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  1. #621
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    Quote Originally Posted by Anomander View Post
    I thought that back when people were trying to kill AV at 75, it was found that lots of dark resist would help with resisting meteor? Or am I mistaken.
    Nope you aren't mistaken but sometimes what Monsters have don't always match what the player gets.
    Blu mages can back that up

  2. #622
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    Quote Originally Posted by Anomander View Post
    I thought that back when people were trying to kill AV at 75, it was found that lots of dark resist would help with resisting meteor? Or am I mistaken.
    Comet is dark-based according to the magic data, so you might be thinking of that.

    What is odd about the two spells is that Comet is dark-based Dark Magic, where as Meteor is special damage Elemental Magic. It is strange that there are two very similar spells that are very different from each other.

  3. #623
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    I'm just assuming that maybe Comet will be the single target, where Meteor is the AoE version of the spell.

  4. #624
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    Quote Originally Posted by Gwynplaine View Post
    I'm just assuming that maybe Comet will be the single target, where Meteor is the AoE version of the spell.
    In the other FF games that was generally how it worked, that is why I thought it was so odd that the element and magic skills are different between them.

  5. #625
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    Is there any form of defence against non-elemental damage? It's probably a case of SE actually wants Meteor to kill you, where-as most other stuff you can build sets for surviving against......assuming the NM in question doesn't have MAB+999.

  6. #626
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    So Carbuncle gets Meteor too right? I mean, we got Meteorite...

    Shut up. I can dream can't I?

  7. #627
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    Quote Originally Posted by Kaisha View Post
    Is there any form of defence against non-elemental damage? It's probably a case of SE actually wants Meteor to kill you, where-as most other stuff you can build sets for surviving against......assuming the NM in question doesn't have MAB+999.
    mdt- and mdb, I think the special thing about non elemental magic is that there is no way to truly resist it.

    Maybe some of the rare magic evasion+ gear will work too, I dunno.

  8. #628
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    Quote Originally Posted by Kaisha View Post
    Is there any form of defence against non-elemental damage? It's probably a case of SE actually wants Meteor to kill you, where-as most other stuff you can build sets for surviving against......assuming the NM in question doesn't have MAB+999.
    mdt- and mdb, I think the special thing about non elemental magic is that there is no way to truly resist it.

    Maybe some of the rare magic evasion+ gear will work too, I dunno.

  9. #629
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    So new stuff regarding WoE, DRGs, and THFs from Camate, the community rep:

    Thanks for all your opinions regarding the changes to Walk of Echoes

    There were some questions both here and on the Japanese forums, so here is some additional info on what’s being planned:

    How many people will be able to enter?
    Same limit as now (36 people for each area).

    Will you be adding a feature where players can place individual rewards into the treasure pool?
    We do not have any plans to implement this.

    Will coins of ruin be used for something better?
    This all depends on the future of Trial of the Magians. We think it would be best to provide other uses for them.

    Can you please make coins stackable to 99?
    We are looking into this, but it is not something we can do easily.

    Please make it possible to exchange coins amongst other players.
    This would make the system too easy, so we have no plans for this currently.

    If you fail to clear the area will you receive any reward at all? Will it be like campaign union where even though time runs out you will still get a treasure chest after you have been evaluated?
    There will be no reward if you fail to clear the area.

    I’d like to know whether the brown treasure casket that everyone can lot on upon clearing an area will be removed or if they will remain.
    It will be removed. Think of it as all the items up till now will be either added or taken away from each player’s rewards.

    Will the contents of chests vary depending on evaluation?
    We are planning to have the number of rewards you earn vary based upon your evaluation.
    DRG:
    Sorry to jump into the discussion, but I bring some information regarding the feedback we have been receiving!

    “Adding the effect of reducing magic resistance to certain wyvern breath attacks” is the same effect as elemental ninjutsu spells, isn’t it? Additionally, you are able to select your ninjutsu, so shouldn’t you add some kind of selection process to this, too?
    The effect will be different than elemental ninjutsu spells.

    During the most recent version update, the following feature was introduced: “During the window of time in which players may perform magic bursts after a skillchain, the target's resistance to the skillchain's corresponding element(s) will now decrease.” Along those same lines, we are considering making the same adjustment to a wyvern’s breath attack. This effect would be added to the breath itself, so you won’t need to worry about intricate timing to reap the benefits.

    In regards to whether we can make it possible to select the type of elemental breath to use, since it’s already possible to do this with support jobs and the drachen armet, we are planning to keep it as is for now.

    For the ability that makes wyverns more difficult to KO, would the recast time be really long? Is this going to be a base reduction in damage they sustain, adding a really potent regen, or something completely different?
    The recast time really depends on the effect we introduce, but we are not at the stage where we can divulge any details. However, we are aware that wyverns are quite easily KOed and feel this is a very important point.

    As for the specific stats, we are thinking more along the lines of a stoneskin-like effect.

    Wouldn’t “adding an effect to Jump, High Jump, and Super Jump that reduces enmity of the player behind the dragoon” off-set its usability?

    1) Since Spirit Jump/Soul Jump is so powerful, if a wyvern is present, Jump/High Jump is not used.
    2) Since the current ability range is short, in order to shed enmity on a back-row job, wouldn’t they have to run into the enemy’s attack range? It seems like it would be necessary to increase the jump range as well as give separate recast timers for each one.
    We are also aware of these things and will be looking into it.

    Make the haste effect from Spirit Surge just like the haste of Hasso and Last Resort (desperate blows), not magic-related haste. Also, make it so our wyverns don’t disappear upon its use.
    Since it’s a two-hour ability, we will be looking into the haste-related aspect of the ability. However, in regards to wyverns disappearing, since players’ stats are boosted significantly more than when the wyvern is present we plan on keeping it the way it is for now.

    Make Angon’s defense down effect higher in priority so it cannot be overwritten.
    We will be looking into this along with the revamping of merit point job categories.

    Make it possible for wyverns to grow in size and let us ride on them.
    While we really want to make is possible to ride wyverns and have them grow in size, unfortunately system wise this is difficult. (It MIGHT be possible to make them bigger though...)
    and THF:
    Howdy! We spoke to the development team about your feedback on thief and they provided some commentary. The below is a compilation of responses to both the English and Japanese suggestions/feedback. Hopefully it will give you a better idea of what is planned for thief in the future.

    With the large amount of job adjustment discussion going on we have A LOT of feedback to sort through, so while this might not answer every single thing being discussed at the moment, we will try our best to update when we can. Likewise, we will be making our rounds to other job related threads as well!

    So, without further ado…

    Instead of increasing the chances of successfully executing Steal and Despoil, can you actually add some attractive items to monsters for us to target?
    By adding attractive items to monsters, we fear that it would be re-creating the scenario from the past regarding beastcoins (stealing and then hiding right after), making this pretty difficult to implement. If there were a good countermeasure for this it could work, but currently revamping or adding items to monsters is quite difficult.

    Steal has no effect on notorious monsters…
    That’s what Aura Steal is for! The effects stolen by Aura Steal are essentially the raw stats that the monster possesses.

    Make Aura Steal its own ability.
    We believe making Aura Steal a separate ability would be over-powered. If we did do this, it’s likely that its use on notorious monsters would be removed and it would have even less of an effect than it does now.

    Add Aura Steal to Despoil as well.
    Though we haven’t decided if it will be Aura Steal or not, we do have some rough plans for adding some kind of additional effect to Despoil.

    Split up the recast timers for Steal and Despoil.
    We are looking into separating the two. However, we are close to reaching a point where there are too many recast timers going on simultaneously, so this isn't something we can implement right away.

    With ranger getting Treasure Hunter, dancer getting Triple Attack, and warrior having critical hits, I feel like all of thief’s big selling points have been taken away by other jobs.
    While thieves possess superior stats for all of the above, we do understand your concerns. I apologize that I can’t go into detail about specific abilities, but we are planning to make adjustments so that thieves are really able to shine.

    Add Subtle Blow to thief.
    Due to the fact that normal attacks now increase the effects of Treasure Hunter, we chose to forgo the addition of Subtle Blow as a trade off.

    I really hope that the new ability that complements Sneak Attack and Trick Attack is not on a shared recast timer with one of the two abilities.
    Don’t worry, it will be separate!

  10. #630
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    Double post ><

  11. #631
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    Well that was a whole load of nothing.

    Only reason I can see DRG asking for control of elemental breaths is because of Voidwatch trigger bullshit. Do people even make use of resistance-weakening means on NMs? I sure don't. Hell, only way I would is if it made it possible to land shit on NMs that are otherwise immune to them.

  12. #632
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    We believe making Aura Steal a separate ability would be over-powered.
    Absolutely amazing.

  13. #633
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    Ok maybe it's just me but how does the new WOE setup solve anything?

    We'll be going from once/hr to once/day, losing the final battlefield chest but getting reservation and access to our own personal loot a la Voidwatch.

    Sounds like one step forward and two steps back. WOE getting a midnight lockout sounds like nonsense given the relative ease of getting a real Emp which has no such limitations.

  14. #634
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    That was extremely painful to read.

  15. #635
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    Can you please make coins stackable to 99?
    We are looking into this, but it is not something we can do easily.
    What the flying fuck? There's no way this isn't a boolean/class flag that takes all of 5 seconds to change. If not, I cannot imagine the massive spaghetti code SE has done. brb head exploding

  16. #636
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    At least they're aware of how big a problem steal > hide was. God forbid someone steal 30k in coins every 2 to 3 hours. Those were dark times indeed.

  17. #637
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    Seriously, how in the fuck can they even bring that up? You can make so much fucking new gil with cruor and npcable aumented items now that it just baffles me.

  18. #638
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    Add Subtle Blow to thief.
    Due to the fact that normal attacks now increase the effects of Treasure Hunter, we chose to forgo the addition of Subtle Blow as a trade off.

  19. #639
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    Quote Originally Posted by ronin sparthos View Post
    Ok maybe it's just me but how does the new WOE setup solve anything?

    We'll be going from once/hr to once/day, losing the final battlefield chest but getting reservation and access to our own personal loot a la Voidwatch.

    Sounds like one step forward and two steps back. WOE getting a midnight lockout sounds like nonsense given the relative ease of getting a real Emp which has no such limitations.
    What makes the personal chest thing worse is that your evaluation is going to affect your drops, so support jobs just got screwed. Going from an hour to a day wait only makes sense if they are going to increase the drop rates and also make the WoE drops really, really awesome. But from past experiences, I don't really expect that.

    But I can say that these changes to Walk of Echoes isn't going to change anything for me. I tried it a few times and found myself severely underwhelmed, it would take a lot to get me to go back.

  20. #640
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    Quote Originally Posted by NotGreyheim View Post
    Yeah, my thoughts exactly. SE clearly don't give a flying shit about THF.

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