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  1. #3781
    Cerberus
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    Without a doubt, the AF+1 conquest tally wait and some of those AF item JP needs to go.
    The AF+1 should at least be aligned with Limbus's 72 hr wait time, since I doubt they'll want to remove that one completely.

  2. #3782
    TIME OUT MOTHERFUCKER

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    As someone who is slogging through Sandy's missions, I have to say it's slightly annoying to have to deal with the JPM business. Not infuriating, but slightly annoying. To be honest I'd rather have the dev team working on something else.

  3. #3783
    Ridill
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    Good news everyone!

    Quote Originally Posted by Camate
    Greetings!

    We will be implementing the below adjustments to Voidwatch during this week’s test server update.

    • Addition of same battle content as Route: Jeuno 2 - Fort Karugo-Narugo [S] to Beaucedine Glacier.
      ※Beaudedine Glacier has been added to the list of teleports offered by the Atmacite Refiner.
      ※The above addition is a provisional change.


    • The below monsters’ AoE damage to non-targeted players () will be lowered.
      ※Amount of damage dealt to pets will also be lowered.

      RouteBattle AreaMonster Name
    • Route: San d’Oria
      • King Ranperre's Tomb Hahava
    • Route: Bastok
      • Dangruf Wadi Celaeno
    • Route: Windurst
      • Outer Horutoto Ruins Voidwrought
    • Route: Jeuno
      • Qufim Island Kaggen
      • Lower Delkfutt's Tower Akvan
      • Behemoth’s Dominion Pil
    • Route: Zilart
      • Ru'Aun Gardens Aello
      • Ve'Lugannon Palace Uptala
      • The Shrine of Ru'Avitau Qilin
    • Route: Jeuno 2
      • Grauberg [S] Ocythoe
      • Vunkerl Inlet [S] Gaunab
      • Fort Karugo-Narugo [S] /Beaucedine Glacier Kalasutrax
      • Valkurm Dunes Ig-Alima
      • Buburimu Peninsula Botulus Rex


    We will continue to make adjustments as we see how the current AoE damage adjustments affect battles going forward, so please be sure to submit any feedback you have.
    Quote Originally Posted by Camate
    We are currently planning adjustments to the effect duration and recast timers of circle-type job abilities (Holy Circle/Arcane Circle/Ancient Circle/Warding Circle) as well as Sepulcher/Arcane Crest/Dragon Breaker so that they can be used more frequently.

    Below are 2 ideas we are looking into:
    1. Effect duration 1 min. / Recast time 3 min.
    2. Effect duration 3 min. / Recast time 5 min.
    For idea #1, while the effect duration is not changed, the abilities can be used quite frequently.
    For idea #2, while the effect duration becomes longer, if the effect is dispelled or via other means, you will have to wait longer than idea #1.

    Please let us know your feedback on these two ideas.

  4. #3784
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    I've never understood why those abilities can't be up all of the time, how is it so overpowered to be able to intimidate a mob like 25% of the time if you have the right job or sub for it? I don't get it, they make things like retaliator and Hasso up all of the time, What's so strong about arcane circle?

  5. #3785
    E. Body
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    You should probably know what those abilities do before commenting on them.

  6. #3786
    An exploitable mess of a card game
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    Quote Originally Posted by Camate View Post
    Heya everyone

    I got word back from the development team about the point system.

    It's as most have been saying, you will receive points for every monster that you defeat. Regardless of how many players are participating, everyone will receive the same amount of points and the amount gained will not change based on difficulty (18 person/ 36 person).
    Legion.

  7. #3787
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    As of the August 2009 Update, Circle Protections now grant bonus damage and defense against the affected monster families. According to research found in this topic, Circle Protections may grant a +15% damage boost to both physical and magical damage against the affected monster family(Arcane Circle vs Arcana type monsters).
    Fair enough, I didn't know about this update, wasn't playing at the time, might make them overpowered. Pre-that update though, I can't see how they would be.

  8. #3788
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    They also reduce damage taken by ~15%, as well, IIRC (not sure if it's additive with gear DT-, or if it's a separate multiplied term).

    Anyway, I hope they go for the second option; assuming the AF enhancements still work, that's +15% damage done and -15% damage taken for the whole party (when applicable), 70% of the time. If a mob dispels enough for it to matter, having it on a 3 minute cooldown won't make much of a difference.

  9. #3789
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    [dev1071] Job Adjustments: Paladin

    - Shield Bash recast time will be reduced from five minutes to three.
    - To preserve balance in light of this change, the Shield Bash Recast merit point enhancement will be adjusted to reduce recast time by six seconds per level, instead of the previous ten.
    http://forum.square-enix.com/ffxi/th...923#post266923

    [dev1072] Job Adjustments: Dark Knight

    - Weapon Bash recast time will be reduced from five minutes to three.
    - To preserve balance in light of this change, the Weapon Bash Recast merit point enhancement will be adjusted to reduce recast time by six seconds per level, instead of the previous ten.
    http://forum.square-enix.com/ffxi/th...927#post266927

  10. #3790

    Honestly unsure why they aren't on 1m timers, but 3's better than 5, I guess.

  11. #3791
    Ridill
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    If I see the word "balance" one more time...

  12. #3792
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    Quote Originally Posted by arus2001 View Post
    Honestly unsure why they aren't on 1m timers, but 3's better than 5, I guess.
    Not sure for Drks but Aegis wielders would be drooling like crazy over a meritable 1 min timer.

  13. #3793
    Dr. Salami
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    Pld one is nice, lol @ Drk though. Who in their right mind merited Weapon Bash? lol I mean I guess it's nice to have for stunning things if Stun recast is down, but still, dunno anyone that put merits into that for Drk.

  14. #3794
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    They're lowered recasts because they're VW procs & most people will fire them off early thinking that it will help overall/

  15. #3795
    Dr. Salami
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    Ah, well, I guess that's useful then. I still am boycotting Voidwatch so haven't done one yet and didn't know they were procs.

  16. #3796
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    Quote Originally Posted by Alkar View Post
    If I see the word "balance" one more time...
    I wouldn't be surprised if the community reps are slipping the word in there now just to toy with us.

    I'd personally love it if they put up a post which doesn't feature the word balance, but instead just has an illustration of a goblin standing on one leg.

  17. #3797
    Hydra
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    Quote Originally Posted by Selamis View Post
    Pld one is nice, lol @ Drk though. Who in their right mind merited Weapon Bash? lol I mean I guess it's nice to have for stunning things if Stun recast is down, but still, dunno anyone that put merits into that for Drk.
    Well considering its not a merited ability (only recast), I actually use it a lot (Nice with hasso up so I don't have a longer stun cast).

  18. #3798
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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  19. #3799
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    Also, the "Enhancing" pieces from each of those jobs increase the circle potencies by 2%. Just fyi~!

    By the way, that Beastmaster enhancement is pretty awesome. You could choose your pet based on your enemy and then get a 15% boost + 11-12% Killer effect boost 3/5 of the time.

  20. #3800
    Cerberus
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    Quote Originally Posted by Byrthnoth View Post
    Also, the "Enhancing" pieces from each of those jobs increase the circle potencies by 2%. Just fyi~!
    silly question, but safe to assume the +1 artifact accordingly is also 2% (assuming your number was generated via tests with the nq pieces respectively)?

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