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  1. #1741
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    They are probably doing it so they can justify giving them Regen V by 99. I think there is still a place for Regen spells and shit, but it's when you're farming EP Dynamis mobs and stuff. I mostly heal myself with Regen 3 or 4 in Dyna when JA proccing. I would love doubled duration or something, but sch/thf does not have Haste so Whm/Thf it is.

  2. #1742
    Ridill
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    Quote Originally Posted by Slycer View Post
    Ya, retarded unless it totally changes the formula for helix spells (which we all know it won't). Klimaform duration "adjustment" had better mean "increase," and hopefully to something like 1:30 or 2:00, which would make it easier to utilize efficiently. Rest of the SCH changes, idgaf, why are they messing with spell learning levels anyway...does anyone even care?
    Sadly, the best part of the SCH adjustments is that WHM will be able to Accession Regen IV now. I have WHM, SCH, and BLM leveled on Atum; other than having enough WHMs and BLMs for Voidwatch, I cannot think of a scenario where I would use SCH anymore. (Which is a crying shame because he just looks so damn adorable in his SCH Empyrean Armor, like he is ready to teach an honors class.)

    Sadly, I feel that the Helix adjustment is going to be costs 100 more MP to cast and does one extra damage per tick. I am not feeling very optimistic these days...

  3. #1743
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    Well, Embrava is amazing. You can easily cover a full alliance with it during Tabula Rasa without even leaving your party, and it lasts 12.5 minutes with Perpetuance/Emp+2 hands. But it's limited use, so if you're doing something like Voidwatch where you're doing a few battles in a row, it's not something you can rely on, and so it's not enough to make the job consistently viably useful over BLM, WHM, etc.

    Actually, one of the best uses I've found for SCH in Voidwatch is subbing BLM and being a main stunner. With Alacrity plus Emp+2 instacast set bonus, you can Stun very, very frequently on SCH (Alacrity Stun recast is something like 17 seconds with haste, plus ~10% instacast/no recast with full set equipped). If you want to go nuts about it, pull out those Argute Loafers that no one ever used, throw up Thunderstorm, and Alacrity will be even more effective for Stun recast, maybe cutting off another 2 seconds. Plus, SCH has good dark skill with Arts up and plenty of dark magic gear options for the NMs that build resist quickly, and you can use Klimaform/Thunderstorm if you run into major resist issues.

  4. #1744
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    Quote Originally Posted by Slycer View Post
    Well, Embrava is amazing. You can easily cover a full alliance with it during Tabula Rasa without even leaving your party, and it lasts 12.5 minutes with Perpetuance/Emp+2 hands. But it's limited use, so if you're doing something like Voidwatch where you're doing a few battles in a row, it's not something you can rely on, and so it's not enough to make the job consistently viably useful over BLM, WHM, etc.

    Actually, one of the best uses I've found for SCH in Voidwatch is subbing BLM and being a main stunner. With Alacrity plus Emp+2 instacast set bonus, you can Stun very, very frequently on SCH (Alacrity Stun recast is something like 17 seconds with haste, plus ~10% instacast/no recast with full set equipped). If you want to go nuts about it, pull out those Argute Loafers that no one ever used, throw up Thunderstorm, and Alacrity will be even more effective for Stun recast, maybe cutting off another 2 seconds. Plus, SCH has good dark skill with Arts up and plenty of dark magic gear options for the NMs that build resist quickly, and you can use Klimaform/Thunderstorm if you run into major resist issues.
    Sadly, I think that the community answer would be to have the SCH Embrava the alliance that then will then lock into the Planar Rift while the SCH runs back to town to change to WHM.

    Although the stunning idea is pretty keen, but it is sad that it is the best reason to use the job.

  5. #1745
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    Quote Originally Posted by Septimus View Post
    Sadly, I feel that the Helix adjustment is going to be costs 100 more MP to cast and does one extra damage per tick. I am not feeling very optimistic these days...
    You think too negative Sept Since they're making LA and DA directly effect Regen and Helices, I assumed they would actually be lowering the level and making the MP cost (and possibly the power) scale by level since the base damage formula of a Helix is that of Aero 1. To me, it would only make sense to add them lower and adjust the casting time so they're actually viable for party play. But to make this effective, they would almost have to adjust the amount of time a Helix tick took compared to a normal tick (tick/3 sec vs tick/9 sec)

    Also, if they lower the level requirements, it would give SE the opportunity to consider adding Tier 2 Helices either between 95-99 (kind of unlikely), or as their new type of merits ala AM2s.

  6. #1746
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    Quote Originally Posted by Camate
    Our Community Team counterpart over in Japan, Mocchi, with the aid of the QA team, decided it was time to do his own kind of Myth Busters, FFXI style to determine if the myth about the drop rate of Treasure Hunter 10 being worse than Treasure Hunter 9 was true or not.

    They headed out to Mount Zhayolm to slay 1000 Sulphuric Jagils. 500 with Treasure Hunter 9 and an additional 500 with Treasure Hunter 10.

    So was it true…or is this just another myth that got busted?



    Spoiler: show
    It is NOT true!





    1. Is the Treasure Hunter effect really getting stronger like it should?
    When the Treasure Hunter effect increased, we checked not only the message displayed, but the actual values that were originally set and found that it was increasing like it should.

    2. TH9 vs. TH10
    Since it would take a ridiculous amount of time to test this by manually increasing the Treasure Hunter effect to 9 or 10 via attacks and what not, we prepared special equipment that gave us Treasure Hunter+9 and Treasure Hunter+10 and tested it on MNK/WHM, removing all the other equipment. As a result of our testing, we determined that we got more Pugil Scales with Treasure Hunter 10.


    http://forum.square-enix.com/ffxi/at...903081&thumb=1
    ※This is a screenshot from actual testing.



    While we don’t want to be the destroyers of anyone’s dreams, let us know if there are any other FFXI myths you would like busted http://forum.square-enix.com/ffxi/im...lies/smile.png
    Here's one that we will never see busted. The Devs have cars that run on the anguish of the playerbase. They set the land-speed record during CoP.

  7. #1747
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    Trust us, we did testing! It totally isn't broken!

    they didn't even include the numbers.

  8. #1748
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    So they have the ability to magically give their MNKs TH10, but can't look at the game's code when TH9 or TH10 are on a mob?

  9. #1749
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  10. #1750
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    On the upside, now we know that TH2+1 = TH3?

  11. #1751
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    Love it. The devs don't have the time to work on some details that players ask for because they are shortstaffed and have lots of programming to do, but they have time to "prepare special equipment" and jump into Mount Zhayolm and kill 1000 mobs to bust a myth that nobody except the dumbest and most gullible among us seriously thought was true. Awesome.

  12. #1752
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    Quote Originally Posted by Slycer View Post
    Love it. The devs don't have the time to work on some details that players ask for because they are shortstaffed and have lots of programming to do, but they have time to jump into Mount Zhayolm and kill 1000 mobs to bust a myth that nobody except the dumbest and most gullible among us seriously thought was true. Awesome.
    Mocchi is a member of the Community team, not the Development team, so short staffed programmers had nothing to do with it. (Other than maybe taking 2 minutes out of their time to make the gear for TH9 and 10.)

  13. #1753
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    Quote Originally Posted by Septimus View Post
    Mocchi is a member of the Community team, not the Development team, so short staffed programmers had nothing to do with it. (Other than maybe taking 2 minutes out of their time to make the gear for TH9 and 10.)
    This. I can't wait to see all the people who glance over this fact and pursue bitching about the dev team.

  14. #1754
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    they want myths to bust, do they? are the allak crafting forums still alive because they sure used to be a place that could keep them busy for all eternity and more! and then there's the millionare desk, lucky egg, 4 leaf clover... poor community team, they opened up pandora's box of crackpot theories...

  15. #1755
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    Maybe they can confirm the shitty rates on HQ king trigs next.

  16. #1756
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    That's 2 minutes too much!

    Seriously though, did anyone REALLY think TH10 was worse than TH9? I mean... just wow.

    Edit: And is a sample size of 1000 even statistically significant enough to confirm that it is?

  17. #1757
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    Quote Originally Posted by Slycer View Post
    That's 2 minutes too much!

    Seriously though, did anyone REALLY think TH10 was worse than TH9? I mean... just wow.

    Edit: And is a sample size of 1000 even statistically significant enough to confirm that it is?
    Of course someone believed that. The sad part is that they indulged someone that stupid as opposed to looking at real problems.

  18. #1758
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    I seriously don't understand why this needed testing. 10>9, no shit.

  19. #1759
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    Quote Originally Posted by Darkmagi View Post
    I seriously don't understand why this needed testing. 10>9, no shit.
    Probably stemmed from that dumb THF's post suggesting that TH4 was less than T3.

  20. #1760
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    Now they have to kill 1000 Fafnirs after every update to test Ridill's drop rate.

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