harder stuff) and anything else, any other DD that knows what they are doing (pdt, mdt, etc) would be just fine.

  4. #5844
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    Quote Originally Posted by Draginhikari View Post
    This is the biggest problem with tanking in general, the broken enmity system that still seem to count on people being level 65.

    Though... I could see some potential in Rune Fencer as a tank against PLD depending on what impact the Runes have outside of straight magic damage itself. The Aegis provides a massive amount of magic defense but it still leaves them and even NIN impacted by most major enfeebles and debuffs. If there were runes that would say increase you defense against Ice and raise your resistance to Paralyze by a decent amount or maybe a dark rune that would make you likely to resist something like doom to a degree I could see some situations where that kind of tank could benefit compared to PLD or NIN...

    But as long as the Enmity system is build the way it is and any DD caps in four seconds it doesn't matter what kind of tools any tank is given.
    Even then it would be meh because anything that you would really need a PLD or NIN on, you'd have a dedicated healer for that job that would quickly take those off anyways.

  5. #5845
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    Quote Originally Posted by Byrthnoth View Post
    Naw, putting tons of enmity onto actions don't help because of the enmity caps. The Enmity system in FFXI is so broken that the only thing tanks can really hold hate on are things that you aren't trying to kill. There are essentially no fights at the moment that require tanks for the main monsters, and even if there was then there's no easy way to make a new form of tank preferable to Paladin (besides something obvious like raising the enmity cap for them and not Paladin).

    DDs cap hate after about 7~14,000 damage, which is a minute or two of damage in most events that might potentially require tanks. I know I personally tank on WAR in Voidwatch for about the first minute and then the VWNM starts spinning even in bad groups. This is the "everyone hits the enmity caps" state I'm talking about. This behavior is unavoidable with the current Enmity system, and SE has been very resistant to changing it. This also means that "Tanks" can pretty much only tank fights where Summoners, Dragoons, Annihilator RNG/DRGs, etc. are the major hate sources due to their enmity-dropping abilities. If they have buffs, DRGs and RNG/DRGs are actually going to hit the enmity cap pretty quickly anyway.
    Sorry, I updated the post with more specific information.

  6. #5846
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    Quote Originally Posted by Jornna View Post
    Even then it would be meh because anything that you would really need a PLD or NIN on, you'd have a dedicated healer for that job that would quickly take those off anyways.
    I won't argue that point though it more or less a shot in the dark idea just like everything about the job at this point hah.

  7. #5847
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    Eh, its just how the game is. People get excited when they hear new jobs because its new, then the dust settles and its like "so uh, what can these new jobs do that can't already be done?)

    Like, support jobs is nice and all, but you can only have so much support in a party, lol.

  8. #5848
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    Inc Rune Fencer only gets a A- GS rating.

  9. #5849
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    Quote Originally Posted by Okipuit View Post
    Hi everyone,

    Thank you for the suggestion to allow sound volume to be toggled on items such as menu clicks and <calls>. Development thinks this would be a good addition and will take it into consideration as they progress.
    Only took about 6 threads over a period of.......the forum's inception.

  10. #5850
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    Well new stuff is exciting and it gets people excited, that's kind of the point really. After all there are alot of reason why people level jobs.

  11. #5851
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    New jobs add variety to the game. New strategies, new incentives for people to come back and play something different. It's not SE fault that people can't think outside of a rigid box. I find it more fun to tweak working strategies to try something new. If it works, great. If it doesn't, then back to the same old, same old.

  12. #5852
    Resident Moogle
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    Quote Originally Posted by Camate View Post
    Have you ever been running back to your mog house in Port Jeuno only to be greeted by a character wall that prevented you from getting home on time?

    Well good news! During the upcoming test server update we will be making it so if a character remains motionless for more than 10 seconds, their collision detection will be removed, enabling you to run right by. This should hopefully make moving around crowded places where players are AFK much easier.
    Need more tweaks like this.

  13. #5853
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    Tanaka gone for a week, and things are already getting fixed. Progress!

  14. #5854
    Pens win! Pens Win!!! PENS WIN!!!!!
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    Yeah, cause im sure Tanaka was preventing this >_>.

  15. #5855
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    Holy shit
    No troll, that really is fucking amazing news...collision detect in ffxi is fucking horrid at times.

  16. #5856
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    inb4 standing next to a wall for 10 seconds allows you to walk through it.

  17. #5857
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    Should be less than 10s tbh. If you manage to run through even one person while moving through a pack, you'll probably reset the counter.

  18. #5858
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    The only way to fix tanking in the game at this point, without completely reworking how enmity works, is to just add another Enmity category that can only be built through JAs. Just making it so that even just Provoke is its own type of enmity, separate from regular CE/VE cap that can be hit with normal damage dealing and curing, would help immeasurably.

  19. #5859
    Bagel
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    Quote Originally Posted by Jornna View Post
    Yeah, cause im sure Tanaka was preventing this >_>.
    Tanaka was secretly THAT galka blocking the exit to PJ mog house.

  20. #5860
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    SE can keep current enmity system and simply add modifiers to various type of hate generating tools. These modifiers should be mob family specific too. For example, it makes sense for arcana type mobs to react more aggressively towards magic users, hence hate generated by all physical damage/JA are multiplied by 0.25 whereas magic attacks/debuff/cure all gain a hefty 2.0x off their usual baseline enmity. This will help bring back NIN/DRK (or even RDM/NIN) spamming debuff ninjitsu/stun and definitely make the 2nd new job desirable.

    SE can even create endgame NMs that alter their enmity modifiers periodically throughout the fight, for example when they switch to a different stance/ posture, all hate is wiped and a new set of hate modifiers is adopted. it also means players will have to bring at least 2 different tank jobs for good hate control.

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