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Thread: Patch 1.20 Notes~     submit to reddit submit to twitter

  1. #41
    Honorary Wanglad
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    Quote Originally Posted by Gokulo View Post
    Well, you get enhanced block rate trait
    Gladiator already had a trait to increase block rate by 5% in the past. Now it's block +10 but we still have no idea what 'block' translates into as far as block chances go.

    Quote Originally Posted by Chakra View Post
    If you watch the moogle video you see how many animations have changed. Also, some classes get totally new WS. Which obviously would need a animation to go with it. The three-fold MRD WS for example is one of them.
    Uh yeah.. That video is a pretty terrible example for new player animations especially with the camera following an ARC fighting outside of the melee group. I think casting effects changed some but that's not a part of animation really. Not saying there won't be any new animations this patch but I could easily see a lot of the new WS on GLA using the "spin and slash" animation for now.

  2. #42
    But I don't want my title changed
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    My feelings about this are the same feelings I had when I saw the moogle video

    My body is ready

  3. #43
    Ridill
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    Semi-permanent stat allocation is a load of crap. We could re-allocate stats before it's not like there wasn't a precedent to code it back in.

    Also not understanding the "Auto-Attack Bonus" chart, the list before it tells us everything already, is it just to reiterate or...?

    The sheer amount of action changes is just staggering, trying to take it all in is just.....ugh, so much all at once (giggity). In general, not looking forward to learning how to play 6 jobs all over again, but such is beta testing (soon to be paid beta testing), just hope it's for the better (for ours and SE's sake).

    Also they mention there no longer being a level restriction on using abilities above your level from another class, am I crazy or were there never any such restrictions?


    edit: also gotta remember to load up on cobalt before patch day, been stockpiling it to continue ARM

  4. #44
    Crackodactyl
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    Quote Originally Posted by miokomioko View Post
    • I'm probably going to get plenty of inferno totems passed to me out of sympathy... 0/79 now.
    Nope! (Chuck Testa)

    You said 0/100 before update, lets goooooooo!

  5. #45
    Ridill
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    Quote Originally Posted by Niiro View Post
    Also they mention there no longer being a level restriction on using abilities above your level from another class, am I crazy or were there never any such restrictions?
    There was never a restriction to equip a skill. I dunno if the potency/effectiveness was reduced based on level, but I didn't notice it. Likely this is just the same as before except they're telling us about it.

  6. #46
    Ridill
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    It's confusing because they're wording it as if it wasn't possible prior when it definitely was.
    Players are no longer bound by level restrictions when setting actions from other classes. For instance, a level 1 pugilist will be able to set a level 30 gladiator action. However, the effectiveness of that action will be scaled down accordingly.
    You could always equip abilities above your level and afaik they weren't diminished any more than the regular cross-class penalty (traits weren't diminished at all whether they were cross-class or above level).

    So the only actual change is a penalty to higher level skills. Or at least that's all I can figure.

  7. #47
    Yoshi P
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    Yeah, afaik there were no restrictions. Casting SS2 on yourself basically meant you were invincible for several mobs at a time up to a few levels above you. And I think the Auto-Attack Bonus Chart was just a reiteration of what they said, just diagrammed to make it look cleaner.

  8. #48
    Ridill
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    Not looking forward to the headache of stat distribution , they could have been more clear with the distinction between (for example) STR increasing "damage by PGL arms" and INT increasing "damage dealt by PGL".

    Is there a difference between damage by PGL arms and damage dealt by PGL? Is it 1:1? If STR increases ATK as well as increasing damage dealt overall why would you put points in INT when the only other thing it'll effect is blindside?

    Ugh, more questions than answers.

    Now I'm gonna feel the need to do all my DEX/ACC tests all over again to see what's changed before spending points, damnit why did I bother with that 2 weeks before another combat overhaul.

  9. #49
    the whitest knight u' know
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    Quote Originally Posted by Niiro View Post
    Not looking forward to the headache of stat distribution , they could have been more clear with the distinction between (for example) STR increasing "damage by PGL arms" and INT increasing "damage dealt by PGL".

    Is there a difference between damage by PGL arms and damage dealt by PGL? Is it 1:1? If STR increases ATK as well as increasing damage dealt overall why would you put points in INT when the only other thing it'll effect is blindside?
    It's probably not listed as "arms" for INT because PGL/MNK's new method of damage-dealing is elemental fist stances, which are enhanced by INT/Potency/etc.

  10. #50
    Ridill
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    Oy, we're gonna have to figure out how much of a regular attack damage increase STR:INT gives, how much it is when considering STR gives ATK as well now, how much INT increases elemental fist damage, how often we can afford to keep elemental fist abilities up and how that effects our investing in INT....

    Even if we had re-allocation available with this patch, I'd still have a headache.

  11. #51
    Strider/Doom/Cyclops
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    Quote Originally Posted by miokomioko View Post
    • 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).
    That is the list of exceptions; i.e. the mobs that will CONTINUE to use ranged attacks:

    [dev1260] Most enemies will no longer perform ranged attacks.
    The exceptions to the above are as follows:
    In other words, they just said, "Mobs will no longer use ranged attacks, except for this list:

    [damn near everything]"

  12. #52
    Smells like Onions
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    Trait System

    "the system wherein traits are obtained in exchange for guild marks has been abolished"

    This made me pretty happy :D

  13. #53
    Kaeko
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    Couple things I noticed about the "most enemies will no longer have ranged attacks:
    All NMs still have ranged attacks (to prevent kite solos?)
    Capricious Cassie is on the list

  14. #54
    Unique and/or Creative Phrase
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    Looks like the patch was delayed 2 days. The expected release day is now Friday.

  15. #55
    Cerberus
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    Been a long time since I played GLA, is there still a Shield raise action you have to mash ever 6s, or did they make it auto-blocking?

  16. #56
    Kaeko
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    Also for CON, is the move "Cleric Stance" backwards? It says it increased magic attack by 20% and reduces healing by 20%. Seems based on the name it would do the opposite?

  17. #57
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    Quote Originally Posted by plue View Post
    Been a long time since I played GLA, is there still a Shield raise action you have to mash ever 6s, or did they make it auto-blocking?
    I believe it's auto blocking now.

  18. #58
    the whitest knight u' know
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    Auto blocking with a block rate that completely blows unless you have Deflection up... and wearing a shield apparently removes your ability to parry.

  19. #59
    Cerberus
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    Quote Originally Posted by miokomioko View Post
    Auto blocking with a block rate that completely blows unless you have Deflection up... and wearing a shield apparently removes your ability to parry.
    Thanks!

    Glad to see that they put in auto-block, that shield skill was the worst idea ever thought up. On the other hand, the rest of your post made me pretty sad for how they handle balancing of mechanics.

  20. #60
    Ridill
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    Quote Originally Posted by miokomioko View Post
    Auto blocking with a block rate that completely blows unless you have Deflection up... and wearing a shield apparently removes your ability to parry.
    Deflection doesn't increase your block rate(?), and you could never parry while blocking.

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