Very curious to see how pets are influenced by this? We could see a resurgence of SMN and BST. I think PUP was already set.
Very curious to see how pets are influenced by this? We could see a resurgence of SMN and BST. I think PUP was already set.
You're not factoring in mob evasion so no.
1 Acc = ~0.5 Hit Rate but that is on the assumption you are already above the floored acc point with your current acc.
So if I had 10 Acc to start with and the mob had 800 evasion, adding 300 Acc is going to do fuck all, I'd still have floored accuracy.
However, if I was already at ~50% Hit Rate and I added 30 more Accuracy then I'd be expected to now be at 65% Hit Rate. If I added 300 Acc, I'd be at capped Hit Rate so 95%.
Great. Now weapons are gonna have hidden +skill that is gonna have to be figured out.Addition of items increasing combat skill strength
Some weapons that have displayed item levels have the effect of increasing combat skill strength.
This increase in combat skill strength differs from the effects of attributes such as "Sword skill +X," and are calculated independently for main and sub weapons.
* At present, this increase is added only for a specific subset of equipment. Other equipment will be made compatible with this functionality at a later date.
* This functionality will not be reflected in the combat skill section of the status screen.
* For the hand-to-hand skill, values have been set with consideration given the fact that damage values increase as the skill increases.
good lord the info for BST pet levels is so awfully worded
Pretty much what Jem said. There's a cap and there's a floor. Once you have enough acc to get off the floor compared to a mob's evasion, then every 2 acc adds 1% hitrate until you hit the cap at 95%. Reducing acc when you're at floor has no effect and adding acc when you're at cap has no effect.
Check version is up.
That's an understatement... sounds it's saying your pet can cap higher than 99 now (which basically makes beast affinity a must merit for as many as it takes to get to whatever new cap if any for the useable pets) then they add the item level of the main hand to go past that cap? So I guess jugs will go up to 114 then what up to 20 more now with item level? Of course now you really can't mainhand something just for the pet stats lol. If I understood this correct this is a much better fix then the throw more jugs at it that it sounded like they were going to do
the beast affinity part was pretty clear but its how the pet's level is determined that is vague as hell. unlike with SMN/DRG/PUP pets which are more straightforward, BST jugs do have their own levels that will factor into the calculation that determines the pet's actual level?
i think the beast affinity fix was very nice in the way that it still keeps the current pet repertoire relevant. a lot of the current uncapped jugs are getting a boost so for BSTs we won't see people necessarily swarming the new jugs just because they are 'stronger'
the only drawback i see to this is that you can't get a strong 99+ pet now if you're to use old magian weapons for pet stats like PDT.
Noticed a weirdly worded note saying there's only one new quest in the new areas, I'm guessing it's to obtain the vine climbing skill.
Glad I didn't remove my beast affinity merits.
I'm thinking it sounds like they just created new caps for the pets that are only achievable thru beast affinity sadly and that after that mainhand weapons item level will further go past that. But yeah can't mainhand trial weapons now sadly. Wonder if they put them all at 114 though or did some one level others another... will be fun testing lol. I'm glad they found a way to boost old pets too but at same time I hate how they made a medoicre/useless merit into an even more must have then beast healer... and I just finished remeriting Killer instinct too![]()
"For example, making every Wednesday a day that you can solo Salvage.)"
You can't solo it always because it'd be too congested on weekends. Obvious solution? Make ONE day soloable. Because I'm sure that won't be remotely congested what with being the only day per week you can solo it.
I don't get what the problem is, doesn't salvage already have a set number of instances like everything else? And it's not like people don't already solo it with the d/c warp trick. I don't think a thousand people are going to suddenly start spamming salvage if you can enter solo easier.
Iirc, no. ToAU-style instanced zones do not have a set number of instances. There might be some ultimate maximum that their servers can handle, but I'm not sure there is a formal limit like for BCNMs. In BCNMs there are only 3 copies of each BC and you can move between them with POS hacking/maintenance mode. RMT did this and opened chests for a while when the PCC BC was popular.
Forget salvage, I want to solo assaults so i can finally get captain.
I think you would find that a handful of assults would be close to if not impossible without the aid of one or two more people along with you, I can think of 6 assaults that would cock block you without the aid of others.
Yes.![]()
There are quite a few actually that I could see going in alone leading to failure:
Orichalcum Survey
Escort Professor Chanoix
Shanarha Grass Conservation (by the time you clear one side, the other side has caused you to fail)
Counting Sheep
Red Versus Blue (by the time you pop the blu's and you get to raubhan, your leader is dead)
Dracula
Breaking Morale
Imperial Treasure Retrieval
Blitzkrieg
Marids in the Mist
Azure Ailments
Excavation Duty
Lebros Supplies
Evade and Escape ("The 3 switches must be active at the same time in order to spawn the rune of release. They stay active for three minutes after they are hit.")
Egg Conservation (Not gonna cover both sides at once)
Operation: Black Pearl (Doubt you can cover 3 sides at once)
Better Than One (Maybe, maybe not, depends if the elementals it spawns aggro though magic only or by sight/sound)
Requiem
Wake the Puppet (maybe)
The Price is Right