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  1. #4801
    Sea Torques
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    Test Server Findings

    Quote Originally Posted by Yugl View Post
    Removing Paramount Gallu's MS is a big deal imo.
    If ppl are moving towards stun lock strategy. Do they even have the chance to steal it?

    One way, SE is moving ppl away from PD (SMN) and Embrava abusing and got ppl into stun lock stat for any tough fight. Then implementing this stealing SP for thief to steal nothing.
    That's actually having this SP kinda useless most of the time.
    p.s. providing that it is 100% successful rate. Knowing SE likes to screw THF JAs on random missed stealing, despoil...

    If I have to choose, I rather have bamboozle than this. At least THF can be used for a short time zeroing situation beside just TH on.

    I'm not trying to argue, just saying if the event need TH on, you are bringing one, but their new SP is rather useless.

  2. #4802
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    Quote Originally Posted by chichicha View Post
    If ppl are moving towards stun lock strategy. Do they even have the chance to steal it?

    One way, SE is moving ppl away from PD (SMN) and Embrava abusing and got ppl into stun lock stat for any tough fight. Then implementing this stealing SP for thief to steal nothing.
    That's actually having this SP kinda useless most of the time.
    p.s. providing that it is 100% successful rate. Knowing SE likes to screw THF JAs on random missed stealing, despoil...

    If I have to choose, I rather have bamboozle than this. At least THF can be used for a short time zeroing situation beside just TH on.

    I'm not trying to argue, just saying if the event need TH on, you are bringing one, but their new SP is rather useless.
    With some of these new abilities (PLD and SAM for example), you may not need to stun lock all the time. In that case, having a THF could be handy.

  3. #4803
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    The mob uses the 2hr right after unlocking the stun, so they'll definitely have a chance before the next stun hits.

  4. #4804
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    Test Server Findings

    Quote Originally Posted by Yugl View Post
    The mob uses the 2hr right after unlocking the stun, so they'll definitely have a chance before the next stun hits.
    In that case, yup! Still providing it 100% success rate

  5. #4805
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    Quote Originally Posted by chichicha View Post
    In that case, yup! Still providing it 100% success rate
    I believe they said it is 100% in exchange for the ability not doing any damage.

  6. #4806
    The Syrup To Waffles's Waffle
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    I don't know how to code for shit, but I imagine anything that's broken would be a very simple fix for those who are good with it, as most broken things just seem to be a simple shift of memlocs/offsets. Ex, for Ja0wait test server MemLoc is FFXiMain.dll+9B3EF now (compared to live server FFXiMain.dll+9AC7F, signature is still the same though).

    GM/Maintenance Flag are still alterable along with movement speed but I have even less of a clue how to program that. I think SE just wanted to get rid of clipper as best they could now that it's not being mass distributed.

  7. #4807
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    The JA0Wait was working during Weapon Bash tests, but the other stuff were not.

  8. #4808
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    The JA0Wait was working during Weapon Bash tests, but the other stuff were not.
    Tears of unfathomable sadness.


    Man JA0Wait made using Stardiver on VW so much fun, run in, WS, runaway in the middle of the animation so it looks like I'm Jumping away on the last hit.

  9. #4809
    The Syrup To Waffles's Waffle
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    Why sadness? Ja0Wait works normal (as Yugl just said). The related windower plugin does not (I'm assuming it works on offsets, since it's simpler). Clipper function of it updates on a reboot given that it's probably based on signatures/structures and that remained the same. The ones related to player status and movement speed had related code altered; no, it's not server side. Haven't a clue why it was altered, though.

    Unless you were sad about the other stuff. But you seemed to be lamenting the loss of Ja0Wait.

  10. #4810
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    Anyone bother to check out the new areas added for neo-Salvage on the test server? May be of interest (though likely not, based on the fact that they are still saying that you can't spawn stuff and can't clear stuff, etc.). Also, they did mention that they are starting to load files for play-as-a-monster onto the test server in a recent JP post, so some new stuff might show up if someone does a fresh dat mine there. Not necessarily items and the like, but game resources at least.

  11. #4811
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    Nothing really to report with Salvage. It's very obvious they don't want to actually provide anything to test other than the Encumbrance removal methods. Probably because Salvage was the only thing that had the player base stumped for quite sometime (hi2u frogz).

  12. #4812
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    Test Server Findings

    I made a joke about that over my ls a couple days ago.
    They put in zhayolm first to test the lamp pathos removal...cool it worked. Theres nothing else to test since the mob-pathos removal isnt active, nor are any NMs. Then they add in arrapago, same thing: no new mobs, all filler stuff to test. Then they add in SS and bhaf...same thing, theres nothing to do or test other than lamp pathos removal.

    Whats the point?

  13. #4813
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    I imagine the play-as-a-monster stuff refers to the mon_ section of the spell/abil common file - it's all junk values now (as far as I know) but it's there.

  14. #4814
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    POLUtils 1.0.0.0 released today, mostly just filling in blanks in maps/mob lists, but there are 2 more relevant changes for the Test Server:

    1 - Mass Extractor can now be aimed at the test server, just add the -test flag when running it.
    - Order no longer matters for MassExtractor flags - "./Massextractor.exe -test -full-scan ./Output/" is the same as "./Massextractor.exe ./Output/ -full-scan -test"
    - If for whatever reason you tried to specify 2 output folders, it'd ignore the first and only use the second.

    2 - Spell Abil Common file has a section for "Monster Spells" added. It has no context, so the information is not really usable, but it's visible. Note this section only exists on the test server for now.

    Armor2 files, and Several maps, are located in different places on the test and real servers - since the RomFileMappings are based on the real server position, MassExtractor's Known Files and the Databrowser's menu functions won't point to the right place. They're typically several files earlier (Armor2 English is 1-286-73 on Real, 1-286-56 on Test) and not always spaced out the same.

  15. #4815
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    Does the new thf SP2 at least steal brd songs like Aura steal should have been able to do years ago? We're rapidly running out of useful things it can even steal.

  16. #4816
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    Test Server Findings

    Quote Originally Posted by Khajit View Post
    Does the new thf SP2 at least steal brd songs like Aura steal should have been able to do years ago? We're rapidly running out of useful things it can even steal.
    as far as SE statement it can steal any buff but priority lies on stealing old SP if its active on the mob. wonder if it can steal embrava

  17. #4817
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    Quote Originally Posted by Tachi View Post
    Perfect Defense is solely based on the Summoning Magic Skill now. You can call Alexander with 1 MP and 520 smn skill, PD will last 56 seconds. The decay effect is still present but there is something very strange about it.
    On the live server PD start to decay at half of the duration (i.e. 45 seconds of DT-96% with the max duration of 90 seconds)
    On the Test Server, if I uses Perfect Defense with 100% MP (or probably just more than 1188 MP), the effect start to decay after 28~30 seconds.

    However, if I uses Perfect Defense with less than 100 MP it start to decay after 50~52 seconds, that's a difference of 20 seconds.

    I made these tests many times using Fraps/Timestamp and the results were practically the same on every occasion, it's not random at all.
    No surprise, this has been revised.
    Perfect Defense with 520 Summoning Magic Skill :
    - 10 MP : 00:15
    - 905 MP : 00:45
    - 1003 MP : 00:45
    - 1183 MP : 00:45
    - 1193 MP : 00:56
    Level * 12 once again I believe.

  18. #4818
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    Can you try with less skill at the same MP counts, seeing if the durations add up?

  19. #4819
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    417 Summoning Magic Skill :
    - 8 MP : 00:15
    - 1177 MP : 00:40
    - 1196 MP : 00:50

    1188 MP at level 99 are a requirement for the full duration, no matter the current skill.

  20. #4820
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    Lol so now you have to balance mp and skill for an even lower duration?

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