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Thread: Dev Tracker: Discussion     submit to reddit submit to twitter

  1. #2381
    Old Odin
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    Quote Originally Posted by Byrthnoth View Post
    They need to merge servers. I do not give any shits about the Delve instrument.

    HMP availability is the highest it had been in months. Cinders are going for half what they did two months ago. 99ing Daurd is very reasonable at the moment.
    unless they assign servers to each regions a server merge isnt gonna help much, at least not on the EU side of playing.

  2. #2382
    RIDE ARMOR
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    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.

  3. #2383
    Smells like Onions
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    Quote Originally Posted by Yugl View Post
    The devs have said they're removing the overwrite/duration issue, so the new instrument would still be worse than Daurdabula.
    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.

  4. #2384
    Ridill
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    Heck you can make it last even longer as long as you don't zone or get dispelled

  5. #2385
    Campaign
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    Quote Originally Posted by lubybismark View Post
    Not sure many non brd players realize we can make our sp2 last an entire hour until the SP is ready again.
    It's awesome! Altough realistically it requires cooperation from the people you're playing with. Annoys me so much when people fuck up my fakes/rotations ; ;
    It's even worse with a JA with 60mins cooldown lol

  6. #2386
    Sea Torques
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    knowing SE... the new instrument Song +1 will be as hard as Daurdabla to get...

  7. #2387
    Impossiblu
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    if it's from delve? no lol

  8. #2388
    Relic Horn
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    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.

  9. #2389
    Ridill
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    Quote Originally Posted by Draylo View Post
    I just don't get why the rewards are the exact same as 6 man, it doesn't make sense to me.
    We've been over this before. Your desire for snowflake status is trivial compared to screwing a good number of people, if not the majority, out of content/progression.

    Unless you want people to quit. Then have at it.

  10. #2390
    Relic Horn
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    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.

  11. #2391
    E. Body
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    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.

  12. #2392
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    Quote Originally Posted by Fwahm View Post
    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.
    Were it someone else, I'd give them the benefit of the doubt. But...

    Soon we can clear content with trust npcs, solo MMO here we come.
    ...and past experience tells me otherwise.

  13. #2393
    Old Merits
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    I didn't catch this in the translated post, but I noticed it in Camate's post.
    Quote Originally Posted by Camate
    Shields
    Currently, shield blocks and the amount of damage reduced are affected by the following:

    Damage reduced: type of shield and shield defense
    Block rate: type of shield, player shield skill, combat skill attributed to each monster

    Comparing Ochain and the easier to obtain Beatific Shield +1, damage reduction from the Beatific Shield is approximately 50%, while Ochain is around 60%, and the block rate, though it depends on the enemy, is very close between the two. On the other hand, the Killedar Shield’s damage reduction nearly reaches 70%, but the block rate is lower. While Ochain is still more powerful than both of these shields, we've managed to close the large gap that existed in the past.

    We plan on adding new item level 119 shields moving forward to close this gap even more.
    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.

    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. <,<

  14. #2394
    Ridill
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    Clearly the solution to the brd thing is to un-nerf the embrava duration/haste potency. Bam no need for marches!

  15. #2395
    Ridill
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    Quote Originally Posted by Martel View Post
    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.

    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.
    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.

  16. #2396
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    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.

  17. #2397
    Relic Horn
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    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.

  18. #2398
    Ridill
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    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.

  19. #2399
    Impossiblu
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    Quote Originally Posted by Martel View Post
    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.
    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.

  20. #2400
    Blue Magic is Best Magic
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    Quote Originally Posted by arus2001 View Post
    Were it someone else, I'd give them the benefit of the doubt. But...



    ...and past experience tells me otherwise.
    He actually read the posts unlike you, just stop responding to me and making yourself look dumb when you have no idea what you're talking about.

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