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Thread: Test Server Findings     submit to reddit submit to twitter

  1. #4141
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    Quote Originally Posted by Septimus View Post
    Looked at items, these are the ones that tripped my changed alert. No descriptions yet, but it looks like a new BST jug. (Weapon (00017906)) It also appears that they neglected to put in some of the existing items, like the new bathing suits and mandraguard.

    They also seemed to have added a large amount of new blank weapons.

    So nothing descriptive in the English dats.
    A lot of times when they do this they wind up adding the actual gear/stats to the other client test servers (other languages) - can anyone check any of those? I checked the site where the JP guy who normally dat mines the JP client posts his info but there was nothing new there for this update yet.

  2. #4142
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    Did not see Protect testing, so here it is. Still ignores enhancing skill, and still a flat value. I don't know what they're talking about with percentages, but if they are messing around with percentages of defense, they haven't done it yet. I tested as level 99, level 75, and level 7: same flat values every time.

    Level 99 WHM/RDM
    Protect: 163 -> 178 (15 DEF, previously 10)
    Protect II: 163 -> 203 (40 DEF, previously 25)
    Protect III: 163 -> 238 (70 DEF, previously 40)
    Protect IV: 163 -> 283 (120 DEF, previously 55)
    Protect V: 163 -> 338 (175 DEF, previously 60)
    Protectra V (1 merit): 163 -> 338 (175 DEF, previously 60)
    Protectra V (2 merits): 163 -> 343 (180 DEF, previously 62)
    Protectra V (3 merits): 163 -> 348 (185 DEF, previously 64)
    Protectra V (4 merits): 163 -> 353 (190 DEF, previously 66)
    Protectra V (5 merits): 163 -> 358 (195 DEF, previously 68)

    Note: Protectra V merit description is not yet changed (still says 2 for each merit).

    Sorry if someone did this testing already, I didn't see it.
    Edit: I see Insaniac tested it earlier, so this confirms his testing. I tried using things like Defender also to see if it tweaked the base value, it's definitely just a flat rate. Maybe there was something mistranslated when they talked about percentages.

  3. #4143
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    Yeah I messed around with equipping gear and JAs and the values seemed static.

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    They probably just meant that the additional defense, via patch, is a percent increase to the original value.

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    Well, it's not a constant percentage. In that case they'd be technically correct if they meant that it was an inconsistent percentage increase over the old values, but it would also be a meaningless statement.
    Protect +50%
    Protect II +60%
    Protect III + 75%
    Protect IV +118% (+13/11)
    Protect V +191% (+23/12)

    I'm going to go with:
    1) They're wrong, possibly because they were misinformed or misspoke.
    2) The Test Server version that we're seeing isn't the version with the changes that they're talking about and next Test Server update it'll swap to % Defense.

  6. #4146
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    Wrong, it's supposed to be a +Defense% boost not a static boost because they mentioned spells like Cocoon would not be touched(because they're already % based).


    This adjustment mainly took place to turn these spells and songs’ effects into a percentage enhancement as opposed to a static value, so that the benefits can be felt more and more at higher levels. Therefore, currently existing spells such as blue magic and rolls that enhanced defense as a percentage are not being adjusted at this time.
    Q.E.D

  7. #4147
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    Quote Originally Posted by Ophannus View Post
    Wrong, it's supposed to be a +Defense% boost not a static boost because they mentioned spells like Cocoon would not be touched(because they're already % based).




    Q.E.D
    Did you even read the thread? It's not a percentage bonus.

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    Quote Originally Posted by Byrthnoth View Post
    Did you even read the thread? It's not a percentage bonus.
    PDQ

    BAM!

  9. #4149
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    Quote Originally Posted by Byrthnoth View Post
    Well, it's not a constant percentage. In that case they'd be technically correct if they meant that it was an inconsistent percentage increase over the old values, but it would also be a meaningless statement.
    Protect +50%
    Protect II +60%
    Protect III + 75%
    Protect IV +118% (+13/11)
    Protect V +191% (+23/12)

    I'm going to go with:
    1) They're wrong, possibly because they were misinformed or misspoke.
    2) The Test Server version that we're seeing isn't the version with the changes that they're talking about and next Test Server update it'll swap to % Defense.
    The increment% is not exponential, but the data looks smooth on a graph lol.

  10. #4150
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    Did you even read the thread? It's not a percentage bonus.
    I never said it was. I said:

    Wrong, it's supposed to be a +Defense% boost not a static boost because they mentioned spells like Cocoon would not be touched(because they're already % based)
    And it was supposed to be in response to Yugl's post.

  11. #4151
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    99 BRD, 163 base defense (naked)

    Minne (naked/no instrument, 373 singing, in case someone wants to figure out how the scaling works)
    1: 18 DEF
    2: 41 DEF
    3: 64 DEF
    4: 78 DEF
    5: 73 DEF

    Minne (base cap)
    1: 18 DEF (was 13)
    2: 41 DEF (was 27)
    3: 64 DEF (was 40)
    4: 97 DEF (was 48)
    5: 120 DEF (was 54)

    Minne (Ghorn, base cap +3 songs)
    1: 27 DEF
    2: 50 DEF
    3: 73 DEF
    4: 106 DEF
    5: 129 DEF

    Song/Minne+1 effect is unchanged (thanks Byrth).
    Merits still only add 1 DEF per level (lol).

    Edited values, not sure why there's a random discontinuity in the cap increases from Minne III to IV (goes +23 +23 +33 +23 from I to II to III to IV to V)

    Edit 2: This also isn't a percentage, I tried with a couple different subs altering my base DEF slightly.

  12. #4152
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    It used to add +1/+5/+9 Defense per +1 Minne.
    https://www.bg-wiki.com/bg/Minne

  13. #4153
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    Quote Originally Posted by Byrthnoth View Post
    It used to add +1/+5/+9 Defense per +1 Minne.
    https://www.bg-wiki.com/bg/Minne
    OK, that's unchanged then.

    Also, dunno if anyone else noticed or mentioned this, but Geomancer and Rune Fencer are on the bottom of the job selection list on the test server now (can't choose them, of course).

  14. #4154
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    Man adding new jobs must be a pain. There's a lot of shit they have to go back and retroactively alter like NPC dialogue scenes where NPCs mention your job in their dialogue and also random crap like adding in two new ballista titles(quick can anybody think of 2 new "Ballistar" titles that start with an S motif that would work for Geomancer/Rune Fencer?

    Geomancer:
    Serening Star?

    Rune Fencer
    Swordy Star?
    Slashing Star?

  15. #4155
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    Quote Originally Posted by Ophannus View Post
    Man adding new jobs must be a pain. There's a lot of shit they have to go back and retroactively alter like NPC dialogue scenes where NPCs mention your job in their dialogue and also random crap like adding in two new ballista titles(quick can anybody think of 2 new "Ballistar" titles that start with an S motif that would work for Geomancer/Rune Fencer?
    Granted its SE...but I'm pretty sure they have enough know-how to do something like this (I'm making dialog up, because I dont remember any CS that specifies the job you're on, but something from cor or blu seems likely):
    Draylorahn: Go away $playername, we dont associates with inferior $playerjob's like you, if you have something to discuss with us, show us your allegiance to the Blue Mage society.

    If they'd actually have 20 lines of dialog where the only difference is the job you're on, then wow.

  16. #4156
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    Quote Originally Posted by Ophannus View Post
    Man adding new jobs must be a pain. There's a lot of shit they have to go back and retroactively alter like NPC dialogue scenes where NPCs mention your job in their dialogue and also random crap like adding in two new ballista titles(quick can anybody think of 2 new "Ballistar" titles that start with an S motif that would work for Geomancer/Rune Fencer?

    Geomancer:
    Serening Star?

    Rune Fencer
    Swordy Star?
    Slashing Star?
    Geomancer: Seer Star
    Rune Fencer: Symbolled Star

  17. #4157
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    This adjustment mainly took place to turn these spells and songs’ effects into a percentage enhancement as opposed to a static value, so that the benefits can be felt more and more at higher levels.
    This suggests to me that it's a percentage bonus based on level, which I don't think has been tested here. If not, idfk.

    EDIT: Even rereading moments after I post that it doesn't quite fit to me. Probably just an error one way or the other on their part.

  18. #4158
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    Wouldn't be the first time SE renegs on an adjustment.

    Circa 2010:
    [ Puppetmaster ]
    With adjustments to attributes of the Harlequin and Valoredge X-900 frames and the performance of attachments, automatons will be made more durable against incapacitation. In addition, the hand-to-hand combat rating of puppetmasters will be raised from rank C to A, making them formidable combatants in their own right.Each automaton type will see their unique characteristics enhanced even further.
    As one example, we envision the Valoredge X-900 evolving into a tank whose capabilities could rival a flesh-and-blood Paladin.

  19. #4159
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    Quote Originally Posted by Nightfyre View Post
    This suggests to me that it's a percentage bonus based on level, which I don't think has been tested here. If not, idfk.

    EDIT: Even rereading moments after I post that it doesn't quite fit to me. Probably just an error one way or the other on their part.
    Tested already. Level makes no difference.

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    I could see why SE would reneg on making PUP a full-blown MNK + full-blown PLD.

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