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  1. #6361
    Ridill
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    wish they would just make an announcement on who won what so we're not frantically checking our MH over the coming week.

  2. #6362
    Groinlonger
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    Fenrir

    Silly people, it means the chosen race goes first.

  3. #6363
    Resident Moogle
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    Quote Originally Posted by Okipuit View Post
    http://forum.square-enix.com/ffxi/im...FFXI_sqex3.jpg
    Greetings!

    We received some feedback asking for Blood Pact effects to scale in potency depending on the number of players in party (less players, stronger the effect), as they thought that the original effects were set the way they are now with a 6-person party in mind.

    I figured now would be a good time to go ahead and pass on some information related to this to clear up any misconceptions about the way these stats were set.

    The effects of a Blood Pact on an individual player have not been set based on the number of users around the Summoner, it is set based on how much of an effect the player should receive. The main merit for AoE type spells is MP efficiency, since the more users receive the buff, the less MP that needs to be spent.

    With that said, there would not be any kind of trade-off when the effect is increased as the number of party members decreases. Similarly, there have also been requests to simply increase the effects of Blood Pacts as well as to change it into a single target effect. For the first request, the Blood Pact's effects has been set keeping similar spells in mind, so this aspect would need to be considered, and for the latter, if we were to make it single target, the effect may not be as powerful as everyone hopes for it to be.
    I'm too tired right now to try and make sense of that, nor who was the one complaining about BP Wards when that's the least of SMN's problem right now.

  4. #6364
    Can you spare some gil?
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    and... Swing and a miss, maybe they'll get the problem at hand with that job correct on the next attempt.

  5. #6365
    PUP Power!
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    Quote Originally Posted by Kaisha View Post
    I'm too tired right now to try and make sense of that, nor who was the one complaining about BP Wards when that's the least of SMN's problem right now.
    I don't get it either. People wants single target SMN buffs? Geez...

  6. #6366
    Sandworm Swallows
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    Uh, that looks like they completely misunderstood the issue, to me anyways. Maybe someone wanted SMN Blood Pact: Rages to be stronger with just one SMN in a party?

  7. #6367
    Ridill
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    Quote Originally Posted by Toth View Post
    I don't get it either. People wants single target SMN buffs? Geez...
    It works well for RDM, right?!

  8. #6368
    TIME OUT MOTHERFUCKER

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    Ragnarok

    I cannot facepalm harder than I am right now.

  9. #6369
    Ridill
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    I find it funny that they're saying that in order to buff our wards they need to carefully check for balance with other jobs when SCH CAN DO THE SAME DAMN THING WITH LESS MP COST AND MORE POTENCY (Sorry for caps).
    Earthen Ward is 92 MP (not even including Titan's cost and perpetuation which can be reduced but that's really not the point) and it caps at 248 assuming the formula is correct (avatar levelx2 + 50).
    Now Stoneskin is 29 MP which doubled means 58 and it absorbs 350 HP when capped (not counting items that can increase this even further iirc but they only apply to whoever is actually wearing them). The only advantage is that one lasts 15 minutes and the other 5 but that's not even relevant to Stoneskin so I don't see the point. What's even funnier is that SCH is on a timer too but they can stack multiple stratagems while we have to wait instead.
    Why is SE so afraid of SMN? What's the point in even using the job when anything we do is completely outclassed by others? And I'm in no way saying that SCH is in need of nerfs, I want SMN buffed up to be its own thing and not a horrible mash of weak abilities. If I have both jobs why would I even want to take SMN over SCH to an event that doesn't involve avatar triggers?
    And don't get me started on Noctoshield...
    And yes, I know Alexander exists but I'd like a use beyond a 2hr ability if possible.

  10. #6370
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    Seems kinda weird that they ignored the most obvious solution to the avatar problem, reducing or eliminating BP delay.

  11. #6371
    An exploitable mess of a card game
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    Quote Originally Posted by Kaisha View Post
    I'm too tired right now to try and make sense of that, nor who was the one complaining about BP Wards when that's the least of SMN's problem right now.
    Players believed that SE originally set the effect of BP wards in accordance with a 6-man PT (i.e. the effects were set with the idea that you would hit 6 players with the spell).

    Players requested one of the following:
    - Increase the effect of SMN Wards, but make them single target
    - Increase the effect of BP Wards as the number of PT members decreases

    SE claims that the effect was set with effect of the spell on the player in mind (ex: Hastega was designed with how much an individual player would gain from haste rather than how much the entire PT would gain).

    SE's response:
    - The advantage of SMN BP wards is MP efficiency since you can hit more players with less MP spent, so they will keep them AOE
    -
    If they increase the effect of BPs as the number of PT members decreases, they would need to adjust with existing spells in mind

  12. #6372
    I enjoy tapping my sisters fine ass
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    with the gear that is out now all they really have to do is remove the hard cap at -15 and just let the gear reduce or null the delay.

  13. #6373
    Bitchfist
    The horn knows no mercy; only wrath

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  14. #6374
    Nidhogg
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    SE posted new 2hrs, get ready for massive disappointment .



    Translation:

    Warrior: Atacks will deal non elemental magic damage, accuracy enhanced as well.
    Monk: 100% Counter rate, enmity greatly increased.
    White Mage: Grants immunity to status ailments to party members within range.
    Red Mage: Duration and Strength of magic is enhanced(doesn't say if it's enfeebling only, as with other 2hrs, its probably a fulltime version of a previous JA, i.e in this case: Saboteur I bet.)
    Thief: Full-time Trick Attack it seems. Literally says large damage and all enmity will be transferred to player infront of THF for melee hits.
    PLD: Significant shield block rate, damage reflection enhanced.
    DRK: TP-Drain Weapon. Literally Blood Weapon, but steals TP with every strike.
    BST: It seems like this one makes pets heal status ailments and all damage is absorbed, also seems like they gain Re-raise?
    BRD: Translation is weird on this one, seems like it's an instant JA that vastly lowers a target's magic evasion/resistance/INT and MND.
    RNG: All ranged attacks will "Strike true, pummeling the target" regardless of distance. Ammo will not be consumed during the duration of the 2hr.
    SAM: Avoids all special attack damage from enemies during the duration. For each special attack avoided, SAM's own WS power is greatly enhanced.
    NIN: Parrying is greatly enhanced, additional ninjutsu recast is halved and will not consume tools.
    DRG: Wyvern's HP is fully healed and status ailments removed. Wyvern's abilities are enhanced(probably fulltime Deep Breathing).
    SMN: Summoning Magic recast and Bloodpact recast are set to 0, so basically Chainspell for both calling Avatars and for spamming BPs.
    BLU: Unlimited use of Unbridled Learning spells.
    COR: Up to 3 Phantom Rolls can be applied to party.
    PUP: Enables a 2hr ability from the Automaton based on frame: i.e Mighty Strikes/Invincible/Chainspell/Eagle Eye Shot/Benediction depending on frames.
    DNC: Grants infinite Finishing Moves, recast on Flourish is set to 0(This is probably why they gave DNC Ternary Flourish)
    SCH: I didn't understand what this meant, I think it makes you reset enmity or something. Something about collecting enmity of all party members.

  15. #6375
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

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    just saying...you cant really spoiler JP text. You'd be better off throwing it into google translate and linking the OP.

  16. #6376
    Sea Torques
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    COR's is 3 phantom rolls.

    Every 2 hours.

    SAM gets invincible against mob abilities, LOL.

    Spoiler: show
    Code:
    Job	Effect
    Warrior	Effect during the time, no attributes will usually attack, hit rate may rise significantly.
    Monk	Time in effect, counter to fire with a probability of 100% for a normal attack of the enemy. 
    In addition, obtain a significant hostility.
    White Mage	Time in effect, prevent the abnormal state of the party members.
    Black mage	Effect during the time, significantly lower hostility by magic.
    Red Mage	Effect during the time, duration and increase the strengthening effect of magic.
    Thief	All of the hostility of their own transfer to the PC in front of you during the time effect, with large damage.
    Night	Effect during the time, significantly increased the activation rate shield, reflecting damage.
    Dark Knight	Effect during the time, get the TP absorption effect in a normal attack.
    Beastmaster	Absorb the pet, to recover the abnormal state and HP. 
    Obtain the effect of re-raise further.
    Bard	A single target magic defense, magic evasion, reduce significantly the status of the INT / MND.
    Hunter	Effect during the time, distance correction ranged attack becomes all the proper distance from any distance even. 
    Will not consume more flechette.
    Samurai	Effect during the time, to avoid all the damage of special techniques of physical systems. 
    In addition, the power of its own WS to rise each time to avoid a special technique.
    Ninja	Activated during the time probability effects, parry may rise significantly. 
    In addition, re-cast time is now half of ninjutsu, will not consume the catalyst.
    Dragon knight	State abnormality HP / of wyvern is completely recovered, during the time effect, the ability of the wyvern is increased.
    Summoner	Effect during the time, re-use time of magic and summon fulfillment of the contract is zero.
    Blue Mage	Effect during the time, the magic blue of notorious knowledge that can be used multiple times.
    Corsair	Effect during the time, the effect of the Phantom Roll up to three can be obtained.
    Puppetmaster	Automaton uses a special ability. 
    Special ability to use different depending on the type of head. 
    Mighty Strike: general-purpose head 
    Invincible: Head melee 
    Eagle Eye: Head fire fight 
    evil: Continuous head battle magic 
    (for only the master and automaton) blessing of the Goddess: head against white magic 
    black magic head battle: the fountain of magic
    Dancer	Fini is now up to move Sing, re-use of Flourish of all time will be reset. 
    In addition, the effect of time, consumption of Fini move Sing is zero.
    Scholar	PC to collect the specified hostility of all party members.

  17. #6377
    Nidhogg
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    Got it already. Disappointed at DRG's since it's another 2hr that involves keeping the wyvern alive. Meh at wyvern enhancements, they hit for crap endgame and breaths are lol. Could be good lowman or solo since it probably gives fulltime Deep Breathing for duration.

  18. #6378
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

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    Maybe it'll work like emp harp...pop 2hr, and keep cycling 4 rolls, as long as you dont let the 3rd roll drop, you can keep the effect active?

    Miser / Chaos / Rogue / Fighter
    Roll 1 - 2 - 3 (Miser chaos rogue)
    roll 4 (chaos rogue fighter)
    Roll 5 ( Rogue fighter miser)
    6 (fighter miser chaos)
    7 (miser chaos rogue)
    etc etc

  19. #6379
    BG Content
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    Slycer Ilerion
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    To update on what Oph posted, clarifications and corrections for some of them:

    RDM: Duration/effects of enhancing magic increased. Doesn't have anything to do with enfeebling magic.

    BST: Pet doesn't absorb anything - the BST absorbs the pet itself to recover HP, clear status ailments, and get reraise. Sounds like Spirit Surge, for BST.

    THF: The way I read it sounded like enmity is transferred completely whenever you deal large damage. Not that the 2HR makes you deal large damage.

    SCH: (my reading): Transfer all party members' enmity to the target party member.

  20. #6380
    Nidhogg
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    RDM: Duration/effects of enhancing magic increased. Doesn't have anything to do with enfeebling magic
    LOL

    Yay for stronger temper on self >.>

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