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  1. #5961
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    That's a tremendous amount of skill, but I guess it was expected. That's extreme enough that monks with Oatixurs will be able to go from 8 songs to 2 songs with no drop in stats (swap from Sushi to meat). Also, the lowered base damage is just there to counter the increase in skill. overall it only loses 14 base damage to gain over 200 attack/acc.

  2. #5962
    Fake Numbers
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    So according to Zephyr's post Oatixur will be dropped to +107dmg to compensate the 228 h2h skill(28dmg?).
    Hoped they would miss to adjust it abit but I guess +135dmg and no worries for acc on current content is not bad. Just hope they will count for both fists.

  3. #5963
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    Quote Originally Posted by blue View Post
    Just hope they will count for both fists.
    This would be quite funny and I wouldn't put it past them.

    No other weapon type seems to have had its base damage adjusted, and the RME changes aren't in there.

  4. #5964
    Old Odin
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    Quote Originally Posted by Byrthnoth View Post
    This would be quite funny and I wouldn't put it past them.

    No other weapon type seems to have had its base damage adjusted, and the RME changes aren't in there.
    even if RME follow the examples matsui posted way back they would auto loose to the new adjusted delve weapons.

    the question is why make high eva content and then make that same event piss easy with the wespons. we are basicly back to sporting old euqipment

  5. #5965
    Resident Moogle
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    How do you calculate Combat Skill(ignoring the ACC) vs D anyways?

    Still using Rigors on my MNK/PUP because I haven't had the time yet to get into a proper Delve LS for Oats, but losing 11 base damage for +162 skill seems like a massive buff to that if it's both fists.

    Why they added 162 guard to Rigor also is beyond me, but I'm not going to argue with it.

  6. #5966
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    They added 242 Dagger / Parrying to Izhiikoh, I think. I wonder if they've totally forgotten evasion or if they're just deferring all of that to equipment.

  7. #5967
    Nidhogg
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    Seraphus Highwynn
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    Gilgamesh
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    242 skill on Upukirex, I can dig it. The mobs they're going to introduce in the future will probably be level 150-160+ to compare to these weapons. Current delve bosses are probably 130-135 or so, but delve for new naakuals will have to be higher with even more eva/def because seriously with just these weapons alone we can probably cap acc on current content. These weapons will probably be a necessity to do newer content.

  8. #5968
    Sea Torques
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    Bismarck

    What is the +26 and +27 on Oatixur? Is that still acc/attack? I cross referenced one of them with Hatzoaar but I'm not sure.

  9. #5969
    Old Odin
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    the german translation is a bit disturbing about utsusemi, literally it says:

    "When wielding a weapon with level and +skill attributes in the mainhand, the number of shadows left for utsusemi disapears."

  10. #5970
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    The NA version states that the number of shadows taken by monster TP moves will decrease and interruption rate will drop. The first could be associated with Parrying skill normally, and the latter is generally associated with magic skill, I think?

  11. #5971
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    Maybe SE is addressing a possible issue of a mob being IT++ with a weak weapon but conning a lesser difficulty with a stronger weapon and this is their way of combating it. Just make sure you have the correct weapon equipped before casting utsusemi.

  12. #5972
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    I think those were just normal side effects of leveling that were not compensated for already. All that is really left now is evasion.

  13. #5973
    A. Body
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    Sir Taint
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    Quote Originally Posted by Byrthnoth View Post
    I think those were just normal side effects of leveling that were not compensated for already. All that is really left now is evasion.

    Thats exactly what it seems to be. Weapons that try to make the player lvl 119. (or close to it) Just no skilling required and no new traits/abilities.

  14. #5974
    Nidhogg
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    Evasion/Base Attributes/HP/MP are being taken care of with armor:

    http://wiki.bluegartr.com/images/thu...escription.png
    http://wiki.bluegartr.com/images/thu...escription.png
    http://wiki.bluegartr.com/images/thu...escription.png

    Restating for emphasis: Because there is no level correction Adoulin areas, equipping gear like this really WILL make you like a level 115-120 character. The only difference between leveling up to 115-120 and wearing equipment that boosts parameters to the ~115-120ish realm is it gives them a valid excuse to not add new spells, ja, ws, traits. However since they said they were working on removing the hard cap on the # of recasts a job can have(12), it might be we'll be seeing new JA/Spells soon. I think the fact that Steal/Despoil isn't a shared recast is a good indicator that they've overcame that since previously THF had 11 job recast timers plus steal/despoil for 12, however now they have 13. Maybe we'll see DRG getting unsplit jumps. I'd like to see each job get 2-3 new JAs since 90-99 most jobs barely got 1 new JA and only WHM and BLM really got 'ultimate level 99 spells' meteor/arise.

    Also I wouldn't mind seeing some new gear that adds spells when equipped like Twilight Cloak, or weapon skills, or even JA's. Can make it a set bonus:unlocks a new JA or something.

  15. #5975
    PUP Power!
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    Sylph

    So does this make rigors closer to oaxiturs in terms of overall damage? The gap seemed way too high previously.

  16. #5976
    New Merits
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    Helldemon Ffxi
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    Balmung
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    I believe they said they could already split drg's jumps? They said that if they were to do so that they would have to make Spirit/Soul the old recasts of 90/180 seconds though which isn't worth it.

  17. #5977
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    Slycer Ilerion
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    Excalibur
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    Fenrir

    Man that's a lot of freaking equipment adjustments. I hope they know what they're doing, always scares me when adjustments are mass-implemented like this.

  18. #5978
    Banned.

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    Does anyone know how spell interruption via skill is calculated? I swear with anything in adoulin it doesn't matter if I'm hit for 1 damage with 500 skill, it's an auto-interrupt without aquaveil or 100% -spell interrupt gear. Maybe that's part of the utsusemi change? Since our actual magic skilll isn't getting increased to the crazy levels of combat skills, and magic skill happens to determine interruption rate

  19. #5979
    Melee Summoner
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    Where are you guys seeing these? Official forums?

  20. #5980
    Nidhogg
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    I believe they said they could already split drg's jumps? They said that if they were to do so that they would have to make Spirit/Soul the old recasts of 90/180 seconds though which isn't worth it.
    That's what we thought until Motenten said split timers would actually pull ahead slightly. It wasn't so much that the timers would be long as much as the fact that Jump and High Jump actually slow you down if you're at haste cap(at haste cap you swing every 1.3ish seconds but Jumps incur a 2 second JA delay). So not only are you interrupting your delay to use a Jump/High Jump, they only give regular TP amounts, so you don't actually benefit from using it(unless you're at ~85-90% TP, in which case you can instantly get the remaining 15-16 TP and WS to circumvent that JA delay). They would need to increase the amount of TP Jump and High Jump give in order to make a split more viable, If we're doing 3-4 Jumps every 90seconds, that's 6-8 seconds of lost swings which under full haste cap could be 7+ swings. Maybe giving 1.25x TP for Jump, 1.50xTP for High Jump, add the VIT modifier for High Jump to increase their damage over a normal hit, 2.5x TP for Spirit Jump and 3.5x TP for Soul Jump would be a good start.

    Finally I wouldn't mind a final Jump that gives 4-5x TP and does significant damage. There's an animation for this already viewable in the .dats in Altanaviewer, it's similar to Super Jump. The animation starts off with a Super Jump, then blueish/green energy is charged in the air and you can hear a weapon being thrown at the target followed by a large explosion of blue energy, then it sounds like a dragoon landing from jump and the weapon, lodged in the target is pulled out. Could be a 20min JA, kills the wyvern, shares timer with Super Jump.


    http://www.youtube.com/watch?v=fv13Cm2YCpQ

    ^As far as I know this is not a TP move used by any mob, nor is it a cutscene animation for any mission/quest. I highly suspect it was originally intended to be an Alt-Super Jump, similar to how Spirit/Soul Jumps are Alt-Jumps and Alt-High Jumps with shared timers. IF you look at ~3-4 seconds in the video you can see that something is either dropping on the Tiger or falling on the tiger. From the soundeffect it sounds like something is being thrown; kinda like FFIX Freya's Jump.
    Spoiler: show

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