Pretty comprehensive O.o
One of the things that made me really happy: gathering points on the mini-map, lol D:
Smart.Intelligence
Attack Magic Potency
Damage dealt by puglist
Also noticed VIT is the mod for MRD damage. Time to buy some more VIT rings.
Cool theres 2 stats that add bonuses to auto attacks but kinda weird Int only works for puglist and not Thaumaturge. Also seems like most the aoe and line attack weaponskills got removed.
Not being able to undo stat allotment until Feb is orz. Unless basic duration means 1.20a or 1.20b.
only protect or shell, not both. so many other things noticed but we will figure out how the game works in due time
The patch notes say they're mutually exclusive and will override each other. So even if we get it later, it's still one or the other.
I know, I just find amusing that they tell us that yet remove one of them.
Protect seems to increase Magic Def with a trait, so Shell probably has another purpose?
There are two stats that enhance each class' damage... I wonder if each stat will increase damage by the same amount. I guess, for lancer and other melee classes, that 1 STR will always outweigh 1 of their other stat simply because STR adds a tiny amount of attack power, but other than that, I wonder if the damage bonus of 1 str is equal to 1 of the other stat.
Overall, I think they're smart changes.
The stats on AA damage made me wtf a little, but looking at the revised action lists and considering the forthcoming jobs, it will probably end up making more sense going forward. Also, it does look like an effort to further differentiate classes, which is neat in theory.
The class that actually makes me wtfmoo the most at its damage buffs is GLA. Only thing I can think is that PLD will be making heavy use of cures, otherwise I can't think of any reason why it'd be worth sinking points into STR or MND over DEX/VIT/PIE.
I'm digging the class ability reorgs, hopefully GLA will actually have a use now.
interesting..
very thorough documentation of class changes
Loving the changes. Only complaint I have though is the Ifrit Cane/Cudgul still look like shit unless they're going to ninja fix the cap on potency.
• Bahhh~ I am not sure how I feel about that stat allocation stuff. Especially since it's "temporarily permanent."
• I'm probably going to get plenty of inferno totems passed to me out of sympathy... 0/79 now.
• lol at the mob list that no longer executes ranged attacks. Looks like you'll finally be able to reach some of those ridiculous aetheryte camps/gates (sup black shroud).
• I am going to be buried in company seals if they let me exchange my guild marks for them.
• "Getting Giggy With It" fishing achievement: lol. I really hope that yields a Will Smith-related title.
edit: Why was I expecting jobs this patch? Did they say 1.21 for those or something?
I think they had originally said 1.2 but pushed it to 1.21.
Also, mini-map showing nodes is great.
1.21 for jobs.
Nice list anyway. Kinda lacking in content but I love the changes. Also yay at Auto-Refresh for mages :D
I'm confused why traits have recast timers. Do they actually have to be used?