lol Bloodletter nerf:
http://viperbeam.com/ffxiv/BLnerf.jpg
lol Bloodletter nerf:
http://viperbeam.com/ffxiv/BLnerf.jpg
Gear seems to wear down a lot faster as well.
All damage seems to have decreased. I was only LNC 26 before the patch, but I'd always melee above 120 damage on sameish rank mobs. Post patch I was meleeing for 27-30. Doomspike used to do upwards of 700 with 3k tp, now it only does 200-350 depending on randomness/mob type.
I know, not endgame level numbers, but very noticeable for me.
With all due respect, general damage adjustment is one thing, but this is a straight nerf and should have been mentioned in the patch notes.
The defining characteristic of Bloodletter is the fixed damage proc at the end of the DoT. If that damage is no longer fixed, Bloodletter becomes just another weapon skill.
Presuming that BL is even capable of procing 500 anymore, if a trash mob is getting a 25% resist on BL, this does not bode well for BL's continued usage against Things That Matter.
NMs have a different minimap icon than other mobs. I don't recall seeing that mentioned in the patch notes.
Block rates are terrible.
[dev1184] The following adjustments have been made to the minimap.
* The color tone of the minimap will be adjusted to improve the visibility of the character's field-of-view.
* Notorious monsters now have their own icons.
[dev1144] Most damage algorithms have been renewed in conjunction with the abolition of physical levels and the automation of character attributes.
I think I have read some of this around BG, but for the sake of consolidating the information:
- "Evade" has been removed from the game. Players and enemies can now only "miss."
-- You can activate PGL reactionary abilities on "miss," as a result.
- You can crit on WS.
-- You can use Simian Thrash now without looking like a scroob, as a result.
- The visual effect for the PGL WS, Follow Through, has been changed.
- When you sell items at a vendor, all of the sellable items in your inventory display with their appraised values. Additionally, items you choose to sell will select the full stack by default.
- A little timer appears by your EXP bar during EXP chains to let you know when the current chain will expire. Take note, future bards!
- TP gain formulas have been adjusted. It's not just you.
- The color-coded equipment confuses the fuck out of you because you think green items are equipped when they're not.
-- You have muttered "what the hell" to yourself on more than one occasion, as a result.
- Your r/ex is shit now.
Holy crap, this was fucking with my head so much last night. Sitting around waiting to see an evade, what bullshit.
Also, along with Multishot + Raging strike being nerfed damage wise, it also got nerfed TP wise. Each shot gives the same amount of TP no matter how many arrows are nocked. It was somewhat mentioned, but still vague.
I honestly never noticed this before patch but I may be wrong:
Cures can now crit like every other spell. Log doesn't mention anything but you get the crit animation and you heal more (like 60 extra HP or so on Cure II).
I also noticed a huge damage reduction on both Spirit Dart (and every other version of it) and Levinbolt.
Lots of people are saying Archers have been nerfed pretty hard and LNC and MRD are now raping, my ARC isn't high enough to really get a good feel about it though.
Archer has definitely been hit hard, but I think the changes are fair considering how fucking powerful archer used to be.
ARC's damage seems fairly mediocre now, my melee jobs all easily do more damage, besides Glad of course. That said, I haven't tried it with Cobalt Arrows, and I'm still using Verdant bow (which I have a hunch might suck now with the added DMG stat... before it was nice for TP gain/damage because of its delay) and pretty much all Darkhold gear on all jobs. With proper arrows and materia it'd do more damage than it does for sure, but I'm pretty sure it'll still be outpaced by melees.
Not sure if it was mentioned in patch notes (can only see stuff about HP/MP restore), but you begin to lose TP instantly after deaggro/mob death so now you can't even go to a mob 2m away without most of your TP disappearing (same applies if a mob decides to deaggro and run back to spawn)
Food effects have been changed, or at least updated to the new stats. Jerked Beef brought my attack from 499-567 on lancer and gave me a solid 100 hp. I didn't notice the attack difference on my lvl 35 gladiator, but I went from hitting 51-55 to about 62-64 from a quick eyeball (on the same mob, used mid fight).
Have they fixed the fact that HP from food didn't matter? Pre-update anytime you used an ability/spell (regardless of if it did or did not consume HP) with food effect your current HP dropped to whatever your max without food was.
Also, are HQs broken or did some LNC weaps get buffed, my ban +2 lance is now the same/worse compared to the raid weapon and even the GC one whereas it had 20~atk and 0-5acc more before
HQ stuff aren't broken afaik, for example, what's your ban lance's damage? I have a NQ and it's 117. HQ might not be as good as before, though
Edit: I think there's no disparity in damage as far as "polearm types" are concerned, no longer are lances stronger and less accurate than their counterparts, so since banneret is just a lvl 48 polearm, it pales when compared to lvl 50 ones (i'm guessing)
HQ is now only 3% better than NQ
I didn't look at all the weapon types, but at least for swords it seemed that all dated weapons had slightly worse stats than non-dated crafted swords. And I didn't play much at all during 1.18, so this might be old, but the penalty for using weapons&armor on a job that isn't the optimal level or class is harsh. You get zero stats (like craftsmanship or STR), and my 33 gladiator with a r42 sword had a 90% reduction in damage.