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  1. #6861
    Yoshi P
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    Have they ever answered any questions about combat/magic/ws merit limits?

  2. #6862
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    Yes:

    http://forum.square-enix.com/ffxi/th...l=1#post333736
    Quote Originally Posted by No No and No
    Good evening, Vana'diel!

    As a part of the character growth system, we will be increasing merit caps and adding new categories in the future. However, we will not be removing the cap entirely.

    The reason we are not removing this cap is because it would allow players to ultimately max out everything and cause characters to become universal or too versatile.
    The whole idea behind merit points is to offer many choices and allow players to choose based on their preferences. This way, even though it’s the same job amongst everyone, their proficiencies and roles are different. With that said, by totally removing the cap from merit points, the fundamental purpose would be lost.

  3. #6863
    Resident Moogle
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    Asura

    Some useless shit. Last one in particular hurts my brain.

    Quote Originally Posted by Camate View Post
    Hello!

    Sorry to necrobump this thread, but I wanted to pass along some information reading /heal.

    As battle frequency is becoming faster, we recognize that there is not enough time to take a knee and rest like before. With that said, we feel that it’s about time to make some adjustments to /heal. While this is somewhat low in priority, the Development Team will be looking into this when they have the opportunity.
    Quote Originally Posted by Okipuit View Post
    Hello,

    It's a good suggestion since the MP cost is included in the ninjutsu spell descriptions; displaying your remaining tools here would be possible. However, remaining ninja tools are not counted alongside ninjutsu, so I'm afraid it's not possible to display that information within the UI. Also, as previously mentioned, universal ninja tools would further complicate implementing such a feature. Therefore, there are currently no plans to add a remaining tool counter for Ninja.
    Quote Originally Posted by Okipuit View Post
    Good evening,

    Thank you for the suggestions, everyone. I Just got word back from the Development Team and currently there are no plans to add animators to trial of the magians for enhancement. The reason is because you would be able to receive the beneficial effects from both h2h weapons and animators.

  4. #6864
    Ridill
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    weapon skills better be part of that fucking merit point cap increase. With so many of them being must-haves for their respective jobs, not being able to play one of your jobs to it's max potential in the name of "uniqueness" is grade-A bullshit.

  5. #6865
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    Quote Originally Posted by Prothscar
    Blue Mage Group One Merit: Physical Potency

    Hello, me again,

    The description and name for the Blue Mage group one merit "Physical Potency" is rather ambiguous. The merits enhance the accuracy of physical spells, and have no other effect on physical spells whatsoever. This often leads to confusion and questions regarding whether or not this merit enhances the actual strength of physical blue magic.

    Naming the merit "Physical Accuracy" and changing the help message to "Increases the accuracy of physical blue magic spells by 2." would be much easier for people to understand.
    Quote Originally Posted by Unelonborro
    Hi Prothscar!

    Thank you very much for your inquiry.

    We had the devs check this one out on their end--just to make sure it wasn't a bug with the ability, because the English perfectly matches the Japanese--and they informed us that the ability is, in fact, correctly increasing damage and is not erroneously increasing accuracy.

    I apologize for any confusion this issue may have caused.

    Unelonborro
    FFXI Localization Team
    So... what does this merit category do?

  6. #6866
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    They said the ability increases accuracy a few years back. What the hell.

  7. #6867
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    This reminds me of when they said healing magic skill didn't affect Cursna (maybe a bit ambiguously), then not too later after said it did.

  8. #6868
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    Slycer Ilerion
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    Guys, I agree with the dev team here. You'd be far too versatile if you had +8 in string skill, blue magic skill, ninjutsu, AND dark magic skill. Far. Too. Versatile.

  9. #6869
    The Syrup To Waffles's Waffle
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    They probably don't even remember what they coded to be honest.

    And I just want 5 Merit WS.

  10. #6870
    Sea Torques
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    Good evening,

    Thank you for the suggestions, everyone. I Just got word back from the Development Team and currently there are no plans to add animators to trial of the magians for enhancement. The reason is because you would be able to receive the beneficial effects from both h2h weapons and animators.
    I know they're trying to say

    It would be unbalanced to receive two magian trial weapon effects at the same time.
    But all I'm reading is

    It would be unbalanced to add useful effects to animators.

  11. #6871
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    Cause god forbid all other melee have a decent stat-boosting item in their ammo slot, while PUP is forever fucked to keeping animator in ranged.

  12. #6872
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    Not to mention that one handers already can benefit from the effects of two TotM weapons.

  13. #6873
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    Where exactly does H2H fit on the 1h vs. 2h dmg scale anyways?

  14. #6874
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    Same formulas for accuracy and attack from DEX and STR as one handers, but H2H skill not only affects accuracy and attack, but damage also. You get roughly 1 damage every 9 skill.

  15. #6875
    Relic Shield
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    with capped skill, str and merits, verethragna gives 106 DMG per hand to MNK (104 to kicks), and 104 DMG per hand to PUP.

  16. #6876
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    Aymur with capped fSTR is D106
    Mjollnir is D111
    Excalibur is D89
    etc.

    So it's approximately equal to an Axe in terms of base damage at capped fSTR.

  17. #6877
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    Oh man, big post from Matsui regarding new 2hrs. Lots of new info. Working on translation now, will be up momentarily.

  18. #6878
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    The man listens, guys. At least it seems like he does.

    From the main man Matsui himself (my translation, as usual):

    Future Plans for SP Abilities

    Hey, it's Matsui.
    Thank you for your patience. Here's a follow-up report on the new SP abilities.

    Today, we discussed whether it was desirable to re-examine the introduction of the new SP abilities currently being developed.

    The following roughly describes the development plans in accordance with the result of our study:

    Here are four big modifications to the specifications of the SP abilities.

    1. Separating the recast timers of existing SP abilities and new SP abilities.

    As mentioned before, the new SP abilities were designed on the premise of having a shared recast timer and selecting the proper situational use.

    The balance of the use of such effects were taken into consideration as compared with the existing SP abilities. We will change the concept so that we can completely isolate the abilities, so that they can be used individually.

    Also by design, without being bound to each other, I will elaborate on a plan to enhance the degree of utility as a separate ability.


    2. Reduction of 2-hour recast timer

    So the original idea behind the SP ability timer was that we wanted the ability to be able to be used once in a particular battle/content area. However, when I think about the average length and the tempo of recent battles added, it's about 1 hour maximum. I think if we shortened the timers by merit points, we could maybe go down to 30 minutes at the shortest. Therefore, at this time we will consider the effect this will have, but you can make the assumption that we will change the 2-hour timer.


    3. Review the effect of new SP abilities

    We will continue to re-examine the effects of the SP abilities that you are now testing based on the concepts of the first and second changes. We will think not only about fine adjustments in value, but we have determined that we need review the effects themselves, and rethink many of these from scratch.


    4. Review the effect of existing SP abilities

    We will review the effects of existing SP abilities from two perspectives:
    **Adjustments of the effect due to recast timer reduction.
    **Adjustments of the effect to balance with the effect of the new SP ability

    Regarding the existing abilities, some are much better or worse depending on the job. Ultimately, the aim of the combined effects of the old and new SP abilities is that, when considered together, they should more closely benefit all of the jobs. In the process, if this balance cannot be created solely with the new SP ability, we will review the effects of the existing SP ability if time permits.

    The basic premise is to continue to raise the effects of all abilities. However, when thinking about some in particular, such as Embrava and Perfect Defense, I cannot help but to think a reduction to those effects is in order.



    In making these changes, the timing of the introduction of the new SP abilities will be significantly delayed from that published in the roadmap. I am very sorry to have kept you waiting, but I decided that we need to make the changes above, even though it will take longer, so that we can deliver something that players want and will be able to use. We appreciate your patience and understanding.

    In addition, based on the rescheduling, we are also planning to publish an updated version of the road map. This will take a bit to complete, so please wait a little while longer for it.

  19. #6879
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    Follows up with a lot of posts that events such as Crystal Dragon, Neo-Nyzul, Legion, and ADL be adjusted before Embrava and Perfect Defense are adjusted. They don't seem to mind nerfs to these 2hours as long as the events that pretty much demand use of them are adjusted to allow winning without them.

  20. #6880
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    Amazing.

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