Hmm, i wonder if they'll fuck h2h over with that one since they consider the second hit as an offhand (i.e. relic/emp procs)
Hmm, i wonder if they'll fuck h2h over with that one since they consider the second hit as an offhand (i.e. relic/emp procs)
It has nothing specifically to do with stats on weapons themselves. Right now 2h jobs get 75% of total str as atk, and 75% of dex as acc, while 1h/h2h only get 50% of each. Post update you'll get str = atk conversion boosted to 75% like 2h for mainhand, and 75% dex = acc for both hands.
the attack change only applying to main hand is mind blowingly stupid
Ok wait, if I have 100STR in my gear and am dual wielding two weapons with 20 str on them, will the attack I get from the STR accross all my attacks be 100? ((100+20)*0.75)+(20*0.5) Or will my main hand attacks have 105 ((100+20+20)*0.75) and my offhand attacks have 70 ((100+20+20)*0.5) attack?
Anyone check on test server yet how this affects h2h? (as noted in my previous post, the offhand punch is tricky sometimes)
Why wouldn't it? Given that they didn't specifically mention H2H you're going to get one of two situations:
1. They get the main-hand only attack boost like all the other one-handers, consistent with their last one-hander patch
2. They get nothing
Feels like from here they're going to consider H2H one-hander weapons unless they otherwise mention something.
3. You get the main-hand attack boost on your right fist and no attack boost on your left fist.
That's pretty much what I meant by #1, guess I should've clarified. Makes sense to just treat the right and left hands as separate hands as if you were dual wielding.
Did the ratio change affect kicks?This is almost certainly what it is. idk if kicks will get it, but I'd bet not.
Double plans until July 3rd....atleast I'll be done with Salvage forever!
I need to start doing salvage for body.
Wait am I reading today's dev right? Stronger elements get even less from int then previously posted? They outright gimping thunder/ice now while strengthening others?
For comparison, here are the old INT modifiers with the originally announced numbers and the new INT modifiers with the corrected numbers:
Stone V: 5.5 -> 5.5
Water V: 5.2 -> 5.1
Aero V: 4.9 -> 4.7
Fire V: 4.6 -> 4.3
Blizzard V: 4.3 -> 3.9
Thunder V: 4.0 -> 3.5
Still not "gimping," remember the current modifier is 2.29~2.3 for tier V nukes and the base values themselves are also getting raised slightly across the board.
Dear god, that looks like a lot of species to play as in this:Spoiler: show
Looking forward to Monstrosity. They're putting a decent amount of detail into it!
Well they did talk about at Vanafest about changing into things like Chariots, Behemoths, and if I recall right the Naraka (Not sure on spelling) so I wouldn't be surprised if they include most mob families at some point.
I wonder how excited Rocl is that he gets to be a Wamoura (judging from his forum title!)
Here's the Monstrosity ultimate question though.
Spoiler: show
It's all relative, they really aren't changing the MP cost of the higher element spells all that much (Blizzard V MP cost will go down by 10, Thunder V wil go up by 12). Really what you're looking at is every single nuke getting a significant damage boost (extremely significant for lower tiers like I and II), and lower element nukes getting very significant MP efficiency boosts as well.
I think it's a perfect solution to giving a compelling reason to cast lower element nukes. As others have said before a few times, if you want to do more damage in short time, you'll still be using high tier spells and/or higher elements like Blizzard and Thunder. If you want to do more efficient damage over a longer time, you'll look to lower tier spells and/or lower elements like Earth and Water.