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  1. #721
    E. Body
    Join Date
    Nov 2008
    Posts
    2,049
    BG Level
    7
    FFXI Server
    Bismarck

    They are adjusting the stats on the 119 abjuration gear, to rival the newest augmented gear.

  2. #722
    Yoshi P
    Join Date
    Dec 2006
    Posts
    5,360
    BG Level
    8
    WoW Realm
    Arthas

    wrong thread

  3. #723

    Geas Fete Key Items (12/7)

    The lists are getting pretty long, and its inconvenient, such as when obtaining triggers. Reminds me of a similar problem back during Abyssea.
    Indeed, what you have brought up can be a problem. We don’t think we can make this change into the December update, but we are considering addressing this problem in the future.

    Abyssea Eminence (12/7)

    You told us almost 2 years ago that you would look into changing enemies in Abyssea so they would count for more objectives. Please give us a clear answer.
    We’re sorry it took us so long to follow up on this. We discussed numerous methods in order to implement this change, but unfortunately for now our answer will have to be that we will not be implementing this change. The special system used for calculating experience in Abyssea would need to be changed, and that would require quite a large workload- this would affect our plans for other adjustments and additions.

  4. #724

    Alt + Tab (12/9)

    Can you make it so that we can Alt Tab to the desktop even if we don’t have other applications running aside FFXI?
    We plan on making adjustments to the Alt+Tab function in the December update.

    Unity Leader Equipment (12/9)

    I have a number of questions regarding these items.
    I will try to answer your questions.

    1. What slots are you planning on implementing? The image looks like it has armor on most slots.
    The armor will only be for the chest slot. The preview image features characters wearing armor to look more presentable, including the Alliance Pants item.

    2. Will the texture on the armor change based on the Unity?
    The armor will have appropriate textures based on the Unity you obtain it in.

    3. Are the stats reflective of the Unity it is obtained from? Will Unity Ranking affect the stats?
    The armor will be available to players at level 1. There are no basic stats on these items, but if they are worn when you call your Unity Leader, their stats will be slightly increased.

    4. Can you obtain multiples by changing Unities?
    You can obtain all of the armors, but since it takes 2 weeks of evaluation to become available, it will not be immediate.

    5. Will we be able to store these on a Storage Slip?
    They will be added onto Storage Slip 02.

  5. #725

    RME (12/10)

    I thought you guys said we were getting these adjusted the same time as Aeonics were being added, what gives?
    In addition to strengthening the weapons, we need to create some associated text for the upgrade process and make adjustments to some of the aftermaths. I’m afraid to say we’ll have to make players wait a bit longer, but we need just a bit more time.

  6. #726

    Home Point Default Selection (12/14)

    I will explain why we made the change so that the default choice for warping is “no”. Generally speaking, we try to keep a policy of having the options for something which involves a cost default to the “no” selection. This is in consideration of players who may accidentally hit confirm too many times in a row. In the case of Home Points, there is a gil cost for warping. We realize we may cause some inconvenience for players who were already used to the way it was, but we hope you can understand the decision.

    NPC/Party Members Not Appearing (12/15)

    We wish to perform an update within the week to reduce the odds of this glitch occurring. Of course, we will continue to monitor the situation after the adjustment as well, so if players continue to have issues, we would like for you to continue giving us your feedback.

    RME (12/15)

    I wish to update the players on the RME situation. As some players have stated, we wish to make it so that all weapons will have the Afterglow effect upon upgrading, and we want to explain why we are making this decision.

    One of the reasons is to ensure the future scalability of the weapons. When obtaining an afterglow, it is necessary to perform a quest within the Trial of the Magians. For this to be possible, the quest must be recorded onto the weapon itself. This is also used for increasing the strength of weapons, which would mean that weapons without an Afterglow would be ineligible for these properties.

    A second reason is to reduce the strain on resources. We have found that needing to implement two different paths for the weapons can take a large amount of time, and we wish to avoid this in the future by changing from the current system.

    We wish to note that the next step of upgrading these weapons will be very easy for players who have already obtained afterglow weapons, and that weapons without an afterglow will have a very difficult hurdle ahead of them. We do not wish to downplay the efforts of players who have made it this far at all.

    We are currently making adjustments to the content to get it ready for implementation. Please look forward to it.

  7. #727

    Ninja Trust (12/16)

    Gessho’s the only Ninja trust, yet he can’t use Utsusemi: San. He could use it when you fought him in that BC, though.
    As far as Ninja Trusts go, we are working to bring you the Trust AAHM, who will have Ninja abilities. However, it could still take some time to implement it, so we could also tweak the trust Gessho to be more useful. We’re open to suggestions from the players.

    Home Points (12/17)

    We wish to answer some of the requests people have made for Home Points.

    -We don’t want the home points moved, but rather more added.
    There’s a limit to how many Home Points we can add, and that is one of the reasons we are hesitant to add more. Furthermore, we generally follow the below points in deciding where Home Points will be, and we will try to keep to these rules in the future as well.
    1. Near the entrance to battlefields
    2. Near oft-used areas of towns (Exits, Mog House Entrance, Auction House, and Guild Entrances)
    In other words, we would like to keep some free slots open for any future situation where we need to add a home point near a battlefield or important landmark.

    -We want “Add to Favorites” to be placed as the bottom choice.
    The original goal was to make Home Points and Survival Guides have a similar layout, and the response to this statement may be “so just make Survival Guides the same way”, but it’s worth bringing up that since the Survival Guide has 4 options, it means one option will be not be immediately visible when first entering the menu. We have made the settings so that a default cursor on the third option or lower will be on the bottom option, so it would mean that the current setting below:

    Choice 1
    (Page)
    Choice 2
    Choice 3
    >Choice 4 (Default cursor position)
    (Page)

    Will become this, which is less intuitive:

    (Page)
    Choice 1
    Choice 2
    >Choice 3 (Default cursor position)
    (Page)
    Choice 4

    We are always willing to make adjustments to the UI to make things more convenient for the players, and we recognize that habit is a big part of what determines this, so we will continue discussing these options and the possibility of changing it going forward.

    Astral Cube (12/19)

    Getting straight to the point: we will not be able to make it so the Astral Cube works on all objects throughout Vana’diel.

    Addressing this would open up a risk that when a player logs out while sitting on an object and then logs back in, they would be unable to move. We’d also have to redesign the maps throughout the game from scratch if we wanted to address this for only certain locations, which isn’t a realistic task.

    Multiple Crafts (12/19)

    There are no plans to allow characters to reach the maximum skill level for every type of craft.

    The reason for this decision falls on two key points:

    • There are a large amount of players that use multiple characters that each have different synthesis masteries, and the impact on these players would be very large.
    • There would be a large amount of text and other aspects that would need to be revamped to adjust for the removal of skill caps.

    While the first reason is an important decision making factor, it's the second reason that is the larger of the two.

    Blue Mage Trust (12/21)

    There haven’t been any Blue Mage Trusts yet. Is this because of technical reasons?
    Part of the reason we have not added Blue Mage trusts is due to lore reasons. Trust magic can be used when a special bond is formed between two people, but the Blue Mages shed themselves of their souls and become empty vessels, which is precisely the opposite of what’s needed for Trust Magic. The trust, affection, or friendship that is required for Trust Magic is also all directed towards the Empress in the case of the Blue Mages, and any connection to the player character would be a nuisance.

    Furthermore, it should be noted that many of the Blue Mages have never left Aht Urhgan, so the diversity of their spellsets may not be what players expect out of them.

    On the technical end, there are indeed some hurdles in terms of what spells such Trusts would be able to use, etc.

    For the above reasons, we are currently not planning on adding any Blue Mage Trusts to the game.

  8. #728

    Trusts (12/22)

    What are the future plans for Trusts?
    There is a limit to how many Trusts we can add, and we are approaching that limit. Nevertheless we do plan on adding new Trusts in the future, but we cannot guarantee who or when they will be.

    Geas Fete (12/24)

    We’d like to once again clarify why we decided to make these adjustments to the arena size.

    As we had mentioned, we first decided to propose changes based on the fact that the Reisenjima #9 battlefield is difficult to escape from. We reached this conclusion based on feedback from players on the forum.

    We had given the option of only changing the specific battlefield in question, but because of the effect it may have had on other battlefields, we decided to avoid this option at first.

    We had chosen to make the temporary adjustment to all of the battlefields in November because of the hasty schedule we had to work in. It is partially to gather feedback from players in response to the change, but also because the change in team structure will include the departure of the designer in charge of Geas Fete.

    On the developer side, we feel that the changes have not caused any significant changes to the battles, but we would like to confirm if the players feel this way. We hope for your feedback so we can work towards finalizing the settings for this issue.

    Ulmia/Joachim (12/25)

    Can you reduce their song casting time?
    We’ll take this into consideration. We can add certain properties to the Trusts Ulmia and Joachim, but since they are not Unity Leaders, we cannot make these effects too significant.

    Instruments lockstyle (1/4)

    Please make it so that switching instruments doesn’t cancel lockstyle.
    It is possible for us to make lockstyle work between different wind and different string instruments, but because of differences in animation we cannot make it so that you swap between the two.

    Outdated Content (1/4)

    Events like MMM, Chocobo Circuit, and Pankration have all become obsolete. Are there any plans for these?
    Large-scale updates or adjustments would be difficult, but we can consider making adjustments so that these events are more easily accessible to players as necessary.

    Cheer: Jumbotender (1/5)

    Is the movement speed from this Cheer considered under equipment? I’d like to know if wearing other equipment would cancel it out.
    The “Movement Speed +3%” from Chacharoon’s Cheer: Jumbotender is a special classification not considered under ability or equipment. This is added to the movement speed you may gain from other equipment, but it does not do so with abilities.

    Domain Invasion (1/5)

    We are considering making adjustments to this content. The ability “Spike Flail” from Wyrm type enemies is greatly enhanced during “Mighty Strikes”, in many cases knocking out players in a single attack. We may make adjustments to the abilities these notorious monsters use.

    We considered making adjustments to Spike Flail usage frequency or even removing its use, but since this will change the frequency of the other abilities these monsters use, this can greatly affect the difficulty of Domain Invasion. Therefore, we will not be making adjustments in that direction.

  9. #729

  10. #730

    Herculean Charm+ (1/6)

    We’ll be adjusting the stats of the arcane glyptics that can be added to the Herculean gear in a future version update. With this adjustment, the Charm+ augment will be eliminated and Store TP+ will be replacing it. In the event your current gear already has a Charm+ augment, they will not be changed; however, please not that it is possible to overwrite this with other augments, but once replaced with a different augment it will no longer be possible to attain the Charm+ augment on Herculean gear.

    Chocobo Digging (1/7)

    Since you guys adjusted fishing, will there be any adjustments for Chocobo Digging?
    It is possible for us to add new items to Chocobo Digging, although adding items which are in high demand will likely cause players to gather in large concentrations, and said buried items would be quickly depleted. If we were to add new items to Chocobo Digging, we would likely also look into adjusting how the content works. We’ll consider the possibility to making such adjustments as we move forward.

    Buff Wearing Upon Checking Chests (1/8)

    We've identified an issue where when players interact with a chest or NPC while you have certain buffs active, the buffs are removed. We're planning to make adjustments in the next version update to address this for the following abilities and spells:

    Warcry / Blood Rage / Boost / Meditate / Fantod

    RUN Accuracy Bonus (1/12)

    What level does RUN get the higher tiers of this trait?
    After obtaining the Accuracy Bonus trait at level 50, they will obtain higher levels of the trait at level 70 and 90, ending with +35 accuracy at the third tier.

    Reisenjima (1/15)

    Can you add a more convenient way to reach this area? Even the method by using the Ru’Hmet home point can be annoying.
    We are discussing the possibility of adding an item that can teleport you to Reisenjima.

    Can you make the different teleport points not be surrounded by aggressive monsters? #5 in particular has a lot of them.
    If you don’t move at all after warping in, you should not be aggroed by any monsters. Players must be careful not to mistake monsters not loading in yet for there not being any monsters at all.

  11. #731

    Chocobo Raising (1/18)

    The supply of the items used to cure a chocobo of fevers and other diseases are in short supply. Can you add them to the Curio vendors?
    Generally, the items used for Chocobo raising are obtained via synthesis or gardening. We’d like players to consider the effect adding such items to vendors would have on the rest of the game as they discuss this issue. When we add such items to vendors, we use these factors to determine what price the vendors will sell it for. If obtaining these items really is a big issue, please give us your feedback.

    Automatons and Skillchains (1/19)

    Can you think of some way to let us control our automaton so they don’t interrupt skillchains? An adjustment to how Puppets behave would be best, but if that’s not possible, perhaps something like an attachment that prevents weapon skills, but increases double attack rate greatly?
    The attachment suggestion is something we have considered, but have had trouble implementing. We will attempt to discuss the idea, but we cannot make any guarantees. We hope for your understanding in this matter.

    Automaton Tanking (1/20)

    With the changes in how tanking works now, Automatons are quite powerful as one. However, it is inflexible. Can you either add a new ability or adjust Ventriloquy so that it transfers all aggro on all enemies from both the Puppetmaster and the puppet to the target? You could also allow use of stnpc to narrow the hate transfer to that of a single enemy.

    Situations such as pulling, linked monsters, multiple popped NMs etc make the setup the ability has right now inflexible.
    We currently have no plans to make this adjustment. Ventriloquy was designed with the idea that you could use the ability depending on what situation the player finds himself in. Making it so that it only transfers all aggro to the automaton would make the ability less useful.

    The use of pronouns to target the ability would be quite difficult to implement, especially if we were to give it three different applications.

    Under these considerations, we think keeping the way the ability Ventriloquy currently functions the same would be the best choice at this time.

    Domain Invasion (1/20)

    We have received reports that it can be difficult to participate in this content due to the upper limit of Unity chat. We had considered expanding unity chat or implementing a system message to solve this issue, but found it difficult to achieve that goal.

    Thus, we have decided we will be shortening the respawn time of the NMs involved in this content. We hope this way we can increase the chances for players to participate in this content.

    We are planning on having this adjustment implemented in the April update, so please continue giving us feedback until 1/31 (Sunday).

    Trust Weapon Skills (1/20)

    Can you tell us the weapon properties of these Trusts during weapon skills?

    Are some abilities such as Gessho Feather Storm and Iroha’s Bow different?
    For Trusts whom it would be difficult to determine weapon type by appearance alone, or Trusts who use different weapons for their weapon skills, please consult below to find their weapon attributes.

    Shantotto II: Hand-to-Hand
    Arciela II: Hand-to-Hand
    Gessho: Katana
    Mildaurion: Staff
    Selh’teus: Staff
    Balamor: Pet*
    August: Pet*
    Rosulatia: Pet*
    Teodor: Pet*
    King of Hearts: Staff
    Morimar: Pet*
    Darrcuiln: Pet*
    Iroha: Polearm
    Iroha II: Polearm

    *Same type of damage as a Beastmaster’s Pet or Automaton

    Regardless of the related animation, the weapon skill will be considered the damage type the Trust was set with. For example, Gessho’s Hanafubuki ability is considered Katana damage, and Iroha’s Amatsu: Choun is considered Polearm damage.

  12. #732

    Announcing the Next Version Update! (01/22/2016)

    http://www.playonline.com/pcd/topics...4505/14505.jpg
    The next version update is scheduled for mid-February!

    Test your might against new Wanted monsters, including higher tier versions of some of your favorites in Fei?Yin and the Gustav Tunnel!

    In addition, a new system will be added to further enhance relic, mythic, empyrean, and ergon weapons, enabling the dedicated to bring these armaments to even greater heights.

  13. #733

    Unity Chat in Instanced Areas (1/21)

    Can you guys remove the automatic filter of Unity Chat in certain battlefields? I’ve been doing the Nyzul campaign a lot and it sucks to miss the messages.
    We have no plans to make adjustments to this setting at this time. This is related to how these instanced areas work, and allowing Unity Chat in these locations can significantly increase the load for these areas.

    Forgotten Items (1/22)

    Let us post these items on the auction house and send them.
    Thank you for your feedback. In addition to being able to bazaar these items, we are already discussing allowing players to be able to send these items.

    Combat Balance in the Future (1/22)

    We wish to respond to the players who feel uneasy about the current situation. As we have mentioned before, we will continue to make adjustments to the game’s combat balance moving forward. Even in the upcoming February update announced today, we will be making adjustments.

    Combat balance in the game must be considered carefully, so we appreciate continued feedback from the players.

  14. #734

    Muting Music (1/26)

    I love the music for this game, I really do- but there are times when I want to turn it off. The volume bar in the menu just moves way too slowly- can you guys add a specific option in config or a text command that allows us to immediately mute the game’s music?
    Making the change to the config menu would be quite difficult, but we’ll look into the possibility of adding a text command to achieve this function. If it’s possible we’ll discuss it.

    Waltz Received Gear (1/26)

    The cap for Waltz Potency is easily reached now, but the one for Waltz received is impossible to achieve. Are there any plans to change this?
    We can’t give you a specific date for when this can happen, but we’ll discuss adding new equipment with the stat “Waltz Received Potency+”.

    Monsters Near Reisenjima ??? Points (1/27)

    Please remove these enemies near the ??? points in Reisenjima, especially the ones at H-6.
    We’ve arranged monsters in the Reisenjima area based on their repop timers. If we were make adjustments to monster spawns, we would have to make changes to the entire area, and such an adjustment would be difficult at this time.

    Rhapsody Shirt Storage (1/27)

    We’ll be adding this item to Storage Slips in the February update. We apologize for any inconvenience until then.

  15. #735

    Statues on Storage Slip (1/28)

    The items players have mentioned were previously not included on Storage Slips because they were relatively rare. However, because of the recent Mog Bonanza, there has been an increase in the number of players who own these items, so we hope we can add these items onto Storage Slips in the February update.

    Yovra Statue/Shadow Lord Statue II/Shadow Lord Statue III/Nomad Moogle Statue

    Mute Option (1/28)

    We are aiming to implement this option to allow players to quickly mute the game sound or sound effects around the April update. The specifics may change over time, but our aim is to create something that increases quality of life for players.

    Inhibitor (1/29)

    Can you make it so that the puppet will always go for the higher level skillchains?
    We have no plans on making large adjustments to this attachment because other players may already have adjusted to the current settings.

    This is something planned beyond April, but we are thinking of adding a weapon skill-related attachment. We will take the ideas we have seen in this thread into consideration, but we do need to stress that this is currently only in the planning stages.

    Sublime Sushi (1/29)

    Why is there no distilled water in Sublime Sushi? How does it hold together? Perhaps you could replace one of the fish in the recipe for water.
    As the name of the item suggests, Sublime Sushi is made from a variety of high-quality ingredients, so the fish and eggs are indispensible. We have no plans to add Distilled Water to the recipe due to the maximum number of items allowed in a single synth. This is a limitation that can come with being a game, so we hope for your understanding in this matter.

  16. #736

    JP Midnight Waits (2016/2/3)

    The remaining quests, missions, and other aspects that require you to wait until Japanese midnight will be added to the development team's list to be looked into. I can't make any promises at the moment, but rest assured they are looking into addressing the remaining ones.

    Haste/Flurry from Trusts (2016/2/3)

    Many times when I’m doing Job Points on Ranger, I want Flurry from Koru-Moru, but he’ll be busy casting Distract or Dia, and in that time Apururu will Haste me. Can you guys make it so that either ranged jobs won’t be Hasted at all or force Trusts to overwrite Haste with Flurry?
    We have attempted to adjust healing and support Trusts so that you can choose the ones that fit the situation.

    In the situation you are mentioning, we believe there will be cases when a Ranger wants Haste, and some where they want Flurry. For that reason we have given different Trusts different kinds of behavior. Thus, we think in this case it may be better to use a healing Trust who does not cast Haste.

    We currently have no plans on adjusting Trust behavior, but if it does truly become an issue, we will discuss it.

    Mog Wardrobe 2 (2016/2/4)

    We are currently developing Mog Wardrobe 2, aiming for an April release. We realize players may be concerned about increased load times, but at this time we believe this is very difficult to remove. If players wish to avoid this problem, we would advise not adding unneeded items to the Mog Wardrobe.

    -----

    Fujito Here.

    The good news that we’re finally adding the Mog Wardrobe 2 unfortunately has to be accompanied by the news that loading times will increase as a result of the addition. I wish to elaborate a bit.

    Storing any items causes an increase in load times, and more items means a longer load time. There is simply not much we can do about this. However, if we leave this issue alone, if we ever added something like a Mog Wardrobe 3 or 4, it will cause unreasonably long load times when entering battlefields and the like.

    We haven’t given much of an answer to players asking about the issue simply because we don’t have much to say. That isn’t to say we’ve given up- we’re still looking into the issue at this time.

    We believe the biggest issue with this problem is that players cannot swap equipment or use items when they change areas, so we wish to deal with this aspect of the problem as a priority.

    As many players have pointed out, we could lower the priority of loading in storage unused in the field such as the Mog Safe and Storage, so we’re currently looking into whether this is possible or not.

    With that update of the situation, I do feel the need to note that since this concerns adjustments to core systems of the game, it’s completely possible that we’ll come to the conclusion that we won’t be able to do anything about it at all.

    I know this news may be disappointing to many players, but we hope for your understanding in this matter.

    Puppetmaster (2016/2/4)

    Can you guys clarify what exactly the “adjustments to the range in which abilities can be used” actually means?
    The adjustment we’re aiming for a February release is not one that will affect the distance at which you can use abilities. Currently, Automatons will listen to the master’s instructions and use abilities regardless of the effectiveness of the ability’s distance. This means there are many cases in which the Automaton will use abilities and they will have no effect at all.

    With the planned adjustment, we wish to make it so that the Automaton will consider whether or not the current distance will be an effective use of an ability, and prevent use of abilities in the case it will have no effects. In other words, it will affect cases where the Master is within a valid distance, but the automaton’s distance makes it invalid. We believe this will not result in any significant change to how the Automaton currently functions, so we hope players can rest easy.

  17. #737

    Puppetmaster (2016/2/5)

    In addition to player characters, Automatons will be affected by the damage changes in the February update. We will be referencing the beastmaster pet values for this adjustment, so the upper limit on damage will be increased.

    Oboro Items (2016/2/8)

    The items from the NPC “Oboro” which will be enhanced will include the following:

    Priwen/Terpander/Dunna

    The method for enhancement will be similar to that of Delve, where you turn in certain items to the NPC to increase the number of points on the item. There will not be multiple routes to enhance the items, but the stats added will be appropriate for each job, so we hope you look forward to it.

  18. #738
    Old Odin
    Join Date
    Oct 2006
    Posts
    6,198
    BG Level
    8
    FFXI Server
    Asura

    The following campaigns will be held simultaneously starting on Tuesday, February 9 at 11:00 p.m. (PST)

    Campaign Period: Tuesday, February 9 at 11:00 p.m. (PST) to Tuesday, February 16 at 6:59 a.m.


    Chain Experience Bonus Campaign

    Earn from double to three times the normal amount of experience from experience chains.

    Chain Capacity Point Bonus Campaign

    Earn from double to three times the normal amount of capacity points from experience chains.

    Chain Monstrosity Bonus Campaign

    Earn from double to three times the normal amount of experience from experience chains.

    Abyssea Campaign

    During the campaign, the default light values of pearlescent, azure, golden, and silver auras will be drastically increased.
    In addition, a blue treasure chest has been placed near Horst in Port Jeuno (H-8). Opening the chest will enable you to claim one of the following prizes:
    - Eleven varieties of Atma
    - One Lunar Abyssite key item
    - 100,000 cruor

    Mog Gardens Campaign

    Mog Gardens will undergo the following modifications throughout the duration.
    - The number of shining stars received when entering a Mog Garden will be doubled.
    - The coastal fishing net will provide different special items.
    - Items may be harvest from Monster Rearing twice per day.
    - The following items will be sold in the gardens specially throughout the duration.
    Golden Seed Pouch / Chestnut Tree Sap / Monarch Beetle Saliva
    Mahogany Bed / Noble?s Bed / Goblin Stew 880

    Alter Ego Expo

    Alter egos will receive the following improvements for the duration of the campaign.
    - Alter egos' Maximum HP and MP are increased by 50%.
    - Alter egos have stronger resistance to status ailments.

    Adoulin Dial Campaign

    A brand new dial will added to the Goblin Mystery Box!
    The Adoulin dial is usable once per Earth day and provides a variety of rewards specific to Seekers of Adoulin content, such as Skirmish stones and airlixirs from Delve.
    Further, the chance of receiving equipment from the SP dial will be increased.
    * The Adoulin dial is completely free to use.
    * At least forty-five days must have passed since character creation to be eligible to use the Goblin Mystery Box.

    Incursion Campaign

    During the campaign, monsters and notorious monsters will only drop grand coffers when defeated.

    Geas Fete Campaign

    Earn double the usual amount of escha silt from combat in Escha areas.

    High-Tier Mission Battlefield Campaign

    The number of personal drops in the following battlefields will be increased by one, and players will receive either a pluton, a pluton case, a pluton box, a chunk of beitetsu, a beitetsu case, a beitetsu box, a riftborn boulder, a boulder case, or a boulder box.
    ?Ark Angles 1 / ?Ark Angels 2 / ?Ark Angels 3 / ?Ark Angels 4 / ?Ark Angels 5 /
    ?Return to Delkfutt's Tower / ?The Celestial Nexus / ?The Savage / ?The Warrior's Path /
    ?Puppet in Peril / ?Legacy of the Lost / ?Rank 5 Mission / ?Head Wind /
    ?One to be Feared / ?Dawn / ?Pentacide Perpetrator / ?Trial by Fire / ?Trial by Ice /
    ?Trial by Wind / ?Trial by Earth / ?Trial by Lightning / ?Trial by Water /
    ?The Moonlit Path / ?Waking the Beast / ?Waking Dreams
    * Higher quality items will drop more frequently on higher difficulties.

    Domain Invasion Campaign

    The respawn time of notorious monsters will be halved during the campaign.

  19. #739

    Automaton Oil (2016/2/9)

    People only really use the +3 version now. Can you make the synth guarantee these or allow us to synth up +1/+2 to +3s? Failing that, adding it to Curio Vendors would be good.
    We are discussing making it possible to control the quality of Automaton Oil synthed. We need some time to make this change, so please wait just a bit longer.

    Multihit WS (2016/2/9)

    Can you please make the accuracy bonus apply to all hits of a multihit WS? Making other stats such as WSD, WS Accuracy and the elemental gorgets and belts apply to all hits would be useful as well.
    Let me first explain about some properties of WSs. When you use equipment such as Light Belt and Light Gorget, the weapon skills below will have the effects applied to all hits.

    Dancing Edge/Evisceration/Pyrrhic Kleos/Vorpal Blade/Swift Blade/Resolution/Rampage/Decimation/Ruinator/Entropy/Stardiver/Blade: Jin/Blade: Ku/Blade: Shun/Hexa Strike/Realmrazer/Exenterator/Chant du Cygne/Requiescat

    As can be seen, it is applied mainly to high skill level one handed weapons, weapon skills used by jobs with a 2-handed weapon as their primary option, and a portion of the weapon skills gained through the Legendary Power of the Bushin. Furthermore, if a Double Attack occurs during the weapon skill, it will also gain the bonuses of related equipment. However in these cases, the design was to lower the damage from each individual hit.

    The first hit of a weapon skill gains +100 accuracy. Originally, this property was meant to counterbalance the fact that elemental weapon skills have no risk of missing. Elemental weapon skills can greatly increase the odds of a successful skillchain, so we added the accuracy bonus to the first hit of a weapon skill. Under this assumption, every hit from the second one onwards from a multihit weapon skill is considered the “proper” value.

    Because of the above, we have no plans on adjusting the weapon skill accuracy bonus at this time.

    Alluvion Stones (2016/2/10)

    Can you let us trade these up from NQ to HQ?
    Adding the NPCs and events required to allow for trading Alluvion Stones would cause a large change in how the event is progressed, so we need to discuss the possible effects. Currently, it is difficult for us to make promises for such an addition.

    Blood Pacts (2016/2/10)

    Do blood pacts have an accuracy adjustment? How much does summoning skill affect it?
    There is an accuracy boost for Blood Pacts, and it is the same +100 as Weapon Skills receive. Summoning Magic Skill does not increase Blood Pact Accuracy. Avatar: Accuracy and Pet: Accuracy can fill this function instead.

  20. #740

    Cursna (2016/2/12)

    Can we please get details and/or a cap on the effects of Mending Cape and the Cursna Enhancing stat on various other equipment?
    The Mending Cape’s Curnsa Enhancing stat has a value of +15.

    Equipment which enhances Cursna or Cursna received is not added directly to your odds of success with Cursna, but rather increases it by 1% per point of the original rate of the Cursna spell. Thus, with a +100 to this stat, a Cursna that was originally 30% successful would become 60% successful.

    The base success rate of Cursna is reliant on the caster’s Healing Magic Skill. Furthermore, the upper limit to the success rate of Cursna is 99%.

    Blood Pacts (2016/2/12)

    I have reconfirmed the information regarding Blood Pacts. Summoning Magic Skill up to the skill cap, as in a blue number on the status screen, will not affect Blood Pacts. However, skill above this cap will affect accuracy. I apologize for the erroneous post I made earlier.

    Generally speaking, it will be more efficient to boost an Avatar’s accuracy directly via Avatar/Pet: Accuracy rather than through Summoning Magic Skill. However, support-type Blood Pacts will have their duration affected by skill over cap, so players may wish to consider this when deciding what equipment to use.

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