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  1. #701
    BG Content
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    Lakshmi
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    It still has the problem of every other debuff in a meleeburn situation. Bard casts a Madrigal and it gives you 43 Acc for 5 minutes. RDM casts Gravity 2 and it potentially gives you 40 Acc for however long the monster lives. I know which one I'd rather have.

  2. #702
    E. Body
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    Siren

    I'm only pointing out that the spell has some potential to be made useful, not that the job would be worth a slot because of that individual spell.

  3. #703
    TIME OUT MOTHERFUCKER

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    Of course, that's not the case, but the development team does believe it's okay to have content that cannot be beat.
    Gentlemen, we now have a single sentence that illustrates everything wrong with the Final Fantasy XI development team. Sig it and go home. They will never listen to us.

  4. #704
    TIME OUT MOTHERFUCKER

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    Fuckin double post...

  5. #705
    Theory Fighter
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    Frejan Schultz
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    That new RDM SP has left me speechless. It's like the old new WAR SP, being a crappy version of an already existing ability on another job... with the aggravation of repeating the mistake and actually making it much worse, since RDM can just sub BLM.

    Of course, they won't do like with WAR and remake the SP to be awesome.

  6. #706
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    Just give RDM Double Cast and call it a day. It won't be useful, but it'll be unique enough that people won't be able to bitch.

  7. #707
    Old Odin
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    I dont know, RDMs new SP looks utter shit. They should have added a reversed embrava version as a debuff for RDMs new SP to hour.

    a Spell you get access only during the SP (60 sec time to cast the spell) that does the follwoing for 5 min on 1 mob only, during the debuff is on:

    Spell "blabla":
    - gives a potent -Regain debuff on the mob
    - negates any natural regen buff a mob has
    - lowers its attack and casting speed by 30%
    - fully dispells any buffs a mob has up when the spell lands
    - prevents for the 5 min duration the mob to gain any debuffs from a spell/ability.
    - lowers monsters m.acc+mab and attack, defense (the attack/def down is not overwriten if you cast bio/dia, but stacks with it.)

    to make it a bit less braindead:
    the spell caps at 600 enfeebling magic skill. The enfeeblign magic skill determins the potency of the: -Regain, slow, m.acc mab down, attack and defense down the mob will get.
    The spell can not be resisted.
    the spell can be made AoE with manifestation to hit multiple targets
    monsters with self healign skills/moves can not remove the debuff.

    dont understand me wrong, I dont want an OP spell. But if balanced correctly, such a spell could have some uses on some/alot of mobs and zerg situations. for example to prevent curse spikes on the new KBs in Legion for example etc.

  8. #708
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    (However, please keep in mind guard cannot mitigate AoE attacks.)
    Perhaps I'm stupid, but I'm pretty sure if Guard procs on an AoE TP move, you evade it completely. I've definitely avoided more than a few Mortal Revolutions that way. Also, changing the duration to 30 seconds makes it little more than a self-target full heal. 60 seconds is the baseline for it (or any of the new SPs, really) to be useful.

    The justification for RDM's hilariously useless SP ability is garbage. The argument that Elemental Seal is still subject to resistances is bullshit, because the SP ability is also subject to half resists, and Elemental Seal almost guarantees the spell landing anyway. This is utterly ridiculous. And yes, allowing us to land Blind AND Poison while the effect is up would be totally overpowered. All the while every adjustment to SAM's new SP ability makes it even stronger. What a joke.

  9. #709
    Ridill
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    A little old (dev post was made on the 9th), but I'm wondering about the meaning of this:


    Regarding the Probability of Treasure Hunter Rising

    There is an increased probability in the occurrence of TH level rising when the difference between the value of the player's TH and the value of the current TH level on the monster are further apart.
    Wouldn't this imply that once you stick TH7 on the mob, you should reduce your TH to your natural TH3 for the biggest difference between your TH and mob TH for the highest chance of incrementing TH? Which would then increase the chance of the next increment even more since the gap just got bigger.

    TH3 and TH7 are further apart (i.e. higher chance to increment) than TH8 and TH7.

  10. #710
    Radsourceful

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    Bismarck

    Quote Originally Posted by Khamsin View Post
    A little old (dev post was made on the 9th), but I'm wondering about the meaning of this:




    Wouldn't this imply that once you stick TH7 on the mob, you should reduce your TH to your natural TH3 for the biggest difference between your TH and mob TH for the highest chance of incrementing TH? Which would then increase the chance of the next increment even more since the gap just got bigger.

    TH3 and TH7 are further apart (i.e. higher chance to increment) than TH8 and TH7.
    Almost certainly a mistranslation, see the TH testing in mathy parts - shows it's *much* harder to raise TH without gear on.

  11. #711
    Ridill
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    Quote Originally Posted by Khamsin View Post
    A little old (dev post was made on the 9th), but I'm wondering about the meaning of this:




    Wouldn't this imply that once you stick TH7 on the mob, you should reduce your TH to your natural TH3 for the biggest difference between your TH and mob TH for the highest chance of incrementing TH? Which would then increase the chance of the next increment even more since the gap just got bigger.

    TH3 and TH7 are further apart (i.e. higher chance to increment) than TH8 and TH7.
    to me it seems safe to assume they meant that was true for above, and inversely true for below

    since they mentioned not wanting people to take it off specifically

  12. #712
    CoP Dynamis
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    The bigger the ΔTH between you and enemy, the smaller the probability of upgrade.

  13. #713
    PUP Power!
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    Sylph

    Not sure where to ask this but...when is the next version update going to be. Usually we get a teaser a few weeks before but its been quiet.

    I am going to wager the new SPs, MB expansion, and Neo Salvage are planned for the update. I wonder how far back the monster thing has been delayed.

  14. #714
    CoP Dynamis
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    Bahamut

    It better be at least as far back as Cait Sith, because if that shit sees the light of day and Cait Sith doesn't...

  15. #715
    E. Body
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    Given the rate at which neo salvage is appearing on the test server I've been expecting it sometime in December at the earliest. We didn't get a November update, possibly because of all the extra tweaking they've had to do to SP2s, so far so I think a December update with SP2s + Neo Salvage at the forefront will be coming.

  16. #716
    Old Odin
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    Quote Originally Posted by Kincard View Post
    Given the rate at which neo salvage is appearing on the test server I've been expecting it sometime in December at the earliest. We didn't get a November update, possibly because of all the extra tweaking they've had to do to SP2s, so far so I think a December update with SP2s + Neo Salvage at the forefront will be coming.
    I am a bit pessimistic if we will see Neo Salvage in December, SP2s yes, Neo-Salvage? no. That thing will be pushed back to the next update.

  17. #717
    Pandemonium
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    Sylph

    Neo-Salvage will get pushed to be released 3 months before expansion, whatever that timetable is. I expect Neo-Salvage in June/July.

  18. #718
    Very Sexy Nerd
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    Carbuncle

    I see them pushing it back, and then ending up releasing it half-done anyway.

  19. #719
    Pandemonium
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    Sylph

    Based on the way Meebles was implemented....I'm glad I'm focused on crafting atm and not excited about the other stuff in the game.

  20. #720
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    Slycer Ilerion
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    Fenrir

    Quote Originally Posted by Obsidian View Post
    Perhaps I'm stupid, but I'm pretty sure if Guard procs on an AoE TP move, you evade it completely.
    Fairly sure that the community team translation was wrong and mine was right - "ranged attacks" not "aoe attacks."

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