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  1. #401
    E. Body
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    Pet Effect Display
    Quote Originally Posted by Gumasan
    Currently pet effects are classified as outside the party. This means if I want to display my pet's effects on screen I will also be displaying the effects of others. Can you instead classify pet effects as "myself", and party member pets as "party members"?
    Thank you.
    I understand you might be inconvenienced when you wish to only display effects form your pet, but we will carefully consider the problem before changing it, as we don't want to inconvenience the people who are already used to the current system too much by changing the specifications.

    There is the possibility that distinguishing "party member pets" from "others" would not technically be possible, but we'll look into it as we also look into changing the specifications for your own pet.

    Feedback for Gear Lock System
    Quote Originally Posted by Vorpal_Bunny
    Will this reset every time a Bard changes instruments?
    Yes. Specifically, any time the main, sub, or ranged slots are changed, it will be disabled.

    Quote Originally Posted by Heartilly
    Does this mean the previously disappearing skillchain text can be seen now?
    Yes. Chat log messages that used to disappear because of gear changes will now be displayed if you are gear locked.

    Quote Originally Posted by SilverBear
    Can you not make it similar to displayhead, where it does not disable upon zoning?
    /displayhead is a simple command to turn off display in an equipment slot whereas /lockstyle is going to require saving specific pieces of equipment into memory. Because such a feature would take some time to develop, we decided to push out this content with an emphasis on speed in mind first. It is possible we will expand this feature in the future, but for the moment we are introducing this feature to help reduce the character blinking players need to experience.

    ZNM
    Quote Originally Posted by Poohsan
    I appreciate the frequency of the updates, but is it possible to make it so that the Zeni required for a pop is reduced to the lowest possible value after an update, rather than the highest?
    Since the frequency of server restarts have increased in recent times, high prices are more frequent. We will try to adjust this. The system behind calculating Zeni prices are somewhat complex, however, so please give us a bit of time.

    Mog Locker Expansion
    Quote Originally Posted by Rinn
    Is it possible to reduce the conquest week wait between mog locker expansions? I am leveling a new character and it's a little bothersome to need to wait so long between expansions.
    We understand the complaint. We can't promise an exact time, but we will try to reduce the time between expansions.

    New Eminence
    Expand exit of the Mog House
    Obtain a Trust
    Get Support Job
    Get Chocobo License
    Get Extra Job

    What if we have already cleared these objectives? Until now the game has tracked progress of completion.
    If you have already achieved the goal, you will be able to complete these tasks immediately when you mark them in your quest log, so don't worry.

  2. #402
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Gilgamesh
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    Diabolos

    [dev1187] Campaign Adjustments

    Campaign has undergone the following adjustments.
    Combat and magic skills will now increase while participating in a Campaign battle.
    The following adjustments will be made to Influence, both when victorious and when defeated.
    When victorious
    Influence will increase, and enemy force influence will decrease, at a greater rate than previously.
    When defeated
    Influence will decrease, and enemy force influence will increase, at a greater rate than previously.
    Text.

  3. #403
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Gilgamesh
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    Diabolos

    [dev1188] Job Points

    A new category of points for enhancing level 99 characters, called job points, will be introduced. These points may be accrued for each job by defeating enemies as that job. For example, players will need to set warrior as their main job if they wish to accumulate job points that may be used to enhance warrior attributes.

    Speak to the nomad moogle in Ru'Lude Gardens after fulfilling the following conditions to receive the "Job Breaker" key item and begin the trek to completely mastering Vana'diel's myriad professions.

    Be in possession of the "Limit Breaker" key item
    Currently be a job of level 99

    20170306_01.jpg


    Vanquishing foes while in possession of the "Job Breaker" key item will grant players capacity points in addition to experience. For every 30,000 capacity points players amass, they will receive one job point.

    Players can view their job points under the eponymously named "Job Points" menu, which is situated within the "Status" menu, while in their Mog Houses. Expending these points from within the aforementioned menu will enhance certain aspects specifically related to one's profession.

    20170306_02.jpg
    * Content currently in development.


    The only limit on the jobs one may refine is the number of them Vana'diel has to offer, so enhance to your heart's delight, whether with one job or many.

    Destroy monsters, gain EXP, earn job points. It's that simple.

    20170306_03.jpg
    Text.

  4. #404
    E. Body
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    displayhead and lockstyle
    Quote Originally Posted by monya-munya
    What happens if you toggle displayhead while inside or outside lockstyle?
    /displayhead will not affect the status of your /lockstyle. If you turn it off while in /lockstyle, your other remaining pieces will remain locked while your helm disappears, and if you retoggle it, it will show the helm you were wearing at the time you set the /lockstyle.

    Job Points
    You will be unable to gain capacity points in Abyssea. By defeating certain monsters in the field, and certain monsters in content, you will gain capacity points. It should also be noted you will not be able to gain Capacity Points using Records of Eminence in the March Update, but this may be subject to change in the future.

    It should be noted that because this is content in development, it may be different than the screenshot shown. In the March Update, it is currently planned to go up to level 10, rather than level 30 for each category as the development screenshot shows. The cap is planned to be raised in future updates, so please stay tuned!

    Beastmen Kings
    In the March Update, we will be reducing the respawn timers of Gulool Ja Ja/Gurfurlur the Menacing /Medusa. I won't give an exact time, but the plan is to reduce it so that you won't have to camp it for days at a time.

    We gave this very careful consideration because it is directly tied to the difficulty to the Mythic Weapons, however because players are so much stronger than they were at the implementation of Besieged, it has become very difficult for players to combat these NMs, and thus this change will go through.

  5. #405
    Sea Torques
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    Lakshmi

    We can't speak to specifics on the potency of Cait Sith's actions, but as you can see, they were designed with the role of support in mind and like Carbuncle, the amount of MP required to keep her out is comparatively low. Cait Sith will debut with actions up to level 75, but we're planning to introduce more abilities for higher levels, but for now we don't have a date we can share.

    We look forward to our summoners getting a chance to try out their new feline friend and gathering more feedback!

    http://forum.square-enix.com/ffxi/th...l=1#post497205

  6. #406
    E. Body
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    Geomancer Changes (Posted 3/10/2014)

    Quote Originally Posted by Yuhatti
    Any possibilities of new Geo/Indi spells?
    I can't give you a definitive answer, but the chance of adding a Haste Geomancy spell is not 0. If we take a look at the support for melee-ranged fighters Bard is currently the lead, so we wish to increase the power of other supporting jobs (including Geomancer) so that they may better match its power.

    Quote Originally Posted by Mazikiti
    I won't ask for something unreasonable like making them invincible, but I would like it if Luopans were more hardy. If you experience high level content you will understand that having Luopans out for an extended period of time is impossible. When compared to the steep MP cost, I feel the performance of Luopans is rather unsatisfactory.
    I don't anticipate any content-related adjustments when it comes to high end content. Luopans themselves are not scheduled for any changes either, although we are planning on adding equipment that increases the durability of them.

    In regards to the cost, we considered things such as the fact that Geomancers can stay out of dangers while Luopans are up, Luopans being perfect accuracy, and being unaffected by effects such as dispel before settling on a high MP cost.

  7. #407
    BG's #1 Hatsune Miku fan!
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    [dev1189] New Alter Egos and Alter Ego Adjustments
    http://forum.square-enix.com/ffxi/th...go-Adjustments

    Spoiler: show
    ZAZARG!!

  8. #408
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Diabolos

    http://forum.square-enix.com/ffxi/th...l=1#post497827

    Regarding concerns about the Job Point system

    Monster deficiency

    There are plans to raise the levels of monsters within Woh and Dho gates during the March version update. Furthermore, the following dungeons will be adjusted to grant the same (similar?) capacity points when you defeat enemies as PT or solo.

    Shi Gates
    Mho Gates
    Cirdas Caverns
    Dho Gates
    Woh Gates

    With these regulations, the thought is that field areas will be solo content and dungeons will be party content.
    * Ceizak Battlegrounds' Uragnites will undergo the aforementioned party adjustments

    How will Job Points affect future content? (Will need Kincard to confirm)

    Currently, we will not be considering job points from a balance perspective. Once Job Points become common, we may consider their effect.

  9. #409
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    Reives (Posted 3/11/2014)

    We discussed changes to Reives as we were also discussing changes to Campaign. We had reported that there would be changes to Campaign skill ups, but we will be allowing combat and magic skillups in Reives as well. This will be implemented in the March update.

    Job Adjustments: Dancer (Posted 3/11/2014)

    Quote Originally Posted by concoro
    I'd like to see increases in step accuracy and duration. With a short step duration, it makes it more difficult to juggle many roles, keep TP up, and sustain Dancer's battle role. I'd also see effects similar to slow and paralyze.
    I'll explain how we're planning on adjusting steps. Step accuracy is generally going to be increased through equipment. In addition, using Job Points in the March update will allow you to increase your step duration. And as we have described before in another post, we are planning on increasing the power of steps when your main job is set to Dancer, however this change we cannot promise an exact date for yet.

    Quote Originally Posted by kahma
    I won't go as far as to ask for Tenacity, but please give us Resist Virus, Resist Paralyze, and Resist Amnesia! Horos Casaque is very powerful, I want more!
    As of this moment we have no plans of adding resist amnesia to Dancer, however we do realize that Dancers are more restricted by Amnesia when compared to other jobs, so we wish to make it so that monsters added in Adoulin using Amnesia will cause a shorter duration.

    We have set Amnesia to be an especially powerful ailment on players, but we hope by adjusting the duration we can reduce the situations where the player feels like they can't do anything about the situation.

  10. #410
    E. Body
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    Shields and Instruments (Posted 3/12/2014)

    We want people to feel more comfortable playing as Paladins and Bards, so we have been trying to add items secondary to Ochain and Daurdabla. I will explain each.

    Shields:
    Damage Cut Rate: Based on shield defense and size
    Blocking Chance: Based on shield skill and size, as well as the attacking skill level set for the monster
    If we were to compare the easier-to-obtain Beatific Shield +1 versus the Ochain, Beatific Shield cuts damage by approximately 50%, whereas Ochain cuts by approximately 60%. The blocking rate varies from enemy to enemy but they should be quite comparable. In the case of Killedar shield, it can cut about 70% of damage but blocks less frequently.
    Either way you will be using a shield weaker than Ochain, but we do feel we have reduced the gap between Ochain and other shields compared to before.

    Instruments:
    We are planning on adding a "Songs +1" instrument in the April update. This stat is very powerful so I wouldn't expect to get it without a fight, but we do hope players can consider it as an option over taking the Daurdabla quest.

    It is difficult to balance out very powerful equipment, but we hope to continue making changes so that players can build parties easier and play as they enjoy.

    Changes in Monsters for Job Points (Posted 3/12/2014)

    Quote Originally Posted by Indiana
    The locations mentioned [for party JP exping] are involved in quests and missions, as well as Reives. The intent of making it so that only 6-man parties can break through these areas is worrisome to me. Will there be any way to avoid these monsters?
    I have checked the plans for the monster levels in the Woh and Doh Gates, and there should be no problem with being able to fight past the Reives as you have in these areas, so don't worry.

    As for quests, while we try to avoid affecting them in any way, we believe that some Coalition Assignments will become more difficult as a result of this change. I apologize for this and hope for your understanding. We are discussing raising the rewards from these assignments in the future to balance this out.

  11. #411
    Puppetmaster
    Join Date
    Nov 2007
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    BG Level
    2

    http://forum.square-enix.com/ffxi/th...357#post498357


    • Relic chest and leg armor will be able to be reforged to item level 119.
    • Ninja

    http://forum.square-enix.com/ffxi/at...708608&thumb=1

    http://forum.square-enix.com/ffxi/at...708626&thumb=1

    http://forum.square-enix.com/ffxi/at...08634&thumb=1]


    • Summoner

    http://forum.square-enix.com/ffxi/at...3&d=1394708644

    http://forum.square-enix.com/ffxi/at...4&d=1394708652


    -----
    If you wish to discuss or submit feedback on this topic, please use the [dev1190] tag.

  12. #412
    An exploitable mess of a card game
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    [dev1191] Fishing System Renovation

    Fishing will undergo the following adjustments with the implementation of the March 2014 version update.

    Reeling in a Catch
    The stamina of prey will now appear above characters' heads, and arrow icons will display that show the direction in which one's rod should be pulled while reeling in prey. Pressing the movement key that corresponds to the displayed direction a single time will gradually tire the fish out. Furthermore, one's rod will automatically return to a neutral position after pressing the key, so there is no need to continue holding it down. The icons will always correspond to the same movement keys, regardless of the direction in which characters or the camera face.

    1191_01.jpg
    * In this instance, pressing the left movement key once will reduce the prey's stamina.

    1191_02.jpg
    * Even though the camera is facing the angler's face rather than his back, the arrows still display on the left in this situation, and the left movement key must still be pressed to reduce the prey's stamina.

    * Either pressing a key that corresponds to a direction different than the icons display or pressing a key when the rod is in a neutral position will cause the fish to recover stamina.

    Types of Icons
    The functions of the two arrow types—silver and gold—are explained below.
    Silver Arrows
    Silver is the default icon color.
    Pressing the applicable key while these icons display affects the stamina of one's prey in accordance with the attributes of his equipment, fishing skill, and the prey itself.

    1191_03.jpg

    Gold Arrows
    Gold arrows denote special chances to gain the upper hand over one's marine adversaries.
    The benefits from successful chances also take precedence over successful attempts with silver arrows.

    1191_04.jpg

    Lucky Timing
    These chances are denoted by gold arrow icons. Successfully timed attempts reduce the stamina of one's prey to a greater extent than with silver arrows, while failed attempts cause one's prey to recover less stamina than normal.

    The likelihood of players receiving these golden opportunities depends on factors such as characters' fishing skills, the skill differential between characters and their prey, the phase of the moon, time of day, the affinity of prey for one's rod, moglification, and equipment.
     
    Fishing Instinct Adjustments
    In addition to the traditional effects that enable anglers to discern what prey they have on the line when fishing instincts come into play, a certain visual effect will display around the angler's head, golden arrow icons will be more likely to appear.

    1191_05.jpg

    Skill Level-related Adjustments
    Should there be a stark contrast between the skill of anglers and the rank of their prey, the following will occur depending on the situation.
    If anglers are vastly more skilled, their prey will continually suffer damage and put up little resistance before being reeled in.

    If anglers' skills fall overly short of their prey's rank, it will be granted the effect of Regen and will be more difficult to reel in.
    Furthermore, in the event of a critical bite, a bonus will be granted to one’s fishing skill, thus changing the degree to which an angler may reduce the stamina of his prey.

    Finally, myriad other adjustments, such as a reduction to the maximum waiting period before hooking prey and the abolition of frame rate restrictions, are also scheduled to be implemented.

  13. #413
    Cerberus
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    Asura

    Greetings,

    The development team is aware that rune fencer is in need of some tuning and they are planning further adjustments.

    Rune fencer has been created as a tank that is especially strong against magical attacks, but when it comes to physical damage, the team envisioned that rune fencers would adopt ninja or samurai as their support jobs to evade or parry the attacks that come their way.

    We plan on adding more equipment moving forward to ramp up their defenses, but the development team would also like to improve the issue where it’s difficult to generate enmity. The current popular trend to use Rune Enchantment over and over to generate enmity is making it difficult to attack and offer support, and we feel this is not the right direction.

    Due to this, we are looking into adjustments for the future to eliminate the enmity from Rune Enchantment and increase enmity generating methods in a variety of ways.

    As we are still in the planning phases for this, I’m unable to give any specifics for what adjustments will be made, but please know that we are planning to make adjustments for rune fencer’s enmity in the future.

  14. #414
    Old Odin
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    Asura

    [dev1192] Diverse Verbesserungen machen das Abenteurerleben erneut komfortabler!

    Schon mit dem März-Update haben wir euch jede Menge Verbesserungen vorgestellt, doch damit ist es noch nicht getan – euer Abenteurerleben soll nämlich noch komfortabler und spaßiger werden!

    Bei den folgenden Vorstößen steigen die Kampf- und Magiefertigkeiten:

    Nestvorstöße / Kolonisierungsvorstöße / Reviervorstöße

    Die zum Betreten von hochrangigen Schlachtfeldern benötigten Schlüssel-Items können fortan im Tausch gegen weniger Verdienstpunkte als bisher erhalten werden.

    Benötigte Verdienstpunkte: 20 → 15
    Apathie-Phantomquarz, Arroganz-Phantomquarz, Neid-Phantomquarz, Feigheits-Phantomquarz, Zorn-Phantomquarz, Sternen-Fulcrum-Phantomquarz, Himmels-Nexus-Phantomquarz

    Benötigte Verdienstpunkte: 30 → 20
    Täter-Phantomquarz

    Spieler können jetzt die Auktionshistorie von Artikeln einsehen, bevor sie ihre eigenen Items zur Auktion stellen.

    Klicke auf die Grafik für eine größere Ansicht Name: 1192_DE.jpg Hits: 9 Größe: 17,5 KB ID: 9164

    In der Celennia-Gedächtnisbibliothek findet sich fortan der NPC „Makel-Pakel“, bei dem du im Tausch spezielle Oberkörperrüstungen für die verschiedenen Jobs erhalten kannst. Handelst du ihm drei der folgenden Items, so kannst du dir einen beliebigen Gegenstand aus derselben Liste aussuchen.

    Gegenstand des Tausches:

    Keulermantel / Klausnermantel / Besserndes Cape / Fluch-Cape / Geistfeuer-Cape / Gewieftes Cape / Abhaltender Mantel / Niht-Mantel / Viehhalter-Mantel / Rhapsoden-Cape / Lutian-Cape / Takaha-Mantel / Yokaze-Mantel / Aufwind-Mantel / Durchleitungs-Cape / Kornblumenblaues Cape / Pistolero-Cape / Zerstreuungs-Mantel / Zehenklopfer-Mantel / Bücherwurm-Cape / Lebensstrom-Cape / Quibble-Cape

    Die folgenden Notorischen Monster erscheinen fortan in deutlich kürzeren Abständen:

    Gulool Ja Ja / Gurfurlur the Menacing / Medusa
    Short translation:

    Allready with the March update we brought you alot of updates to make your Adventurers-Life more comofortable, but we want it to be even more comfortable and fun for you!


    - Skill-ups in Colonization Reives, Wildskeeper Reives, and Lair-Reives

    - The following Key-Items can now be purchased with 15 instead of 20 merit points:
    all 5 AA KIs + Celestial and Nexus KI

    - The following Key-Item can now be purchased with 20 instead of 30 merit points:
    Divine Might KI

    - Players can now look at the price histery on the AH when putting an item up.

    - In the Eastern Adoulin Library a new NPC will be introduced called "Makel-Pakel", who you can trade specified "Torso-equipment" items (i think this is a misstranslation and was meant to be mantles, but it states breastplates, unless they are adding additional items) for specific jobs. If you give him 3 of the following equipments, you can choose from him 1 item of the following equipments:

    *List of Job specific colo mantles"

    -The Respawn time of the following Notorious monsters has been reduced:
    Gulool jarjar Binks/Medusa/Gurfurlur the Menacing

  15. #415
    E. Body
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    Job Point Information (Posted 3/18/2014)

    Here is some information about Job Points.

    "Trance" On Dancer
    1 level of enhanced Trance will add 10 TP.
    This is a tangentially related system-side note, but there is a decimal point in TP values. It was difficult to represent this in the UI so it shows as whole numbers instead. In the future we might add abilities and armor that affect TP in decimals. We are discussing whether it is possible to change the UI display so that the maximum TP is instead 3000 to make it easier for players.

    "Circle" Abilities
    There will be different enhancements in the future, but we decided to start from lower level abilities, and as such many skills that were enhanced were of the Circle class. We know players want to see more categories, so we are currently developing them and hope to unveil them soon.

    Regarding gained CP
    Originally the concept for CP was of "Defeating monsters above your level in a certain time frame would earn you bonuses", but because players often change their level using equipment we have held that part off for this patch. We are considering adding in things such as chain bonuses going forward. We'll monitor the actual CP gain as well and if necessary, we will make adjustments.

  16. #416
    Cerberus
    Join Date
    Dec 2012
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    4

    http://forum.square-enix.com/ffxi/th...451#post499451
    Greetings, summoners!

    I have a bit of information to share about Cait Sith regarding a bug and some upcoming adjustments.

    We’ve discovered a bug where the perpetuation cost is higher than intended. We will be fixing this to make the cost the same as Carbuncle’s. Also, the physical damage reduction that has been applied to all avatars as a natural trait has not been applied to Cait Sith. In the next version update we will be adding this to Cait Sith as well.

    Additionally, in the next version update we’ll be moving Mewing Lullaby and Eerie Eye from the Blood Pact: Rage category to the Blood Pact: Ward category so that it follows the same pattern as other avatars' enfeebling and crowd control abilities.

    http://forum.square-enix.com/ffxi/th...452#post499452
    Greetings,

    The development team is currently looking into making it so capacity points can be earned through certain Records of Eminence objectives as well as from the various types of reives.

    Additionally, they are planning adjustments to the amount of capacity points earned and other methods in which you can obtain them.

    We'll continue to forward all of your feedback on Job Points to the development team.

    http://forum.square-enix.com/ffxi/th...453#post499453
    Greetings,

    As a continuation to the quality-of-life adjustments made to the auction house in the March version update, in the April version update we’ll be making it so when selling items on the auction house the number of items you’ve put up for sale, the item help text, and the item category will be displayed.

  17. #417
    E. Body
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    Vanity System (Posted 3/19/2014)

    Originally we had planned to turn off lockstyle in the case of switching instruments, but we have made an exception. In the current system, if you switch to an instrument with a matching animation (wind to wind etc) you will keep lockstyle.

    As for weapons, because the animations can look odd due to switching we made it so that lockstyle cancels when you change. As for changing to weapons of the identical type, we haven't added that yet because of technical limitations.

    This has potential to change in the future so we can allow players to use weapons they like looking at as well.

    Enhances Regen Effect (Posted 3/20/2014)
    The "Regen" potency on items such as Bolelabunga and Piety Briault +1 are percentages. We're discussing adding the % symbol onto the items to make it easier to understand. In cases like this we need to make sure we don't reach the maximum number of characters allowed on the items, so please give us some time.

    Some Highlights from the 5th Freshly Picked Vana'Diel Report
    New Trusts
    In April, they will be adding Ovjang, Mnejing, and Sakura.
    When Mnejing and Ovjang are called alongside Nashmeira, their abilities are increased. Ovhang gains enmity- and magic damage+, Mnejing gains def+ and enmity+.
    Sakura does not participate in combat, however the player who called her will gain the effects of Regen and Combat Skill Increase Rate+. The Regen effect increases with increasing levels of the player. A different Trust will be added down the line to have the Magic Skill Increase Rate+ stat.

    Delve
    The new Delve will be added on the version update of 3/21.

    Job Points
    As stated before, new categories and higher levels of JP will be added in the future, and the current patch focused on SP Abilities plus low level abilities.
    In addition, they want players statistics to rise as well, so they discussing increasing the caps on merit point categories.

    Equipment Changing
    While this may be a bit early to talk about, there are plans discussing whether to add a special bag dedicated to equipment which you can wear from without needing to move to your inventory. In addition, a new macro allowing you to change multiple slots of equipment is also in discussion.

    Some Plans for April
    Higher level battlefields for the mission battles of Tenzen and Ouryu.
    Some job-specific weapons planned.
    A special campaign for Meeble Burrows is planned.

  18. #418
    E. Body
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    Fishing (Posted 3/25/2014)

    As some of you may have guessed, "Fishy Intuition" means the rate at which Golden Arrows appear. Duck Ring is not an item you'll have at all times, but its made available regularly so we think you might use it when you're going for big catches.

    Quote Originally Posted by Refi
    I tried the MMM Aquatic Depopulation Team and using a bait for large fish, I continuously caught Crayfish and Carp (I have seen them before but now a lot more often). Unless I use Worm Lure, I will largely catch small fish. Is this change within the specifications, or is this an unintended side effect?
    We'll look into it and report back later based on your feedback, thank you.

    Combat Balance (Posted 3/25/2014)

    Quote Originally Posted by Negroni
    Support for magic is as follows:
    Warlock roll (+20 with job bonus), Wizard's Roll (Up to +16), Geomancy Focus, Languor, Acumen, and Malaise.
    There are six buffs, but comparing the total effect with
    2x Madrigal (Up to +70, twice in Soul Voice), 2x Minuet (Up to +138), Chaos Roll (Up to 41%), Hunter's Roll (Up to +65)
    There is simply no comparison.
    Since magic is greatly affected by equipment these days, it is difficult to make adjustments.

    Because it is difficult to make effective use of Warlock's and Wizard's Roll, we are discussing adjusting the values on the buff.

    As for Geomancy, as it is affected by skill, we will enhance this through more equipment in the future. Hopefully this will lead to more use of Corsair and Geomancer.

  19. #419
    E. Body
    Join Date
    Sep 2008
    Posts
    2,055
    BG Level
    7

    Enfeebling Magic (Posted 3/27/2014)

    As many of you might already know, the difference in MND of the caster and the recipient affects the potency of spells such as paralyze and slow. In order to greatly affect this you must use things such as ilevel armor to increase your MND until you reach the range in which potency begins to increase.

    While there is no such effect from Addle and Blind, you can stack these effects with the player side's use of evasion (or magic evasion) armor to see a greater increase of the effect.

    While not all content is vulnerable to enfeebling magic, we have designed some content with the mindset of if the monster has certain enfeebles, it will dramatically affect the difficulty of the battle. As a general rule, we would like to place the adjustments on content side more than strengthening players when it comes to enfeebling magic.

    Going forward, we are looking into adjusting poison of all levels so that its damage is affected by ilevel of the caster.

  20. #420
    Ridill
    Join Date
    Apr 2011
    Posts
    23,594
    BG Level
    10
    FFXI Server
    Bahamut

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