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Thread: Test Server Findings     submit to reddit submit to twitter

  1. #4301
    Ridill
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    Yeah I'd have to agree the only thing broken emnity wise is how easy it is to cap now with dmg making things like invincible not that powerful. You were mostly capped emnity on the tiger. It would be pretty easy to test an exact emnity amount too

  2. #4302
    Sea Torques
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    True enough, I probably was pretty close to capped hate on that tiger. But after Sancho used invincible I immediately turned and let him whack away another 40% or so before I vented and swapped our hate to make it turn off me. If the thing ISN'T broken then it's a pretty small enmity boost. But yeah my fault.

  3. #4303
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    Quote Originally Posted by Ophannus View Post
    Anyone have a video of all the new 2hr animations?
    so far there are only 14 discernible 2hr animations from the latest test server update

    edit/note: all animations dont have sound effects yet.



    edit: using polutils, job + the animations 4 character 'name'

    1) WAR - acup
    2) MNK - cunt
    3) WHM - bari
    4) BLU - unbf
    5) COR - rlup
    6) PUP - am2h
    7) BLM - hdw2
    8) THF - dama
    9) PLD - tate
    10) DRK - tpdr
    11) BST - comb
    12) NIN - prup
    13) DRG - ptup
    14) SMN - qick

    will need to redo some. some effects dont play when at default zoom

  4. #4304
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    Few Meeble Burrows observations:
    1- The expeditions are basically assaults. Varying objectives, not all involving killing stuff, most of them seem reasonably entertaining.
    2- The 20 hour timer is going to drive you insane. This is their main content for the rest of 2012, and they are allowing us to experience it a maximum of 2 hours per week. Like honestly, wtf are they thinking?

  5. #4305
    TIME OUT MOTHERFUCKER

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    Which one is SMN? I can't tell...

  6. #4306
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    edit: lol actually i dont know either. those are the latest 14 i picked up anyway

    edit 2: the last one. it doesn't animate properly at default zoom

    edit 3: blu and smn showing properly. bah can't even be sloppy


  7. #4307
    Nidhogg
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    Eh none of them really looks that cool except for PLD and COR.

  8. #4308
    Resident Moogle
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    Can't really make them too flamboyant/time-consuming though given their intent and purpose. Think they'll stay lvl99 only?


    Screen-capped the dummy message from our other night at any rate. It intrigued me since it included a file-path, which I don't think I've ever seen before on a server message.

  9. #4309
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    Eh Mighty Strikes/Chainspell/Spirit Surge/Wild Card/ were relatively long/flamboyant animations. But I guess you're right.

  10. #4310
    D. Ring
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    MNK cunt looks really sparkly.

  11. #4311
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    was gonna agree that BLU and SMN are either incomplete, or possibly the saddest 2hrs I've seen.

    PLD is beautiful, regardless of how effective said 2hr ends up being.

    I like BLM, seems electric.

  12. #4312
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    For Meeble Burrows, repeating an expedition increases the level of the buff. I grabbed all the level 1 buffs; the DEX/AGI level 1 gives DEX/AGI+20, then I repeated Adjunct #2. My DEX/AGI buff rose to level 2 for the next expedition I went into, which was DEX/AGI+30. Of course, you won't be repeating for increased DEX/AGI, but you might want to repeat, say, Assistant #4 for increased Treasure Hunter level.

  13. #4313
    Fake Numbers
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    Do you lose access to the buffs once you attempt a boss, forcing you to re-farm them?

  14. #4314
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    I think it has been said before, but I went onto the test server and confirmed that the new DNC 2-hour is nearly useless.

    1 Minute duration
    Resets Flourishes I/II/III to 0 recast when used.
    Acts like you have 5 FMs for the next minute.
    As far as I can tell, none of the sub-3 FM flourishes are powered up past their max normal state. Wild Flourish still can't make Tier 2 skillchains. Ternary is still one TA, etc.

    It has no effect on Flourish recast besides the reset. It does not reset No Foot Rise or other DNC JAs. There is really nothing redeeming about this 2-hour, which is disappointing considering how bad Trance is, and I will continue saving my 2-hour for other jobs. This 2-hour allows DNCs with Twashtar to do another ~5000 damage by extending their skillchain when solo and is pretty useless in zergs, which are where most 2-hours get used strategically.


    RDM's 2-hour lasted 1 minute and increased the potency of Protect, Barfire, and Haste by 50%. Gain-STR was unaffected (15 with or without). I don't know if Temper was affected, but it is kind of irrelevant. This 2-hour probably gives access to the strongest form of Shell in the game and that's about it.

    WAR's 2-hour lasted 45 seconds and did not affect weapon skills. I used a dagger against a Skeleton and figured out the approximate damage I hit for without 2-hour up, then used a 2-hour and Wasp Sting'd twice. My melee damage doubled, but my Wasp Sting still did the same amount as a non-crit normal hit from my dagger. I'm not sure you'd ever want to use this over Mighty Strikes as it stands.

  15. #4315
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    Quote Originally Posted by Scrynth View Post
    Do you lose access to the buffs once you attempt a boss, forcing you to re-farm them?
    You lose your entire grimoire every time you attempt a boss. You can have at least two separate grimoires at once (at least I think you can, they're all named "." on the test server so I have no idea what I'm trading when I trade them), so I think you can be recording progress on two different ones, but whichever one you traded for the boss will be lost. So all progress recorded to it (i.e. expedition clears and stat buffs) is lost. They give you a new grimoire with no progress after the boss.

    One thing the NPC mentioned, which is open to interpretation because I have yet to test it out on the test server; it sounds like for the boss expeditions, the NPC will essentially accumulate all of the status buffs on everyone's grimoires, and give everyone all of those buffs for that one fight. It's been posted earlier in this thread that they're pretty easy, though, so that's probably irrelevant, at least for now. I'm sure these things will get harder as they add more.

  16. #4316
    Sea Torques
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    You wouldn't. Ever. Even in a situation where it could be useful, it's a thousand times more effective to let the Twilight Dark or Corsair break the shield or whatever and then use MS after.

  17. #4317
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    So WAR's 2hr is basically just a 45 second duration 5/5 Formless Strikes with an acc bonus thrown in.

  18. #4318
    Sea Torques
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    Yeah. It's pretty shit. I posted a suggestion earlier in the official thread but it got buried. A good two hour that can compete with MS would have to give a 100% bonus to DA or even TA, with either a large attack bonus or a moderate +WSD% bonus.

  19. #4319
    Sea Torques
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    Quote Originally Posted by Byrthnoth View Post
    I think it has been said before, but I went onto the test server and confirmed that the new DNC 2-hour is nearly useless.

    1 Minute duration
    Resets Flourishes I/II/III to 0 recast when used.
    Acts like you have 5 FMs for the next minute.
    As far as I can tell, none of the sub-3 FM flourishes are powered up past their max normal state. Wild Flourish still can't make Tier 2 skillchains. Ternary is still one TA, etc.

    It has no effect on Flourish recast besides the reset. It does not reset No Foot Rise or other DNC JAs. There is really nothing redeeming about this 2-hour, which is disappointing considering how bad Trance is, and I will continue saving my 2-hour for other jobs. This 2-hour allows DNCs with Twashtar to do another ~5000 damage by extending their skillchain when solo and is pretty useless in zergs, which are where most 2-hours get used strategically.
    Well, this is rather dissapointing to hear, especially given that we've ranted to SE about how bullshit the recasts are on Flourishes.

  20. #4320
    Relic Shield
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    Quote Originally Posted by Byrthnoth View Post
    RDM's 2-hour lasted 1 minute and increased the potency of Protect, Barfire, and Haste by 50%. Gain-STR was unaffected (15 with or without). I don't know if Temper was affected, but it is kind of irrelevant. This 2-hour probably gives access to the strongest form of Shell in the game and that's about it.
    Are you able to check if the RDM 2hr works properly with accessioned spells on others?

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