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Thread: Comments from the Devs     submit to reddit submit to twitter

  1. #8041
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    for a moment i thought it meant Shit

  2. #8042
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    The video from PAX should have it in english if the quality is good enough.

  3. #8043
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    Also worth noting is that it actually lists range right on the ability.

  4. #8044
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    From the french section:

    I got a little confirmation from the team in charge of the user interface.

    The team works so that in ARR, a player who is disconnected from the game when he is in a team can automatically join the team again when it is reconnected.
    Good, another thing to catch up to modern standards.

  5. #8045
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    Pens win! Pens Win!!! PENS WIN!!!!!

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    It actually does that atm but only in BC

  6. #8046
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    Was a good watch, and quite funny ^^
    And finally a word about the hardware requirements compared to the 1.X version.


    Interesting that the core of the 2.0 engine is similar to the Luminous Studio engine used for Agni's Philosophy. Should give it a lot of potential on hi-end PCs.

  7. #8047
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    It's not really finally, they've been repeating the same thing for quite a while now. Also, you can look at the alpha registration page for the specs they decided for now.

  8. #8048
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    Quote Originally Posted by okipuit
    Good evening!

    I have some information regarding the new TP system for you all:
    Regardless of your level, the maximum TP value will be set at 1000. As Zumi mentioned, in A Realm Reborn, TP is generated over time and not through auto-attacks. On the other hand, it will be possible to increase MP through equipment and leveling up.

    Alongside the TP system changes, we will be adjusting the stats on some equipment and materia. It's a bit early to get into specifics but once we have finalized these decisions, we'll be sure to let you know!
    Was this shit really mentioned already? TP just regenerates during battle? Sounds like we're coming back to a hybrid between what we have now and the original Stamina system. Not sure how I feel...

    Quote Originally Posted by rukkirii
    For all the lore loving fans out there, we are currently looking into a system for A Realm Reborn where you will be able to read lore while in-game. However, it still hasn’t been decided what it will be or exactly how much there will be, and even once this is decided we expect this to be implemented further down the line.

  9. #8049
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    Well, we got that stuff from the video, pulling the write-up from Zumi on OF:

    -Yoshi's DRG has several weapon skills that take TP
    100
    100
    110
    120
    150
    200
    200

    -While in combat with enemies your TP regens at a rate of 30 tp ever 3 seconds.
    -Out of combat your TP regens at a rate of 100 tp every 3 seconds
    -There is a 3 second global cooldown for weapon skills.
    -Combos now require TP for the 2nd WS and onward.
    So yeah, it's similar to Stamina or e.g. energy for rogues in WoW or Rift.

  10. #8050
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    The extended cooldowns on weapon skills were also removed, leaving TP as the single gate affecting weapon skill usage (I wouldn't consider the short global cooldown as a limiter). I think that it will be an improvement on the existing system.

  11. #8051
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    Quote Originally Posted by miokomioko View Post
    Was this shit really mentioned already? TP just regenerates during battle? Sounds like we're coming back to a hybrid between what we have now and the original Stamina system. Not sure how I feel...
    Sounds like either a stamina-based system or a cooldown-based hybrid, or something inbetween. Perhaps regenerating stamina, yet with cooldowns on more powerful abilities?

    Either way, its pretty standard modern-era stuff.

  12. #8052
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    Abilities get CDs, WSs don't (except the GCD).
    Also, wait for the "TP regen" materias

  13. #8053
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    I'm assuming that's exactly what Store TP will be turned into. Considering there are already a few pieces of armor with Store TP, there's materia specifically for it, and DRG relic has it I'd imagine it's a pretty safe bet that Store TP will be retooled into TP Regain.

  14. #8054
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    The only thing I like about these changes are the gear stat varieties it opens up like TP regen (above) and Max TP+.

  15. #8055
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    The only thing I'm concerned about is if you can dump your entire pool in one combo, and it's only 30tp/3sec the pace is going to come to a crawl after you combo once.

  16. #8056
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    I think the post you quoted makes it pretty clear that the max TP won't be modified by anything. Of course they could change their minds.

    @Taco, here's some small number crunching from the same post by Zumi. Remember it doesn't include the use of any other abilities in-between or even moving or w/e:

    Spoiler: show
    -Yoshi's DRG has several weapon skills that take TP
    100
    100
    110
    120
    150
    200
    200

    -While in combat with enemies your TP regens at a rate of 30 tp ever 3 seconds.
    -Out of combat your TP regens at a rate of 100 tp every 3 seconds
    -There is a 3 second global cooldown for weapon skills.
    -Combos now require TP for the 2nd WS and onward.


    Single target boss fight
    Using high TP cost WS, then low cost once my initial TP is gone.
    Time | TP
    0:00 | 1000 -200 = 800 TP
    0:03 | 800 + 30 - 200 = 630 TP
    0:06 | 630 + 30 -200 = 460 TP
    0:09 | 460 + 30 - 200 = 290 TP
    0:12 | 290 + 30 - 200 = 120 TP
    0:15 | 120 + 30 - 150 = 0 TP
    0:18 | +30 = 30 TP - No WS used
    0:21 | 30 + 30 = 60 TP - No WS used
    0:24 | 60 + 30 = 90 TP - No WS used
    0:27 | 90 + 30 = 120 - 120 = 0 TP - 120 WS used

    Once you hit the bottom of your TP bar which happens 15 sec into the fight there is a 12 sec wait before you can do anything again. Causing a 9-12 sec wait to do another WS depending on how low your tp went.

    Try using exclusively low cost 100 TP WS
    0:00 | 1000 - 100 = 900 TP
    0:03 | 900 + 30 - 100 = 830 TP
    0:06 | 830 + 30 - 100 = 760 TP
    0:09 | 760 + 30 - 100 = 690 TP
    0:12 | 690 + 30 - 100 = 620 TP
    0:15 | 620 + 30 - 100 = 550 TP
    0:18 | 550 + 30 - 100 = 480 TP
    0:21 | 480 + 30 - 100 = 410 TP
    0:24 | 410 + 30 - 100 = 340 TP
    0:27 | 340 + 30 - 100 = 270 TP
    0:30 | 270 + 30 - 100 = 200 TP
    0:33 | 200 + 30 - 100 = 130 TP
    0:36 | 130 + 30 - 100 = 60 TP
    0:39 | 60 + 30 = 90 TP - No WS used
    0:41 | 90 + 30 - 100 = 20 TP
    0:44 | 20 + 30 = 50 TP - No WS used
    0:47 | 50 + 30 = 90 TP - No WS used
    0:50 | 90 + 30 - 100 = 20 TP

    After 39 seconds you start to get TP starved and have 9 sec wait between WS. In a real fight you probably wouldn't be exclusively using your 2 weakest WS.

  17. #8057
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    It's entirely too early to say one way or the other. All that quote says is regardless of level, TP is capped at 1k, but the materia and gear adjustments are specified. We can't make an informed decision one way or the other in my opinion since the first part could read (and it does to me) that from 1 > 50 you simply won't see gains in TP like you do HP and MP, and that's it.

  18. #8058
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    Quote Originally Posted by miokomioko View Post
    The only thing I like about these changes are the gear stat varieties it opens up like TP regen (above) and Max TP+.
    What -don't- you like about the changes?

  19. #8059
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    As long as there's still combos, TP wait will only be factor in a few scenarios. Missing a WS in said combo, low manning, tanking with certain hate generating WS's, etc.
    Also if skill chains make a come back, combining certain WS for combo's could cause a ridicule wait on your TP to regain, but this additional damage would need to be good enough to cause players to want to use them, but diverse enough between classes so as not to have the player base adopt "these jobs only" type situations...

  20. #8060
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    As long as there's still combos, TP wait will only be factor in a few scenarios.
    In ARR the TP cost is not removed in the combo. Or are you referring to something else?

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