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Thread: Test Server Findings     submit to reddit submit to twitter

  1. #3821
    D. Ring
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    Oh man I hope this is true. A full out expansion with a new continent would be most excellent. Probably a dumb add-on though, but I can hope.

  2. #3822
    Dayman
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    Quote Originally Posted by Spira View Post
    for tsuneo,
    armor and weapon model dats..
    not sorted sorry
    Spoiler: show

    276/107
    276/109
    276/111
    276/117-123
    277/125
    278/102
    278/108
    278/113-114
    278/123
    278/35
    278/40
    278/52
    278/54
    278/61
    278/65
    278/66
    278/84
    278/87-92
    279/0-1
    279/14
    279/30
    279/34
    279/38-39
    279/45
    279/61-62
    279/66-67
    279/72-73


    That's the stuff that was added on the 2nd? They added new armor today I believe, and I couldn't find its location.

  3. #3823
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    Bahamut
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    that was added today.

    they didnt add armor for all races the last update. Hume M was missing along with some others.. so they pretty much filled in the rest today.

  4. #3824
    Dayman
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  5. #3825
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    head was in the previous dat mine.

    as for the body. i didnt really look thoroughly but im pretty sure its not in this update. unless it was one of those posted already

  6. #3826
    CoP Dynamis
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    Quote Originally Posted by Zirael View Post
    Okies, took me a bit to copy myself to Test Server with a 100k GP character, but here goes:
    Register to see the NSFW content
    tl;dr
    Buy KI for 100k and guildmaster asks you for a signed guild test item. Getting KI alone doesn't unlock 110 cap. I'm going to sleep now, but I'll get ingredients on real server tomorrow and copy myself over to trade that GP item and will report back.
    Just as a confirmation, buying 100k GP key item and trading in signed requested GP item uncaps you on 100 craft skill.
    Register to see the NSFW content
    One thing that might come handy is that the item requested on test server is the same as the one used for Veteran (88-90) skill break (Seafood stew for cooks, 2 days ago I was given ingredient list with far eastern fish, today ingredient list contained western fish analogues, I'd say it doesn't matter as per usual), only difference is, it needs to be signed by you.
    Another thing I've noticed, not sure if new or not, before going to guild I used GM moogle to get "All spells etc" for Meteor, and as you can see on the screenie, it has capped me up to current rank for all crafts after zoning out of the mog house. You can get 110 skill the same way. Also, checked for new recipes, nothing new, you get Cursed Soup recipe from NPC.

  7. #3827
    Very Sexy Nerd
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    Oh shit, didn't notice ROM9, that's pretty fucking huge.

  8. #3828
    Fishing Guru
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    Quote Originally Posted by Zirael View Post
    Just as a confirmation, buying 100k GP key item and trading in signed requested GP item uncaps you on 100 craft skill.
    Register to see the NSFW content
    One thing that might come handy is that the item requested on test server is the same as the one used for Veteran (88-90) skill break (Seafood stew for cooks, 2 days ago I was given ingredient list with far eastern fish, today ingredient list contained western fish analogues, I'd say it doesn't matter as per usual), only difference is, it needs to be signed by you.
    Another thing I've noticed, not sure if new or not, before going to guild I used GM moogle to get "All spells etc" for Meteor, and as you can see on the screenie, it has capped me up to current rank for all crafts after zoning out of the mog house. You can get 110 skill the same way. Also, checked for new recipes, nothing new, you get Cursed Soup recipe from NPC.
    Thanks, great information. Now to figure out what fish we will need to break the 100 cap and how to break 60>70 caps unless it's as simple as trading the regular 60 cap break item to npc...

  9. #3829
    Nidhogg
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    That helmet looks kind of Valkryie-ish, wonder if that'll be a drop in neo-einherjar which they said they're working on along with neo-limbus.

  10. #3830
    Nidhogg
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    Motenten how easy is it to cap the +40% cure potency from Healing Magic? Would just having Light Arts up cap it or would even someone /SCH need more +Healing Skill gear. Wondering if a RDM/SCH with Light Arts and 50% Cure Potency could completely cap out Cure IV or would adding further healing skill raise it further? If Light Arts does cap it, how close does RDM come without Arts so I can glean how much Healing Skill gear I'd need in addition to cure pot to maximize potency.

  11. #3831
    Chram
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    Quote Originally Posted by Ophannus View Post
    Motenten how easy is it to cap the +40% cure potency from Healing Magic? Would just having Light Arts up cap it or would even someone /SCH need more +Healing Skill gear. Wondering if a RDM/SCH with Light Arts and 50% Cure Potency could completely cap out Cure IV or would adding further healing skill raise it further? If Light Arts does cap it, how close does RDM come without Arts so I can glean how much Healing Skill gear I'd need in addition to cure pot to maximize potency.
    Err... That question doesn't really make sense. Healing Magic doesn't give Cure Potency, and Cure Potency doesn't cap at 40% (it's 50%).

    Do you mean how easy is it to cap curing power? Max power for all cures but Cure 1 is 700 power (Cure 1 is 600 power), and you'll have a hard time (even as whm) getting past ~550 power outside Abyssea unless you drop all Cure Potency gear. Inside Abyssea you might be able to push 600 power.

    Sch and /sch with Light Arts gives 404 Healing magic skill; if you add 130 mnd and 80 vit to that, that's 489 power (again, nowhere near cap), plus whatever other skill you get from gear. That's enough for a 555 Cure IV (832 with 50% Cure Potency).

    Even with the current cure formulas, you're not getting anywhere near cap on any cures without a brew. It's just that the scaling is so slow at the highest levels that you'd never realize you were still a few hundred power shy of reaching the cap.

    Rdm native healing skill caps at 368 at level 99. With 130 mnd and 80 vit, that's 453 power, which is a 541 Cure IV (811 with Cure Potency +50%), so not too far behind Light Arts levels.

  12. #3832
    Melee Summoner
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    Quote Originally Posted by Ophannus View Post
    Motenten how easy is it to cap the +40% cure potency from Healing Magic? Would just having Light Arts up cap it or would even someone /SCH need more +Healing Skill gear. Wondering if a RDM/SCH with Light Arts and 50% Cure Potency could completely cap out Cure IV or would adding further healing skill raise it further? If Light Arts does cap it, how close does RDM come without Arts so I can glean how much Healing Skill gear I'd need in addition to cure pot to maximize potency.
    Unless I'm misunderstanding you, maybe this will help you:

    The effect of Healing Magic skill is on Cure Power, which is totally different than how Cure Potency+% works. This is the same bit of Cures that is affected by MND, except Healing Magic skill will be far more potent and can be added in larger amounts in some slots.

    The +40% wording that the Community Bro did make the Healing Magic skill effect sound more like a Cure Potency-type-thing, but it will just adds Cure Power at a rate of 1 to 1.

    What this means practically for Red Mage...Macro in healing magic skill for cures in slots you don't have Cure potency, because it will always help a little. It won't help enough to be worth torturing your inventory for it, though.

  13. #3833
    Blue Magic is Best Magic
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    Quote Originally Posted by Darkmagi View Post
    Oh man I hope this is true. A full out expansion with a new continent would be most excellent. Probably a dumb add-on though, but I can hope.
    Yesss, I would be so happy lol.

  14. #3834
    Nidhogg
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    I based my post on what Square said in the official forums:

    Cure Potency
    Cure potency will be affected more significantly by healing magic skill. If a player has high healing magic skill, cure potency will be greatly increased, but low healing magic skill will have almost no effect on cure potency. The effect of skill level on cure potency will vary based on the type of cure, but cures lower than Cure V will be affected the most. Note that Curaga, Cura and Waltzes will not be affected.

    Cure I-IV: Up to 1.4 times the normal cure potency
    Cure V-VI: Almost no change
    So from that it seemed to me like having X amount of Healing Skill would increase Cure Potency by 40% beyond the 50% Cure Potency cap. And was wondering how much Healing Skill would be necessary to achieve that "1.4x the normal cure potency". Are they saying that the +40% is what most of us would probably see see or are they implying that +40% will be a hard cap?

  15. #3835
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    I think they just provided an estimate of the overal impact in the healed amount for the jobs with healing magic skill.

  16. #3836
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    Quote Originally Posted by Ophannus View Post
    Are they saying that the +40% is what most of us would probably see see or are they implying that +40% will be a hard cap?
    Here's one of the first few graphs we did comparing the old formula to the results we observed on the test server. The green line is Cure4, red Cure3, orange cure2, and blue cure1.

    Spoiler: show


    Helps if i remember to add the graph derp.


    As a general note, most jobs with 350+ skill ended up receiving an approximate increase of 40% due to the new formulas scaling/ratios/softcaps.

    Edit:// Clarity. Healing magic doesn't improve 'cure potency' (in in the stuff that caps out at 50%)...what they've poorly worded is that, under the new formula, most people will end up curing approximately 40% more than what they would have done under the previous formula.

  17. #3837
    New Merits
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    new expansion that joins vanadiel + eorzea would be cool - let the worlds collide! (in fact in ff14 most of the changes they make go towards turing ff14 to ff11-2 - look at the latest patch notes: http://forum.square-enix.com/ffxiv/threads/39024).

    from business point of view every game has its life-cycle - the transition of current ff11 players to ff14 would be the best option for SE.

    Edit:

    LOL @ Hundred Fists (MNK), Mighty Strikes (WAR), Benediction (WHM), Battle Voice (Soul Voice - BRD)

  18. #3838
    Blue Magic is Best Magic
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    Quote Originally Posted by huckster View Post
    new expansion that joins vanadiel + eorzea would be cool - let the worlds collide! (in fact in ff14 most of the changes they make go towards turing ff14 to ff11-2 - look at the latest patch notes: http://forum.square-enix.com/ffxiv/threads/39024).

    from business point of view every game has its life-cycle - the transition of current ff11 players to ff14 would be the best option for SE.

    Edit:

    LOL @ Hundred Fists (MNK), Mighty Strikes (WAR), Benediction (WHM), Battle Voice (Soul Voice - BRD)
    cool post

  19. #3839
    Very Sexy Nerd
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    Please never post on these forums again.

  20. #3840
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    Slycer Ilerion
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    Anyone notice this in Julian's newest dat mine:

    periapt of recompense

    A glimmering talisman formed of
    abyssite. Grants the bearer special
    temporary items upon particularly
    successful strikes at a Voidwalker's
    weak point.



    Primeval brew?! It could happen.

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