Mocchi: Follow-up Frenzy
Rune Fencer
I'm not particularly familiar with Paladin, but doesn't the effect of Iron Will together with Rampart also apply to party members?
Am I misunderstanding this?
Yeah, I'm very sorry about that. The effect of Iron Will does extend to party members.
[[I think they're talking about the Inspiration trait here, but I don't see it mentioned directly.]]
For Valiance, while the adjustment may be difficult, we would like to work out the effect so that it can be granted to party members as well.
Mocchi and everyone else, thanks for your good work over the holiday.
A while back, the development team talked about giving more meaning to defense, along with improving the defense of individual pieces of equipment to reduce damage taken further. If you're planning to continue adding equipment which directly cuts damage taken, are you still considering adjustments to the enemy attack/defense ratio and the mechanism for how defense reduces damage taken?
Eventually, we do plan to implement an adjustment which allows defense to be utilized better to cut damage taken; however, this may take a considerable amount of time to develop.
Since there are a lot of higher level monsters being added, and new content still to be implemented, while we work to balance the defense mechanism, we want to prioritize bridging the gap temporarily by adding equipment with which all jobs can cut damage taken.
Geomancer
[[Quoted post talking about Blaze of Glory and Ecliptic Attrition, and how it's easy to use both of them on one spell only to have the Luopan get destroyed immediately by an enemy attack.]]
It is not intended that you should be able to maintain the boosted state of the effect for a long time. That said, the effects will grow in power in the future. On artifact gear which will be added in the next update as well as more equipment in the future, there will be stats which increase geomancy and handbell skills.
[[Quoted post talking about how they've had Geo spell effects dispelled. Not sure if they're talking about the Indi-spell on themselves, or what.]]
Thanks for your report.
This sounds a little strange, and we will have the QA team investigate again. The effects of both Indi- and Geo- spells should be non-dispellable. Once we investigate, I'll inform you of the results.
It may already be too late, but I was really hoping for something in Group 2 merits for Geomancer which could improve the potency of Indi- spells.
As far as I know, Bolster is the only way to boost the effects of Indicolure spells, with nothing else like the abilities that enhance Geo- spells. I was wondering if you could add something like this (or maybe an AF effect?) that enhances Indi- spells.
There are no plans to strengthen the effect of Indi-spells through abilities or otherwise, as this was considered as part of the basic performance of the job.
There will be other elements, such as equipment, which increase the effect value and duration. For example, in the next update, the added artifact armor will increase geomancy and handbell skills (the magnitude of the effect of all geomancy magic is dependent on these skills).
Item Level
In the test server update the other day, the item levels were not added to the shield or accessories. Also, the item level for Manibozho Beret says 113, which I think is incorrect.
Thank you for your reports. I will relay this information about Manibozho Beret and the shield to the person in charge. For accessories, there is no plan to display the item level. This is because we do not want the item level of accessories taken into consideration for checking monsters and for determining EXP yield.
For augments added in a random fashion, how will the different item levels be applied to equipment? How much will the item level go up? I'm a bit worried about this.
The item level will be based on the highest possible performance that can be granted to the item. This will be the same whether the performance is random or set (as with Delve armor).
For example, if you have an augmentable piece of equipment with item level 113, it means that with the highest possible performance, the equipment's item level is 113.
[[Quote 1:]] The idea of item level notation seems somewhat complicated. If you're equipped with just one piece of high-level equipment, it could make an opponent seem easier than it really is.
[[Quote 2:]] If you decide to go this route, it should be based on the total of the item levels rather than on the basis of the individual highest item level.
I was not able to thoroughly express the idea above, so please let me elaborate here.
For these criteria, it is not simply based on one piece of equipment. The weapons (main, sub, ranged), and armor (head, body, hands, legs, feet) are referenced, and the final level will be determined by a mechanism.
Equipment on ears, fingers, back, waist, neck, grips, and non-throwable ammo will not have displayed item levels and will be excluded from reference to the target.
Is there any plan in the future to add some kind of content which references item level as a minimum requirement for participation?
While it is possible, for now, we do not anticipate adding any content which will use item level as a condition for participation.
Is equipment at item level 119 supposed to be indicative of the equivalent player level?
Yes, that's the implication. The item level is basically an indication of the strength the player as if they were at that level.
It's not that any one piece of equipment at level 119 would mean you're equivalent to level 119, but by equipping, for example, head, body, hands, legs, and feet at level 119, it would be as if your character was level 119.
The battles in Seekers of Adoulin are balanced with the assumption that player levels have reached their maximum value. The item levels are used as part of this balance.
Since item level 119 is the highest at the moment, if we want to introduce high level content in the future, it would be balanced for equipment with item levels up to 119. We could also increase the variety of equipment available at level 113, or fill the large gaps in item level with new additional equipment appropriate for each level.
[[Number of questions about content level/item level, and checking monsters.]]
Thank you for your comments.
Check system/item-level reference
If we leave the check system as it is currently, monsters will appear much stronger than they really are. Additionally, as players get stronger and item level rises, the available amount of EXP will increase significantly as kill speed increases, and we want to adjust this as well.
For example, if we add new areas without implementing this adjustment, you will be able to get 1,000 experience per monster, and even more with the effects of dedication or chain bonuses. We believe that this is too much, so we want to make an adjustment.
Content level/item level comparison with content difficulty
If a player's equipment is not aligned with the content level, the content may be more difficult than expected. Rather than adjusting the content difficulty, we can add more items at individual levels in a sideways fashion.
On another note, once a newer top-tier content is implemented, we will make adjustments which make it easier to clear existing content. At that time, we would be making adjustments to the difficulty of the content itself.
[[Post talking about the accelerating trend of "seasonal content" in FFXI since Abyssea, where new content constantly outdoes old content, and people can very quickly be left behind as if they miss some Adoulin updates, their equipment may be totally outdated. Same stuff many of us have been complaining about.]]
I want to reference two specific points you made:
In the future missions and quests, please allow them to be completed even at lower item levels.
Quests and missions (and their rewards) are balanced with bayld equipment considered to be the strongest necessary armor. Basically, all you'd need to do is coalition assignments, and they would be balanced for one party with this type of equipment.
The main problem I see is that people who do not quickly climb the ladder of Adoulin content after its introduction may feel so totally left behind that they will be excluded from all types of new content.
The content that has been introduced with Adoulin has not been introduced in a smooth fashion. When we added content all the way up to content level 20 (item level 119), the jump was steep, and we're sorry for any anxiety that this caused.
Based on the old post from Matsui:
- We will give priority to add new content for solo and small groups.
- We will be adding a variety of content to cover individual item levels.
- Will will enhance the spread at each content level in a lateral fashion rather than vertically.
- After releasing new top-tier content for the top players, we will continue to adjust the other high-level content for players who follow.
We will continue to work closely with everyone to make sure that the content is as player-friendly as possible.
[[Questions about new equipment base parameters with item level, etc.]]
I've already discussed previously about examining monsters and EXP yield, but I want to respond to the item performance.
First of all, I understand that the item level and its value to an individual player may not match.
For the equipment that will be added in the future, there will be certain basic parameters which are always granted. It's partially dependent on the equipment slot, but things like attack (and ranged attack), accuracy (and ranged accuracy), evasion, magic attack, magic defense, magic accuracy, STR, DEX, VIT, AGI, INT, MND, CHR, and physical damage taken will be adjusted for the equipment's level. (This may fluctuate for particular equipment, and the parameters above may not always be granted.)
I also think that the value of each piece of equipment will be different to different players. We've received a number of different opinions regarding the perforamnce of equipment in Seekers of Adoulin, and we would like to give the item level display so that players have a better way to understand.
Beastmaster Pets
Has there been any thought to new pets?
Regarding new pets, we're considering adding three with recipes (rabbit family, crab family, and chapuli family), and one more that's exchanged for Mweya Plasm. Sorry I have no image!