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

  1. #2781
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    Quote Originally Posted by Prothescar View Post
    I'm guessing every single monster terror TP move has infallible accuracy. Like I said, they probably only made player versions share Break's resistance mechanics as to not make it too powerful (imagine Absolute Terror landing at maximum, unfettered duration for an entire Unbridled Wisdom; would be able to lock a mob for a minute+ and it wouldn't be able to do anything about it). They were just too lazy to make a whole new set of unique resistance mechanics.

    Best way to tell if it's truly irresistible would be checking hippogryphs in Riverne, probably.
    This doesn't seem to be the case.

    Spoilered for big
    Spoiler: show


    I went and tested on Ironclad Cleaver(spams seismic impact.) Again, .409 earth resist+326 magic evasion and a 500 skill bar petrify.

    In 12 Seismic Impacts terror never landed.

    Ard even got hit with only barspell+102 M.eva, and he resisted terror too. It wasn't until I canceled his barstone that terror could land.

    I think it's possible that there's a difference between direct Terror inflicting WS, and terror as an additional effect. Because in the case of Seismic Impact at least, it's very resistable.

    This could explain the reports of Dynamic Implosion being resisted by RUNs. As Implosion is a damage dealing attack with additional effect: Terror.

    Any thoughts on other direct/add.effect Terror moves that wouldn't be horrible to test?

  2. #2782
    Ridill
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    I'm fairly certain I've resisted faze which would be easy to test. Not easy to test but pretty sure resisted Dreadstorm. nightmare mandies are pretty easy too

  3. #2783
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    I'm continuing any further terror/status resist testing here. Probably should have done so as soon as I started actually testing thing rather than just discussing them.

  4. #2784
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    Quote Originally Posted by dasva View Post
    I'm fairly certain I've resisted faze which would be easy to test. Not easy to test but pretty sure resisted Dreadstorm. nightmare mandies are pretty easy too
    I'm pretty sure I've never resisted Dreadstorm, and god knows I've killed a lot of Apademak on RUN.

  5. #2785
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    It can miss the actual ws, but I always got hit with terror if it landed iirc.

  6. #2786
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    maybe it was just misses.

  7. #2787
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    Pretty sure it can't miss either.

  8. #2788
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    It can, but this debate seems pretty pointless.

  9. #2789
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    for those who missed it:

    [Date & Time]
    Apr. 7, 2014 from 8:00 to 15:30 (PDT)
    * The completion time may be subject to change.

    it's been a while since we had a 7 1/2 hour patch.

  10. #2790
    TIME OUT MOTHERFUCKER

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    The fuck are they even doing that's going to require that much maintenance?

  11. #2791
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    [dev1193] Adjustments to Racial HP and MP Maximums
    [dev1196] Records of Eminence Additions and Adjustments
    [dev1195] New Job-Specific Equipment Will Be Introduced
    [dev1194] New High-Tier Mission Battlefields Will Be Added

    thats all I got in that testin in progress forum. JP side of the same sub forum isnt any different.

    as per
    http://forum.square-enix.com/ffxi/th...B8%80%E8%A6%A7

    RoE
    new JSE
    Ouryu/Tenzen
    Racial HP/MP
    something about Meeble Burrows
    and more (no details)

  12. #2792
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    Quote Originally Posted by Tarage View Post
    The fuck are they even doing that's going to require that much maintenance?
    Maybe they fixing other stuff too? I mean just over the last couple of days they have done like 9 seperate emergency maintenances on arrapago remnants on bahamut lol

  13. #2793
    Impossiblu
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    Prothescar Centursa
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    They said they're also performing maintenance on the server hardware, so it will be a longer update than usual.

    http://www.playonline.com/ff11us/pol...ews22922.shtml

    At the following time, we will be performing server maintenance to accompany the version update. During this period, FINAL FANTASY XI will be unavailable.

    In addition, our server equipment will undergo maintenance at this time. Please note that the all Worlds maintenance will take longer than usual as a result.

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

  14. #2794
    TIME OUT MOTHERFUCKER

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    I guess that makes sense. I had a weird problem in Slavage AR II in which a mob unlocked my gear, but didn't allow me to actually put anything in those slots. I had to log to fix it. That and a mob died but stayed around for the rest of the run.

  15. #2795
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    That bug has been around since Salvo1.
    It just takes logoff/login or some minutes for it to get fixed.

    Doubt it has anything to do with the maint they're doing today.

  16. #2796
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    Quote Originally Posted by Damane View Post
    caped pets
    http://www.geekalerts.com/u/Superman-Pet-Costume.jpg

  17. #2797
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    On serious note, my hope is to see them add a weaponskill to throwing a NIN can use.

  18. #2798
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    Recent JP posts seem to be:
    * Luopan damage taken reduction will be increased in May, and they're going to try and add Luopan damage -% gear and increase GEO performance in the future.
    * Someone appears to have asked for a Find command (similar to Find/Findall), but SE rejected it because it would increase the demand on the server (? the server would be unnecessary for that feature)
    * They say they're going to adjust areas that are too dark to see in the future (like the ends of tunnels). This appears to be a follow-up post to an earlier post where they also said they'd do it.

  19. #2799
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    Quote Originally Posted by Sechs View Post
    That bug has been around since Salvo1.
    It just takes logoff/login or some minutes for it to get fixed.

    Doubt it has anything to do with the maint they're doing today.
    Measures have been taken to address the issue with Salvage content wherein players would occasionally be unable to equip pieces of equipment even after removing Pathos of Alzadaal restrictions.


  20. #2800
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    Also iirc they said part of the reason they didn't want to blanket raise player stats is because mob stats are based on it so doing so would make mobs stronger. So I'd imagine the seemingly simple racial hp/mp adjustment might be a much more complicated change than it looks

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