http://www.bluegartr.com/threads/725...s-list/page232
They clearly read from there on
It never even crossed my mind, that the reservation was a bug! I mean seriously Einherjar stuff is so outdated (bar some pieces) and odin chamber v.II has just awfull shit (- polearm).
Your parentheticals are essentially why people still care. I'm not surprised they are fixing this but it sure was nice not worrying about prepwork.
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[Date & Time]
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Maybe this will fix my ban due to ClickAndBuy payment issues.
Pretty sure there is. Seems like I heard something about it one time.
Edit: Found it. From a post on the official forums.
The person that found this used to be in a LS of mine. They are a good Ranger.
Google Translate fails but it's better then nothing.. Maybe.. >.>
Link (Scroll down a little to view his post) from the JP RNG forum post by Mocchi (JP Mog Community Rep.)
The decoy shot "a certain amount of hostility", the "percentage" But, "I have a limit," nor do.
The explanation based on examples.
The hunters' hostility - "The state has no effect when given at 250 ranged attack damage when using a decoy <br /> shot hostility is added damage is 250 minutes.
At this time, hostility hunter and target are added to the PC is as follows.
Hunter: PC 50-minute qualifying Damage: Damage plus 200 minutes
Equipment such as a hunter "-20 hostility" with the effect of damage on ranged attacks if you give 250 <br /> shot when using a decoy, the effect of -20 enmity, hostility is added Damage is reduced to 200 minutes.
At this time, hostility hunter and target are added to the PC is as follows.
Hunter: PC without being added: Damage plus 200 minutes
As the above example, a hunter hostility - by being aware of such equipment without adding to his hostility to the hunter, only to the target PC will be able to take over the hostility. (For high-power weapon skills, such as Sidewinder, including hostility to significantly reduce the stealth shot, fighting would be the key-conscious hostility.)
Also, everyone is concerned about "the upper limit of hostility that can be take over" is not provided, unless the duration, you can keep the assumption of hostility.
Be summarized as follows.
1.Abilities and equipment caused by a hunter, "hostility -" The effects to be aware, you can walk about without adding to their hostility.
2.If the decoy effect of the shot in, take over your PC can be many times more hostility.
3.Each time an attack can take over to a certain amount of hostility.
4.The total amount of hostility that can be offloading (※) no upper limit on.
By the time one minute attack ※ 1, will take over the hostility will be five minutes if you attack 5 times.
I can't even really get the general idea from the way that was translated... I'll take a look for the original post a little later and see if I can come up with a better translation.
Edit: Haven't found that post yet, but I found another Mocchi post which says that if there are multiple PCs between the ranger and the monster, the one that gets the enmity transfer is the PC closest to the monster.
Here it is:
http://forum.square-enix.com/ffxi/th...%BA%BA)/page13
Person I know thought it is 20%.
Here you go. I English-ized the translation so it may not be 100% literal, but the meaning should be correct.
(start translation of Mocchi post)
Hello, following up from yesterday's post.
Please read these [fairly irrelevant] old posts:
* [Irrelevant post 1 link]
* [Irrelevant post 2 link]
With regards to yesterday's post, since there has been a different interpretation of Decoy Shot's effect, this section describes it in more detail:
Decoy Shot Lv95
Diverts enmity when launching a ranged attack from behind a party member.
Duration: 3 minutes
Recast: 5 minutes
The amount of enmity diverted with Decoy Shot is a specific percentage and does not have an upper limit.
Here are a couple of cases:
If you deal 250 damage with ranged attacks, the enmity added is a portion of 250 damage.
At this time, the enmity added to the ranger and the target PC is:
Ranger: 50 damage portion
Target PC: 200 damage portion
In the presence of the effect "Enmity-20, etc." equipped to the ranger, if you use Decoy Shot, and you deal 250 damage, due to the effects of Enmity-20, the enmity added will be a portion of 200 damage.
At this time, the enmity that is added to the ranger and the target PC is:
Ranger: No enmity added
Target PC: 200 damage portion
As you can see in the example above, with enmity- equipment on the ranger, enmity will be added only to the target PC and not to the ranger himself, complete transfer of the enmity is possible. (For high powered weapon skills such as Sidewinder, being aware of enmity is key to battles, such as greatly reducing the enmity with Stealth Shot).
Additionally, everyone has been concerned that the upper limit on enmity that can be transferred has not been provided. Continuous transfer of enmity is possible as long as it is within the duration of the Decoy Shot effect.
This information can be summarized as follows:
1: With abilities and/or equipment used by the hunter with "Enmity-" and awareness of the effect of Decoy Shot, it is possible to have no enmity added to the ranger.
2: With Decoy Shot in effect, you can transfer enmity to another PC as many times as you want.
3: Each time you attack, a certain amount of enmity is transferred.
4: There is no upper limit to the total amount of enmity it is possible to transfer.
(end translation of Mocchi post)
So ya, holy crap - enmity-20 + Decoy Shot + proper positioning of ranger and target PC = 0 hate for ranger.
Prism staff stats
Looks like:[This is the performance of HQ. -356 DMG D45
STR +5 DEX +5 VIT +5 INT +5 AGI +5 MND +5 CHR +5
+10% MP +10 Healing +20 Cure tolerance amount of recovery all attributes
(Iridesensu ※ a )
for each attribute magic attacks (-3 + maintenance costs Summon Magic Accuracy + power ※ 2 )
Lv.61 ~ effect is the name of the original cane rainbow color attribute ※ 1. Contents of the anxious, is "strongly influenced by weather." ※ 2 have not hidden, is hidden effect. Does not actually appear.
lv.61 DMG 45 Delay 356
STR +5 DEX +5 VIT +5 INT +5 AGI +5 MND +5 CHR +5
Cure Potency +10% Resting MP +10 All resistances +20
Macc/MAB Affinity +2 Avatar Perp -3
Then something about a hidden effect that has something to do with weather?
I'd say that it'd be nice to get rid of the couple of HQ staves I haven't bothered making TotM staves out of, but I'm sure that staff will be retardedly expensive and/or difficult to get to the point where I won't really care. That being said, where did you get the stats from? I checked the guy who usually mines the JP test server and he didn't pull anything from the recent update.
JP Dev Tracker
It could just be a synergy or woodworking recipe where you combine all 8 HQ or NQ staves. It's really only a space saver so maybe they won't make it SUPER hard to get.
It would be neat (and make sense to boot) if it was just a synergy of all eight of the pre-existing staves, considering it's basically just all their stats added together. Although it's missing some key ones like atk/r.atk on Vulcan's Staff, etc.
The only real advantage it has over any single staff is the 5 AGI for WF spam. Unless the hidden weather effect is something worth while.
From the way the Decoy Shot information is written, would it be correct to assume that it only applies to standard ranged attacks and not weapon skills? I see very little information on weapon skills, but the little information there is does talk about controlling hate generated by weapon skills with Stealth Shot and the like, which would make no sense if Decoy Shot applied to them. It would also make sense because in one of the other posts they mentioned consideration of relic weapons with reduced enmity WSes during the design of Decoy Shot.