Except resist rate is really the only knob SE has to tweak to separate a good SCH, RDM, or BRD from a bad one, with respect to mob interactions. DDs can fail to do good damage for a range of reasons, but debuffs either get resisted or they don't, being the primary determinant of duration with little to no impact on potency from other sources (i.e. the Cherukikis cannot be made to sleep more soundly, Tojil cannot be stunned any harder, and nobody cares about your dINT as long as Xag'Nar is blinded). And when 30 m.acc or less separates a Lehbrailg +2 from a 119 tupsimati, 6 m.acc from food (which mages don't usually eat so you're not giving up anything to get it) is pretty good.
So? hit rate still matters. Not really sure how att, da, etc makes +35+% hit rate compares to +6-12% hit rate. Of course that argument kinda ignores nukes and potency... of course debuffs have kinda been regulated into being used for gimmicks in certain fights than for their actual abilities but that's more to poor design. Not really sure what you are getting at with your weapons or not eating food points... melee skirmish 2 weapons can have even less of a difference from mythics would that mean 6 acc is pretty good? Would melees not eating food make a 6 acc food good? But let's compare to other foods... there are 7 int foods which will give 3.5-7 macc for int based stuff 10 mnd foods which would be 5-10 both adding potency not to mention melees will get stats + att and/or acc. My point is there is a general sentiment of making mage specific traits and stats lower. Of making it ridiculously hard to land spells while melees can just get some madigrals. Actually thinking rdm sp2 is good lol. Not even having mab food until recently while having att food. Theirs a reason why no one cares if mages eat food but really care if melees or even tanks do. Namely mage foods have barely any effect compared to other foods
sorry but the amount of macc we gained from delve 2.0 hardly made an impact on landing anything worthwile on hardmission battles D+. yes it made it alot easier to land stuff on scnm battles D+, but i would welcome a macc food that would allow me to not go full macc set retarded on nukes vs delve 2.0 bosses or AAs D+. or an mab/mdmg food that bumps my dmg significantly up etc. would like to level the playing field a bit vs melees, because atm for mages it fells like a melee going against harder stuff not haveing sushi at their disposal.
enfeebs have been degraded to gimmick tools on almost anything
nukes do laughable shit dmg on delv2 bosses and hardmode d+ because you need to swap all your mab gear for macc to have a somewhat 90 % full hit rate and thats not even accounting for the mdt traits the things have. i give up basicly 50% of my nuke power up to maintain a still non caped nuke hit rate (with klimaform and storm spell). intead nukeing for 1k + its like 500ish dmg on t1s
thats half of the mage tools severly nerfed or useless
and if someone suggests to give out mage buffs from geo or cor in 6-8 man pt ima slap them >.> because thats never gonna happen, it also almost never happened in allys ecxept for geo macc up and meva down on delve 1 but that was for stuns
Matsui posted May update notes, so update day is next Wednesday.
http://forum.square-enix.com/ffxi/threads/41764
New areas, place NPCs, set shops... Wonder if we're going to see the rest of Rala Waterways. I remember back at launch someone explored the locked portions of the zones and saw what they described as a mini city of sorts.
Hope that little bit of hype he gave the missions doesn't fizzle out into some bullshit, Imma hold him to his word. Although, it does appear we're only getting one mission fight this batch, as they're only adding a "mission battle." I don't really care about fights anymore, I mean they can be cool, but they've proven thus far that they don't want people to get hung up on mission fights, although this is leading up to the climax, as they've said, so maybe we'll see a difficulty increase.
New rewards from the Library, wonder what it could be, as there's no mention of new WKR drops yet, and there's nothing really that comes to mind that'd be cool to get from it. Maybe Skirmish v3 KIs lol.
CPs from RoE, hope it's repeatable and a decent amount...
"Easing of price fluctuations for trigger items"
Haha nice.
another new zone is bizarre. they haven't even done anything with rakaznar yet. also, hoping "dedicated" weaponskill doesn't mean that they won't be unlockable without an ergon weapon.
I was thinking that too, like a Provenance type area.
What gets me is the set shops part of it though... or is that just generic way of saying any kind of npc or target you can get stuff from?
Could be that Inner Ra'Kaznar actually contains the remnants of the old civilization. That could be pretty neat, and would be a fairly unique and difficult city to get to, while finishing Ra'Kaznar.
Edit: Actually, scratch that. Unless they add two new zones, there's a new survival skill coming, so it's going to be at least a dungeon/outdoors zone.
They did, but the only hazards that are left are the floating structures in Ra'kaznar, and the gelids in Kamihr. Pretty lack luster skills. They've had a habit of going back and adding one's for past areas too, like the hot springs quest for the steam vents in Morimar.
It was actually really obvious they were going to add a new zone once they announced another rank for coalitions, since so many coalitions' max rank assignments involve Kamihr or Outer Ra'Ka so they'd have nowhere to go with another rank. Some still don't even have a max rank assignment because there hasn't been a new zone in so long.
That'd fall under "event specific areas", which they are adding, but it's a separate category in addition to the regular zone they're adding.
I'd guess they're adding an outdoors zone with the 7th Naakual (which I don't think is the white dragon), because it says they're adding new rewards from Celennia Library.