Wow, im excited about this. I'm going to start re-gearing my BRD. I stripped it when i returned to the game bc all my resources went into 99ing a Twash (huge mistake, but at least it was pimp for like 2 weeks b4 adoulin came out). I've been hoping this would happen, and i really dont see how people can complain. It costs nothing but time to get a 90 harp... it cost me a similar amt of time and like 300m to make my Twash (which is a total PoS even @119 now). I dont see why the harp should be the only REM that gets shielded from SE's 'HAHA! you're wasted a lot of effort for nothing!' adjustments.
I think the song with the least duration will still be overwritten. However if you cast the same song it will just overwrite itself after the fix instead of getting "no effect." The only plus dharp would have over a new +1 song instrument would be song duration (which ghorn users argue is useless) making 90 harp and new instrument equal.
As people mentioned it probably is about balance and closing the gap. I still remember people telling me i couldn't brd because my harp wasn't finished so it will be nice to see those shouts go away. Having three songs does not indicate you are great brd (which is always what irritated me).
Guess its time to my 99 harp....I just wish there were more than 4 plates for sale each day.
....I can also still dream that they will stack...after all they gave us another song with SP2 that can be kept up by a good brd for a long time. Not sure many non brd players realize we can make our sp2 last an entire hour until the SP is ready again.
Heck you can make it last even longer as long as you don't zone or get dispelled
knowing SE... the new instrument Song +1 will be as hard as Daurdabla to get...
if it's from delve? no lol
SE said that the new instrument is coming out in April, and I didn't get the impression that new Delve was being delayed by THAT long.
They're not talking about having rewards different in quality, but rewards different in quantity. If 6 man Tojil gave only 1-2 weapons/armors each kill instead of 4, for example, then it would give an incentive to take him as an alliance, while still allowing parties to make progress (even discounting the plasm you get). No one is talking about say, having only 18 man Tojil drop Oatixurs.
Daurdabla going from 90 to 99 (and the 99 compared to this new harp) is a 33% increase, which was/is more than any other Empyrean I can think of (well, unless you say 90->119). Are we really still at the point where we're saying people with a level 90 item should complain when something of equal, and not even greater, power is being planned? Shield/Harp still have it better than every other Empyrean.
I didn't catch this in the translated post, but I noticed it in Camate's post.
So it would be mob combat skill, not mob level that affects block rate. Although, that's linked to level anyway. But it might mean that we'd get a higher block rate vs mobs whose jobs have lower ranked combat skills.Originally Posted by Camate
Assuming, of course, that monster jobs are following the same combat skill ranking as players. They might not. And we don't really know how skill values are gonna change at like, lvl 120. Assuming mob values were mirroring player values in the first place.
The killedar bit is a oddity. My tests have killedar at -86% dmg on block. The break down here is 50+30+6. Or size3 base+def/2+shield def bonus. 6% of that comes from Shield def bonus. Which isn't inherent to the shield itself. So maybe they were leaving that out. But it's still 10% off.
Although the Ochain value is dead on(if not including SDB. But the beatific+1 is rather higher than my projections. I'd calc'd it at 53%, including shield def bonus. Well, they did say approximately. But the killedar value is just way off. Maybe I need to retest... Although, I have quite a lot of killedar data. <,<
Clearly the solution to the brd thing is to un-nerf the embrava duration/haste potency. Bam no need for marches!
I think they might actually base alot (or all) of mob stats off of players in a way. Like my theory is such and such mob might be assigned the basic stats like base stats, skill, traits etc for it's jobs/level and a certain race and then given multipliers to adjust the more specifics or boost some like hp, acc, att etc
Like how they said adjusting player hp would make monsters hp increase or how in monstrosity you see almost all the stats as far as I know have multipliers based on that particular monster.
So if I had to guess the mobs probably do have skills like players... but then again almost all monsters have a melee main and/or sub job giving them access to an A ranked weapon type anyways.
If all mobs have a A+ rank, then it'd make things simple. Could just judge based on level. But if it varies between mob/job type you could get some differing results despite the mob levels being the same.
I have to wonder if this possibility has had an effect on effect on any of my past testing... Then again, I've mostly tested on purely melee mobs. Mages are a pain. So I would think most melee only mobs likely have an A+ combat skill.
I'm not so sure monsters follow player skills by job. For example, Fomor BLMs are BLM/BLM, I believe, and yet they use great swords with comparable attack and accuracy as other, more normal weapon fomors.
It's probably safe to assume that statistically speaking, monsters just mirror the player template with manual edits/multipliers (HP/MP) as appropriate. It'd be a mess to really do it, otherwise.
They don't aaaaall have A+. Colibri for example have an A- in beak-to-beak combat. Haven't looked at other species though
it could be monsters use a different set of skills that act similarly to player skills. MNK mobs seem to use some form of unarmed H2H skill, this is particularly apparent in monstrosity. WAR mobs and the like have much higher base damage and swing for much more on a per-hit basis, but a lot of monsters (all non-beastmen and undead ones basically) haven't got a weapon type that can be attributed to them. could just be separated into hand to hand, dual wield, two handed categories for monsters. if you recall, the original 2h adjustments affected some monster types and had to be readjusted to account for that.