All stats completed/translated - check over here (and continue discussion at that thread also):
http://www.bluegartr.com/threads/117...=1#post5816300
So, considering small attack and accuracy boosts have been converted to +skill on pretty much everything, how does this relate to the augments on Delve gear? Anyone have any data on them yet?
Basically how it works though not sure how much it will help with low tier. I mean yes it will technically help more on lower tier but so does int... and to a bigger extent until you start getting huge dints on tier ones and such. Easiest way to think about it is it's is functionally the same as adding int but without a multiplier. So going to add same dmg regardless of tier or dint. But in most cases int will do more 1 for 1. I almost think it was a way they could add a bunch to base dmg without adding to macc like int would. Cause imagine new soothsayer but replacing the magic dmg with int <.<
looks like I missed out on some interesting shit over final's week
Quick question on the magic damage, so this is calculated before MAB correct?
Of course.
Gobbiebag expansion, inc requirement; Square Of Penelope's Cloth, Scarlettite Ingot, Ormolu Ingot, and Tanzenite.
More gobbiebag would be awesome!
But it'll "take some time" which is FFXI for "maybe your grandchildren will enjoy this some day."
I'm already expecting August's update to get delayed to September, so many by the time SoA is done and deserted will they release it.
If they're worried about stupid data fetching after you zone, then start ditching non-essential stuff until the client requests it, such as the quest/mission/KI lists.
Pretty sure the server and client both need to know your quest/mission/KI status always for cutscenes/pop conditions. If you don't retrieve that stuff upon zoning, you're going to create latency when trying to pop mobs or get cutscenes. You're just shifting where it happens.
That should all be server-side checks regardless, and the XI client always waits for a reponse from the server when interacting/trading stuff anyways, so I can't see why the client would need to know its own quest progress to start with, unless they really programmed it poorly.
This is the company that somehow added drops that don't exist to old BCNMs recently when they were only working on soa stuff.... or when they just changed the cap of displayed dmg somehow made cures actually do rediculous dmg. Or one time when not messing with sa or thf at all randomly made sneak attack only work from the front etc etc. I'd doubt if there was anything they didn't program poorly lol
Didn't they adjust healing magic in the same patch they adjusted displayed damage?
So more porter slips, got it.which is separate from your Gobbiebag and Mog Safe and will hold a large amount of items in exchange for not being able to check it constantly while you are out adventuring.
Maybe I'm too optimistic, but I'm envisioning some massive 320+ slot bank that upon opening it unloads your sack/satchel/locket/storage from memory and only has it and your inventory open. If we had to experience something like the delay when zoning while the normal inventory is loaded/unloaded, I think it'd be worth it. Shit, call it the Mog Vault and give it an animation of a massive door closing with the locking dial spinning to cover up the delay while standard inventory is loaded/unloaded lol.
Can't they just make it so safe/storage/locker have a longer loading time and is only processed on request?(like the AH)...I mean we only need to have readily available bag and sack, the rest isn't something you need to check asap since it's not accessible...I don't know how these things work so this is just conjecture.