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  1. #21
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    Lots of informative posts on the JP side today so I'll tackle in a few consecutive posts here. Again, these are all my translations, not "official translations."

    1) Timing for the Introduction of the Cait Sith Avatar
    To everyone who has looking forward to the addition of Cait Sith, we are sorry to keep you waiting with the postponement.

    We plan to add it as soon as possible, but it has been delayed due to other priorities such as developing the new jobs and all of the work and re-work necessary in re-balancing the new SP abilities.

    The current development status is in the stage of developing the summoning magic for calling the Cait Sith avatar, not yet involved with the techniques and effects. Since there is currently a heavy workload, there has not yet been much progress with creating the effects and adjusting the abilities.

    At the moment, we cannot predict a concrete timing for introduction, but our goal is to inform you as soon as possible. Please look forward to it, and thanks for your patience!


    2) Pianissimo Level Adjustment
    {{Quoted JP post about how many etude levels are below Pianissimo so now there is nothing single target available for levels below 45}}

    So that lower levels parties can experience the effects of songs individually, we will reduce the level that Pianissimo is acquired to level 20. This change will be reflected in the next test server update. Thank you for your continued feedback.

  2. #22
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    Translations, continued.

    3) Information on Exchanging Crystal Petrifacts
    Hello! I want to answer your questions and opinions regarding exchanging crystal petrifacts for cruor.

    {{Quoted post 1: Basically asking for them to allow the exchange to be done simply at the Planar Rift without needing to bring back to VW Officer, and allowing for multiple stacks to be exchanged at once for people who saved up.}}

    --We think the exchange will be very simple, such as through the Voidwatch Officers and Planar Rifts, like you say. In addition, we expect that you will be able to exchange multiple stacks in batches.

    {{Quoted post 2: Can you allow Kupofried's Corundum to be exchanged for cruor? I've already turned in all my crystal petrifacts....}}

    --Since Kupofried's Corundum is also stocked over time and it would be difficult or impossible to isolate which corundum were turned in and which were generated by time, we are not planning to allow this exchange. Since you've already converted them to corundum, they can only be used to challenge the Provenance battlefields (sorry!).

    {{Quoted post 3: I think a great motivation would be to allow something like 1000 petrifacts to be exchanged for a pulse cell. I'd like to have some sort of "dream goal" rather than just utilitarian uses.}}

    --There is already the function of allowing the crystal petrifacts to be exchanged for Kupofried's Corundum if you have not acquired your desired items from Provenance. However, since the stones accumulate over time, many of the crystal petrifacts are going to waste, so we're just allowing the cruor exchange to reduce this wastefulness in a small way.

    Although we have not yet determined a specific exchange rate, we are thinking that about 100 cruor per crystal petrifact would be reasonable. Please think about the cruor exchange rate obtained when destroying caskets in Abyssea.

    Although this may seem unsatisfactory or unattractive to those of you who were expecting item exchanges for crystal petrifacts, we hope you consider that this was never intended to be an effect of the item, and is not the premise behind the item.

  3. #23
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    Again, my translation. This one may not be completely accurate because it was kind of technical, but it should be close enough to get the idea. There were a bunch of other posts regarding community events on the JP side, including one contest they named "Trick or Tweet" (cute), but I'm not translating any of those.

    4) More Concrete Representations in Help Text
    Hello!

    I would like to respond in regard to the notation of specific status effects on items. While sometimes we can display specific statistics, in some cases we have no choice by to say something like "Increases XXX" or "XXX effect up."

    *In some cases, the relationship among items is described as "XXX effect up" and is a collective effect. (I assume they are referring to set bonuses here)
    *In some cases, we are limited by the amount of characters in the help text and we cannot represent the full effect side-by-side.
    *In some cases, using a notation such as "1%" may represent a different effect depending on the other statistics of the person using it and how the calculations are performed.

    Since item specifications are a fundamental part of the design, it would be a very difficult project to rebuild all of them from scratch. Therefore, we cannot promise to immediately respond to this. There is a possibility that we can implement changes, but it will be limited to situations not reflected above.

    Anyway, there is a huge number of items, and it would take some time to review them all. I'm not even sure what the scope of such an undertaking would be, and what would or wouldn't be possible, so we'd first like to consider methods that we can use to address this.

  4. #24
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    At the following time, a version update was performed on FINAL FANTASY XI.

    [Date & Time]
    Oct. 19, 2012 at 0:45 (PDT)

    [Affected Service]
    - FINAL FANTASY XI

    [Update Details]
    The following changes have been made to Meeble Burrows:

    - When a player receives the “Diligence Grimoire” for the first time from NPC ‘Burrow Investigator’ in Upper Jeuno (I-8), they will also receive a stock of 5 key item “Moblin pheromone sack.”

    - If a player has previously received the “Diligence Grimoire,” they can speak to the ‘Burrow Investigator’ or NPC ‘Burrow Researcher’ in Sauromugue Champaign (J-7) to be reimbursed with a stock of 5 “Moblin pheromone sack,” if neither of the NPCs are holding a single sack for the player already and the player does not have a sack in their possession.
    * The stock of 5 “Moblin pheromone sack” is reimbursed once only.
    There ya go.

  5. #25
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    There is a corresponding emergency maintenance on the Forums.

    [NA] All Worlds Emergency Maintenance (Oct. 22)

    At the following time, we will be performing emergency maintenance on FINAL FANTASY XI. During this period, FINAL FANTASY XI will be unavailable.

    We apologize for any inconvenience this may cause and thank you for your understanding.

    [Date & Time]
    Oct. 22, 2012 from 10:00 to 11:30 (PDT)
    * The completion time may be subject to change.

    [Affected Service]
    FINAL FANTASY XI

    * The World Transfer Service will be unavailable starting 30 minutes before the maintenance. Please wait until after the maintenance is completed before attempting to use this service.

    * Maintenance operations will delete any reservations for Pankration matches and Maze Tabulae registered to NPC Duplidoc for Moblin Maze Mongers. To those players who are scheduled to participate in Pankration matches, those who will enter Assault, Salvage or Einherjar areas, or those who will participate in Dynamis or Limbus at the time of the maintenance, we ask that you please wait until maintenance is complete before engaging in these activities. Please note that we cannot replace items that are lost during the maintenance process.

  6. #26
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    Wow. Nerf day:
    [NA] FINAL FANTASY XI Version Update (Oct. 22)

    At the following time, a version update was performed on FINAL FANTASY XI.

    [Date & Time]
    Oct. 22, 2012 at 11:30 (PDT)

    [Affected Service]
    - FINAL FANTASY XI

    [Update Details]

    [System]

    - The prices when selling the following items to NPCs have changed:
    Stamina Apple / Spore Bomb / Chocobo Taping / Chocobo Blnk / Shadow Roll / Chocobo Hood / Grauberg Greens / Sharug Greens / Azouph Greens

    - The following items can no longer be sold to NPCs:
    Perle Solerets / Aurore Gaiters / Teal Pigaches / Perle Salade / Aurore Beret / Teal Chapeau / Perle Moufles / Aurore Gloves / Teal Cuffs / Perle Hauberk / Aurore Doublet / Teal Saio / Perle Brayettes / Aurore Brais / Teal Slops

    [Issues Addressed]
    The following issues have been fixed:

    - The issue below has been fixed in Meeble Burrows:
    An issue wherein players were immediately kicked out if every player in the party logged out and logged back in within 3 minutes whilst in the burrows.

    An issue wherein the stock number of key items, “Moblin pheromone sack” was sometimes incorrect in certain situations when talking to the NPC ‘Burrow Investigator’ in Upper Jeuno (I-8)

    An issue wherein a confirmation window would be displayed when talking to the NPC ‘Vrednev’ in Sauromugue Champaign(J-7) when the party consisted of fewer than 3 members.

    - In the quest ‘Shattering Stars ’ and corresponding quests:
    An issue wherein it was only possible to challenge BF once with ‘xx’s testimony’

    *A bug has been confirmed when challenging BF where a message saying ‘xx’s testimony has been annulled!’ is displayed. The message has been fixed and BF can now be challenged up to 3 times.
    In addition, ‘xx’s testimony’ is also returned to the PC whenever it’s possible to challenge BF again.

    - During Besieged: an issue wherein when the player was KO’d and the battle ended but did not receive XP after being revived.

  7. #27
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    Please note that this post is not an "official" translation and is my translation of a JP dev tracker post. The official translation will likely come later today.

    Job Ability Adjustments: Tabula Rasa & Perfect Defense

    Hello!

    Prior to reducing the recast time of the existing SP abilities and introducing new SP abilities, we believe that we must revise the effects of Tabula Rasa and Perfect Defense. The adjustment is planned to be introduced in this week's test server update, but we want to convey the changes ahead of that so that we can begin gathering your feedback.

    *Perfect Defense
    **Duration: The duration will be reduced from 90 seconds to 30 seconds +1 second for each 20 summoning magic skill. Cap at 600 summoning magic skill, duration of 60 seconds (30 + 30 seconds).
    **Effect: No change

    *Tabula Rasa
    The effects of the white magic "Embrava" will be adjusted as follows:
    **Duration: Reduced from 5 minutes to 90 seconds.
    **Haste Effect: Reduced from 1% per 15 to 1% per 20 enhancing skill. Maximum of +25% at 500 enhancing skill.
    **Regain Effect: Changed to Refresh effect (the #/tick is the same as before, based on skill).

    Since utilizing the above abilities has become mainstream in order to progress through certain battle content, we have planned to lower the difficulty of that content in accordance with this update.

    *Nyzul Isle
    **The required number of astraria to replace with the next higher floor equipment will be reduced from 25 to 5. The number in possession will be divided by 5 and rounded down. The premise that floor 100 will only be reached through a combination of great skill and luck does not change. Since the reliance on the effect of Embrava will be reduced, we will relieve this by reducing the number of required astraria for floors below.

    *Legion
    **Monster HP will be reduced by approximately 10%. All monsters will be included in this change. Since the progress as a whole will be faster but the support effects will be suppressed, we will maintain the 30 minute time limit, or keep it close.

    *Einherjar
    **Odin's HP (Odin's Chamber II) will be reduced by approximately 10~15%. Since the battle with Odin is more than with just the monster itself, Legion is slightly different, so we will reduce Odin's HP by slightly more.

    We believe that Embrava and Perfect Defense have been used very significantly in other situations as well, such as with Provenance Watcher and Arch Dynamis Lord, but since these are very short battles, we want to see how the difficulty of these fights changes with the ability adjustments above before we make any adjustments to the fight difficulty.

    These adjustments have been made in order to reduce performance of certain abilities that were too strong, with a reliance moreso now than ever on certain jobs and abilities in battle strategies. The purpose of the content adjustment along with these ability adjustments is to allow other strategies to be formed so that these events are not impossible. While reflecting on the adjustments in the test server this week, please recognize that balancing the adjustments will continue, and we would appreciate any comments you may have.

  8. #28
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    Once again, these posts are not "official" translations:

    Planned Fishing Adjustments

    We want to tell you in part about the adjustments we are considering regarding fishing.

    We have recently implemented changes to fishing to mitigate the difficulty caused by the client itself, but we have received many more opinions on the matter. Honestly, considering the development of Seekers of Adoulin, we cannot make very much progress on this at the moment.

    Because it will need to be scheduled and it will take time, we would like to show you our current ideas, so that you can first consider them when commenting on the current situation.

    Importance of Fishing Skill
    Because a significant aspect of the fishing system is fighting with stronger fish, we want you to benefit from a higher fishing skill value. If you have a high enough skill to catch a certain fish, the fish will be caught with very little required action from the player. If the fishing skill is not quite high enough, this will be compensated for by some extent to the player fighting with the fish.

    Simplification of Fish Fighting
    We do not plan to completely eliminate this because it will create some reliance on the player's judgment to catch the fish, especially if the skill is not high enough.

    However, we would like these operations to be simpler. More specifically, moving the pole left and right during fishing will be adjusted so that you can continue to reduce the strength of the fish as long as you specify the direction within a certain window that will not be too strict.

    Please continue to give us your feedback.

    Edit: Apparently the skill levels of the fish Pelazoea, Crocodilos, and Dorado Gar were messed up. They are aware of it and are planning to correct it in an upcoming update.


    Regarding Gardening

    Hello! Since yesterday's adjustment to NPC sales values also affected items that can be harvested through gardening, we are sorry for the inconvenience. Although the selling price of these items has already been reduced, we are planning on adding some new gardening items to make up for this, and those adjustments are planned separately. We will update you on the near future on the planned gardening adjustments, so please stay tuned.

  9. #29
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    JP side updates. I'll do a more detailed translation in a while, but here's the basic story:

    1) They know you can't get 600 skill, they just set it somewhere slightly higher than what can currently be reached so that future gear that adds additional skill will have some effect.
    2) All new and existing SP abilities will be reduced to a 30 minute timer in this week's test server update. They will look at shortening the timers via equipment/merit points in the future.
    3) They understand that PD and Embrava will obviously be less useful than ever, and they know that many people disagree with a nerf, but for those who do disagree, they would rather see comments and feedback as far as what kind of adjustments they should make, rather than feedback that just says not to change them at all.

    @1, gj SE u so smart
    @2, well that's good, I guess
    @3, stfu you're already getting a ton of useful comments among the trash ones, deal with it because the suggested adjustments sucked.

  10. #30
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    Full translation of post referenced above. Blah blah unofficial blah


    Hello!

    Many of you have provided feedback, and we'd like to thank you for that. We have taken a look through your feedback and would like to address the comments one at a time. Some questions have been raised multiple times, so we would like to address these first.

    Quote Originally Posted by JP#1
    Is it possible to get 600 summoning magic skill right now?

    At level 99 summoner I have 417 summoning magic skill. Add 8 merits in summoning magic skill for +16. Roughly, I think you can add about 102 other skill, which won't make up the full 167 difference to get to 600.

    Is there something I overlooked?
    As far as the effect of extending the duration due to summoning magic skill, we have set the upper limit at a skill of 600. As you mentioned, it is not possible at present to raise the skill up to 600. Please note that this is to allow the possibility of expansion of the effect in the future with higher skill.


    Quote Originally Posted by JP#2
    Since it's possible that there are things the development team is aware of that the players aren't yet, please let me ask this question.

    In the past, in Matsui's thread regarding the future plans of SP abilities, Matsui said that he believes that a recast timer of 30 minutes will be the shortest possible recast for the SP abilities. Accordingly, he said, the effects will be considered based on this change.

    Since this thread is just discussing adjustments to Perfect Defense and Embrava, is it correct to assume that you are also planning on adding the new SP abilities and changing the recast of the existing SP abilities at the same time?

    If it is to be implemented at the same time, can you let us know how the recast timers will be changed?
    As mentioned before, these adjustments are being made under the assumption that the SP ability recast timer will be reduced. When the test server is updated this week, we will reduce the recast time for both new and existing SP abilities by half. As far as reducing the timer with equipment or merit points, that is something we will consider for the future.


    Quote Originally Posted by JP#3
    Hello
    (embedded quote of Nyzul information from SE's post)
    If you have a party of people which has struggled just to complete F80 1-4 times in the past, perhaps already without using Embrava, after this is rounded down, are you saying they will have no progress towards F100 armor? If I was in the position of such a person, I'd be incredibly disappointed.
    Since the 25 is being scaled down to 5, regardless of the number currently in possession, it is not intended that you will suffer or be at a disadvantage because of this. In any case, the idea of how that adjustment will work is still being fine tuned.



    We recognize that the utility of Embrava and Perfect Defense will be significantly reduced by this update, and we are sorry for the inconvenience caused by this reduction. We are going about making these reductions very carefully while taking your comments and feedback into consideration. As mentioned earlier, we are aware that many people will disagree with the reductions. However, it would be more desirable to receive opinions about how we should adjust these abilities, rather than just rejecting that we adjust them altogether. We would appreciate that the discussions continue in this manner, thank you.

  11. #31
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    Unofficial translations in this post and the following two.

    Regarding Tabula Rasa/Perfect Defense (Continued)
    Hello!
    Yesterday I made a post primarily answering some of the questions posed on this thread, but we are still working on feedback daily.
    Although we are working on how we will adjust these abilities, it seems that an illness has spread in the development team and several of them are sick. Since they are currently taking care of themselves, it is expected that we will not finalize this decision for a little while longer.
    We hope you continue to give us your opinions and feedback, but realize that our responses may be delayed for some time.

    Regarding Cait Sith
    (quote from a player about a video that they are apparently planning to post showing Cait Sith)
    While the character and the avatar can run around together, there are currently no special skills yet. Because you are now able to fight with (JP: all katakana "Nekopanchi", assuming "Cat Punch" or "Kitty Punch" or something similar), we're getting ready to show at least part of this video.
    Please wait a little while longer.

  12. #32
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    Regarding New (and Old) SP Abilities
    Hello!
    We want to report some progress on the review of the effects of the new SP abilities.

    First off, in the test server this week, the following two changes will be made to the new and existing SP abilities.
    **Recast timers will be reduced from 2 hours to 1 hour (both new and existing).
    **Recast timers will be separated.

    Additionally, the new SP abilities for the following jobs have had their effects readjusted:

    Blue Mage / Summoner / Samurai / Black Mage / White Mage / Warrior


    Moreover, in order to make more significant changes, the new SP abilities for the following jobs will be excluded from this test server update. Upon completion and debugging adjustment of the new effects, the abilities will be re-introduced to the test server:

    Corsair / Dragoon / Ninja / Ranger / Bard / Beastmaster / Thief / Paladin / Red Mage


    *For specific information regarding the changes, please wait until tomorrow, where we will collectively look at all of the jobs.
    *Because of the workload, if further readjustment is needed or bugs are found, the number to be introduced is still going back and forth.

    Taking into account the changes above, please continue to provide us your feedback and opinions. Thank you!

  13. #33
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    Regarding Meeble Burrows
    (very long embedded quote with a bunch of decent suggestions about improving Meeble Burrows)

    Thank you for your detailed feedback!

    In addition to the ideas we've discussed over the past few days, there are also several projects being considered with respect to Meeble Burrows. Although we are reviewing all of the feedback we are receiving (and will continue to do so), we are waiting a bit on confirmation from the person in charge of the project before we respond. (Sorry, many projects have been taking place recently...)


    Regarding Gardening and Cruor
    Just the headlines here, not direct translation. Original post was constructed as direct responses to four JP posts.

    *They're working on adding new gardening stuff in the next update.
    *They're considering broccoli or possibly even avocados, a new crop that will delight everyone. The excitement is palpable.
    *They adjusted sell-to-NPC price of some vegetables that were not part of cruor exchange because there was a certain hierarchy of effect they wanted to retain and reflect in the sales value.
    *Someone suggested why didn't they just set minimum ranks, levels, mission requirements, etc., to complete certain quests or buy Perle/etc. if the idea was just to stop RMT. Response was that they are sorry for the inconvenience (of course), but they do expect this to be effective as a countermeasure (...obviously). We had to consider which methods would work and result in the least impact on actual players, as compared to the difficulty of implementation. Blah blah blah. More info about weighting efficiency and benefit of farming, analyzing past history, etc., etc. Sounds like they did their homework before making the change, if he's not making this stuff up.

  14. #34
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    http://forum.square-enix.com/ffxi/threads/26302

    New special job abilities will be introduced.
    * These special abilities will not share the same recast time as previous ones.
    * The recast time will be decreased from two hours to one.
    * The abilities displayed with a gray background have not been included in the Octber 26 test server update.

    Job Ability Name Effect
    Warrior WAR SP 2 Grants a 100% chance of activating Double Attack.
    Monk - -
    White Mage Asylum Grants a powerful resistance to enfeebling magic and Dispel.
    Black Mage Subtle Sorcery Decreases enmity generated by magic and increases magic accuracy.
    Red Mage - -
    Thief - -
    Paladin - -
    Dark Knight Soul Enslavement Auto-attacks absorb target's TP.
    Beastmaster - -
    Bard - -
    Ranger - -
    Samurai Yaegasumi Evades all special attacks that deal physical or magic damage.
    Enhances the potency of your next weapon skill every time you evade a special attack.
    Ninja - -
    Dragoon - -
    Summoner Astral Conduit Eliminates recast times for Blood Pacts and fully restores MP upon activation.
    Blue Mage Unbridled Wisdom Allows unlimited casting of blue magic spells that use Unbridled Learning.
    Additionally, Unbridled Learning will have no recast time.
    Corsair - -
    Puppetmaster Heady Artifice Allows automatons to use a special ability that varies by head.
    Harlequin Head: Mighty Strikes
    Valoredge Head: Invisible
    Sharpshot Head: Eagle Eye Shot
    Stormwaker Head: Chainspell
    Soulsoother Head: Benediction (will only affect the automaton and members of its master's party)
    Spiritreaver Head: Manafont
    Dancer Grand Pas Gives five finishing moves, resets flourish recast timers, and eliminates the cost of finishing moves. Effect ends either when its duration expires or is used three times.
    Scholar Caper Emissarius Transfers the whole party's enmity to a party member of your choice.

    * Abilities implemented on the test server have provisional names, help text, and graphical effects. Actual effects of these abilities may be changed or adjusted.

    -----
    If you wish to discuss or submit feedback on this topic, please use the [dev1135] tag.

  15. #35
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    More detail than the post Yugl linked to, especially regarding the WAR one. Translation of JP.

    Changes in New SP Abilities

    Hello,
    The new SP abilities below have been changed on the test server, but we would like to tell you about these changes here.

    WAR: For the duration of the ability, 100% double attack rate. This effect is also valid for weapon skills.
    BLM: In addition to the previous effects, magic accuracy will be significantly increased.
    SAM: In addition to the previous effects, TP will also be accumulated when an attack is avoided.
    SMN: In addition to the previous effects, MP will be fully recovered upon using the ability.
    BLU: In addition th the previous effects, notorious monster blue magic will have no recast time.

    Note: The descriptions when looking at the abilities or status icon are the same as before and need to be updated.

    We do ask for your continued feedback.

    Additionally, for jobs that have not had their abilities introduced to the test server, we are continuing to adjust the current ability and we will update once completed. Please hold on a little while longer.

  16. #36
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    Official post here, but modifications to info in this post are apparently already in the works. Will post translation of the other post after this one.


    Job Ability Adjustments: Perfect Defense / Tabula Rasa
    The job abilities below have been adjusted in the following ways:

    Summoner: Alexander's Perfect Defense
    • Effect duration will be reduced from ninety seconds to thirty seconds plus an additional second for every twenty points of one's summoning magic skill. For example, with a summoning magic skill value of 600, the ability's effect duration would be a maximum of sixty seconds (the base thirty seconds plus thirty more seconds for one's skill value).

    Scholar: Embrava (castable only while Tabula Rasa is in effect)
    • Effect duration will be reduced from five minutes to ninety seconds.
    • Haste potency will increase by 1% for every twenty points of one's enhancing magic skill instead of for every fifteen points. Therefore, an enhancing magic skill value of 500 will increase the potency of haste by a maximum of 25%
    • Embrava will grant the effect of Refresh instead of Regain. The value of the effect, however, will remain the same.

    Modifications will be made to the following battle systems to accommodate the above job ability adjustments.

    Nyzul Isle Uncharted Area Survey
    • The number of astraria needed to exchange for equipment has been lowered from twenty-five to five.
    *The number of astraria already in one's possession will be divided by five, with the remainder disregarded.

    Code:
    0~4	→	0
    5~9	→	1
    10~14	→	2
    15~19	→	3
    20~24	→	4
    25	→	5
    Legion
    • Enemies' HP will be reduced by ten percent.

    Einherjar
    • The enemy Odin that appears in Odin's Chamber II will have its HP reduced by ten to fifteen percent.
    -----
    If you wish to discuss or submit feedback on this topic, please use the [dev1139] tag.

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    This is a translation of a JP dev tracker post. I fudged some of the translation for the non-specific items about their reasoning and such just to get it up faster and to make it sound more cohesive. Details should be accurate.

    Hello!

    Sorry to have kept you waiting.

    Regarding Embrava (from Tabula Rasa) and Perfect Defense
    For now, the current plans to proceed remain in place. The intent of these adjustments are as follows:

    (Quote of Matsui's old post about Embrava/PD being too strong and they shouldn't be the only ways to defeat more difficult battles)

    In other words, whenever we adjust the strength of enemies and content, we had to consider Embrava and Perfect Defense. Also, the performance of new equipment for each job had to consider the abilities as well. If we left things as is, we would have had to make content where monsters disabled the use of Embrava or Perfect Defense in order to balance the fights properly.

    We are sorry that we are slow in moving forward with these adjustments.


    Regarding Nyzul Isle Uncharted Area Survey
    In addition to reducing the number of required astraria at each hierarchy, we have also decided to perform the followinc adjustments to increase the likelihood of clears. These adjustments are not yet reflected on the test server.

    Raising the upper limit on "Advance ??? floors"
    To slightly increase the opportunity to advance to floor 100, we will increase the maximum number of levels warped from 9 to 11.

    Adjusting the Reaction Time of Runic Lamps
    So that lamps inhibit the run time as little as possible, we will make the following changes to waiting time:
    *"Same Time" lamps: Reduce waiting time for reactivation from 30 seconds to 15 seconds
    *"Order" lamps: Reduce judgment time of correct order from 12 seconds to 7 seconds

    Adjusting the Astraria in Possession to the New Amount
    The test server currently reflects the following numbers (see post above this one, the one where you divide by 5 and round down).

    We plan to change this to:
    0 > 0
    1~6 > 1
    7~12 > 2
    13~18 > 3
    19~24 > 4
    25 > 5

    Changing Jobs that Can Use Powder Boots
    There is a concern that the jobs on Powder Boots influence the jobs utilized for this assault and we have received a lot of feedback on this. We plan to change Powder Boots to "All Jobs" on a trial basis. This adjustment is not yet reflected on the test server.


    Regarding Legion and Einherjar
    In the current adjustment, since the benefit of Embrava is reduced, it will take longer to defeat enemies, and since Perfect Defense is reduced, you will need to defeat enemies faster than before.

    With these changes, since the time to defeat a monster would increase, we had the idea to reduce this by cutting the amount of HP.

    There has been a lot of overlap in what we need to consider as far as specific adjustments to each monster, or for each type of content in general, or for changing the speed to defeat monsters.

    In your feedback, there were many suggestions to make adjustments to these items. Since we have not yet considered all of the results of the newly adjusted Embrava/Perfect Defense, let us first examine the pros and cons of the current adjustment. We aren't ignoring your suggestions, and we will consider each one.

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    Translation (couple more coming after this one also). I was a little unclear on what they were saying about the WAR 2-hr duration, so that part of the translation is slightly fudged. The rest of it should be fairly accurate.

    Regarding New SP Abilities

    Hello!
    Thanks for all of the quick responses! We'd like to address some of the feedback we received for some jobs.

    Warrior
    There has been feedback about a 60 second duration; the actual duration is 30 seconds. With respect to multi-attack weapon skills, since double attack does not apply to all hits, resulting damage cannot be simply calculated/compared. Please try this out under a variety of conditions on the test server.

    White Mage
    We will make adjustments to the effect and duration while watching the trends on the test server. We are considering increasing the effect (the types of negative status effects prevented) and/or possibly extending the duration. We look forward to more feedback regarding this.

    Black Mage
    Although the ability does not directly increase the maximum damage per hit, by raising elemental magic accuracy, the ability is designed to contribute to an overall increase in average damage. Additionally, since it is general magic accuracy, there are benefits to other types of magic as well, such as dark magic and enfeebling magic. We may consider further increasing the damage by eliminating the potential for half resists on elemental magic spells. (However, getting rid of half resists would grant a significant benefit for enfeebling magic, so we may need to adjust this case to be limited to specifically elemental magic).

    Blue Mage
    For blue mage, the power of this ability will grow as the amount of Unbridled Learning spells increases in the future. Of course, we do plan on increasing the amount of notorious monster spells in the future, so please stay tuned.

    Please continue to provide us with your feedback--thanks!

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    Translation. This post was a direct response to a rather eloquent JP post which was basically a summary of a lot of previous posts in the Meeble Burrows thread divided into five general points with backing reasons for each suggested change. They previously responded to this post promising more detail, and they followed through with the detail, see below. I didn't directly translate the quotes from the player who made the original post, just paraphrased.

    Regarding Upcoming Meeble Burrows Adjustments

    Hello!

    Thank you for your feedback based on your experience in Meeble Burrows. I will answer your comments directly based on our examination of the content.

    (First Suggestion: Increase the number of pheromones past 5, various good reasons were presented)

    The next time that we add new expeditions, we plan to increase the maximum number of storable pheromone sacks to 10. It is planned that we will increase the available stock with the introduction of new content. Additionally, by using Research Marks, we want to be able to increase the stock to a maximum of about 15.

    (Second Suggestion: Eliminate entry restrictions on expeditions #1-#4 in each rank to allow easier gathering of support effects and/or repeating to clear higher goals)

    In order to make things much easier to gather a party for the content, there are plans to make adjustments in this area. One plan is for ranks on which goal 3 has been achieved, you can proceed from that expedition for subsequent repeats. This will not apply to boss battles, of course, but we are thinking of loosening the restrictions on access to those as well. Please let us know if you have any suggestions.

    (Third Suggestion: Allow for recovery of grimoire in case of a failed boss expedition. Obvious reasons.)

    Since the mechanism of progress recording is also tied to the support effects, if we did this, it would be possible for one person with a lot of status boons (read: mule) to leave in the middle of a boss expedition and endlessly give all of their status boons to the other players. Without modifying this mechanism, we are considering adjusting this in other ways.

    As it stands, though, you can decrease your risk of failure by gathering more and/or higher level status boons before you face a powerful boss.

    (Fourth Suggestion: Allow for certain daily/weekly bonuses. Example given was to have one particular expedition give a bonus of some sort during a particular day to encourage repeating previous expeditions).

    We will consider this. It might be good to tie something like raising the status boon higher when clearing an expedition, since not everyone will do expeditions each day.

    (Fifth Suggestion: More diverse content. Person thinks there are too many that involve killing, and not enough of the other kinds.)

    We'll work as hard as possible to increase the variety!

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    Quote Originally Posted by Camate View Post
    I’m back again for one more quick note regarding corsair!

    Currently on the Test Server, Wild Card does not reset the cool down timers for new special abilities; however, we will be addressing this in the future.

    Since resetting the cool down timers for both current and new special abilities at the same time when rolling either a 5 or 6 would be a pretty big bonus, we are looking into making it so that cool down timers for both abilities will only be reset at the same time when rolling a 6.
    Not a nerf:
    Quote Originally Posted by Camate View Post
    Correct. Rolling a 5 would reset the current special ability cool down timer, and rolling a 6 would reset the cool down timers for both current and new special abilities. We are not taking anything away from Wild Card, we are only factoring in the new special abilities.

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