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

  1. #3581
    Yoshi P
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    Idk, the entire game seems close to dead on my server. As far as pugs go, I don't see anymore people shouting for hard modes than I do for SKCNMs. I don't think I've seen anyone shout for a hard mode other than AAs since I reactivated a week ago either.

  2. #3582
    Sea Torques
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    Quote Originally Posted by Dotsudoku View Post
    Because they're party members. Party members who previously hadn't met the entry conditions, which would have kept you from entering with them

    Not rocket surgery broski
    "party members" that will depop as soon you zone any where? no reason if you cant meet entry req now, to be able after they LET you call them with other ppl in your party... lets wait for the update like always.

    Can requote this If I was wrong... unlikely but well

  3. #3583
    Impossiblu
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    They can't meet the entry req now because they aren't allowed in those zones. Not too difficult to realize.

  4. #3584
    Old Odin
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    Quote Originally Posted by JSHidaka View Post
    "party members" that will depop as soon you zone any where? no reason if you cant meet entry req now, to be able after they LET you call them with other ppl in your party... lets wait for the update like always.

    Can requote this If I was wrong... unlikely but well
    you can enter with them, i did the new adoulin missions that way before they fixed it, obviously they were allready working on it, but forgot to take that one away (and fixed it later) due to testing. you could go in but all your trusts would been gone, but now after the update you can go in and resummen them inside

  5. #3585
    Old Odin
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    well hello "Violent Flourish", Tourbillion, Barbed Crescent and co. would like to welcome you to the club.

  6. #3586
    Campaign
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    Kinda disappointed about the WKR weapons staying 115 but with "an augment making them comparable to 117" (then why not upping their item level? o.O Isn't that the whole point of the itemlevel indicator lol?) and about the WKR armours.
    No big deal for the weapons since they said "more 119 weapons are coming", but for the WKR armours it's a shame: many of those 115 items would become really really awesome if upped to ilevel 119.

  7. #3587
    Nidhogg
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    Maybe it's a 1st world gripe, but I really don't see the point of adding < ilvl 119 weapons at this point, specially if they involve any sort of grind. RoE, Bayld, and AH 117s are enough. If someone can't be bothered to grind up a skirmish weapon, spend some gil on a JSE, or get in with groups that do Delve/high tier BCs, I can't see how spending their time grinding out an ilvl 115 and augmenting it to be comparable to an easier gotten weapon is a good use of time. Hopefully the new items they're adding are good enough to make WKRs pick back up, HPB market needs some lovin.

  8. #3588
    Ridill
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    Quote Originally Posted by Sechs View Post
    Kinda disappointed about the WKR weapons staying 115 but with "an augment making them comparable to 117" (then why not upping their item level? o.O Isn't that the whole point of the itemlevel indicator lol?) .
    So people still get eminent gear!!! Seriously though I almost think they are taking into account the side benefits of the ilvl itself aside from the stats they put onto it.

  9. #3589
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    What kind of side benefits are there to ilevel though, other than for Trust?
    Maybe I'm missing something but it still sounds like a pretty weak choice on their side but w/e, as I mentioned before while I would have loved some 119 version of WKR weapons (Hunapuh, Atoyac, Kaquljaan, what else? Nothing probably) it's not really THAT necessary and they said they're going to release new 119 weapons so really, who cares in the end.

    But I had serious hopes for 119 version of the 115 gear, sigh.
    Can still hope they'll do something about it in the future I guess

  10. #3590
    Banned.
    Account locked at request of user.

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    more sidegrades to eminent weapons!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    SE what are you doing you literally just added new 117 weapons this update. the only one I think would be useful would be tamaxchi, so I'm sure it won't get anything meaningful

  11. #3591
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    What are you saying Priran! Of course it will get some very useful attack and accuracy to bring it on par to the +club skill of a level 117 weapon. Can hardly wait for it!

  12. #3592
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    So it's gonna be ARMOURS as well, but no accessories. Basically all the 115 ilevel stuff.
    lol @ the weapons, but for the armours it might be nice I guess.

    Otomi Gloves => Already interesting piece, might become even better
    Otomi Helm => No clue if this gets still used by Samurais. Before reforged AF/Relic it was one the best option in many situations (provided you didn't need the STP)
    Ejekamaal Mask => Can't find a real use for this. Sure the haste+9 is nice but it's basically a Whirlpool Mask -1 with more Haste.
    Ejekamaal Boots => Same as Otomi Helm, if you don't need STP they were a pretty hot TP piece before reforged AF/Relic.
    Kaabnax Hat => Kinda Nahtirah Head -1. Would need special or tough augments to make it cool again.
    Kaabnax Trousers => One of the few 7% haste leg options. Useful for those situations where you need 7% haste on legs! I guess...
    Buremte Hat => Same as Otomi gloves
    Buremte Gloves => Atm I personally muled them and use Umuthi Gloves in the places I used to equip Buremte Gloves (which still have a slightly higher accuracy value compared to Umuthi). +acc augment could make them an even better acc sets option
    Uk'uxkaj Head => Decent TP option for some jobs/situations. Good WS option for some WSs.
    Uk'uxkaj Boots => Ehr... I dunno, the special debuff thing is cool but the rest is pretty meh. Maybe if you could augment with some macc they'd become a nice debuff option.
    Quiahutz Helm => Don't know what to say about this
    Quiahutz Legs => Has the +DA damage ever been factored? These are a decent option, if you could put some dex/acc thorugh augments they could become even better.


    So basically many potentially nice options.
    I mean, some of those items are already cool today even without augments, so the situation can only improve.

  13. #3593
    Old Odin
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    If I am reading correctly each item has 6 possible augments, 3 of them are shared among all KIs, and 3 of them are unique

    you can pick one shared and one unique augment. so your item gets 2 augments. Each paragon item offers a different set of augments.

    my guess:
    Colkhab:
    Shared: AGI STR DEX
    Unique: Haste Fastcast R.acc

    Thakka:
    Shared: MND INT VIT
    Unique: M.acc, MDT, M.defense Bonus

    Achuka:
    Shared: STR AGI DEX
    Unique: Attack, Double Attack, Ranged Attack

    Yumcax:
    Shared: VIT MND INT
    Unique: PDT, Defense, Crit hit rate -?

    Kumhau:
    Shared: INT MND VIT
    Unique: MAB, M.crit hit rate, Magic Damage

    Hurkan:
    Shared: DEX STR AGI
    Unique: Accuracy, Crit hit rate, Crit hit damage.

    obviously not all possible augments are avialable for every piece. if I had to guess oposing elemental naakual wont effect the other one, so a kumhau paragon KI will offer the least possible augments for achuka gear, while achuka KI will offer the least possible augments for Tchakka etc. And the an Achuka KI will offer the least for an Achuka item (same element). But then again maybe SE just locked up some slots per piece, so nothing goes out of line.

  14. #3594
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    The unique list would of course be much bigger since in theory it should be different (or partially different) for each item. So the total amount of possible augments (regardless of item) should be pretty large.
    Also you interpreted "shared" as "shared per WKR", which is pretty cool, I like it more than my initial interpretation (that was just "shared" among ALL items from ALL Naakuals)


    Either way, this will breathe new life into the WKR system for a few days/weeks/one month, but once again it's no long-term solution.
    HP Bayld 100% is the most efficient lonng-term solution they deployed, in that regard, but I fear it's not enough, especially for those times when WKR take ages to go down and in the same time you spend killing WKR for one 100% HP Bayld you could have farmed >20k Bayld easily.
    Should maybe make one 100% HP Bayld with chances of more/HP Bayld pouches or something?

    But again... if HP Bayld end up being used only for GEO and RUN ergon weapons I'm not sure the demand for those could become high enough for people to be interested to farm them (to sell them to those interested)

  15. #3595
    Old Odin
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    Quote Originally Posted by Sechs View Post
    The unique list would of course be much bigger since in theory it should be different (or partially different) for each item. So the total amount of possible augments (regardless of item) should be pretty large.
    Also you interpreted "shared" as "shared per WKR", which is pretty cool, I like it more than my initial interpretation (that was just "shared" among ALL items from ALL Naakuals)


    Either way, this will breathe new life into the WKR system for a few days/weeks/one month, but once again it's no long-term solution.
    HP Bayld 100% is the most efficient lonng-term solution they deployed, in that regard, but I fear it's not enough, especially for those times when WKR take ages to go down and in the same time you spend killing WKR for one 100% HP Bayld you could have farmed >20k Bayld easily.
    Should maybe make one 100% HP Bayld with chances of more/HP Bayld pouches or something?

    But again... if HP Bayld end up being used only for GEO and RUN ergon weapons I'm not sure the demand for those could become high enough for people to be interested to farm them (to sell them to those interested)
    what I listed was the possible augments the KI of that naakual would offer. thats allready 18 unique augments and 6 shared.

    for example when useing an achuka(fire) Ki on a tchakka (water) or Achuka (fire) gear your possible augment list will consist of:
    Shared: AGI DEX pick one
    Unique: Attack

    but when you use achuka (fire) KI on a kumhau (ice) gear/weapon your possible augment list will consist of:
    Shared: STR DEX (pick one)
    Unique: Attack, Double Attack, Ranged attack (pick one)

    and if you use the achuka (fire) KI on gear of the other 4 Naakuals you get:
    Shared: 2 Stats augment depending on naakual gear (depending on naakual element)
    Unique: 2 unique augments dependend on naakual gear.

  16. #3596
    Ridill
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    Quote Originally Posted by Sechs View Post
    What kind of side benefits are there to ilevel though, other than for Trust?
    ilvl pets!!!

  17. #3597
    Old Odin
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    Quote Originally Posted by dasva View Post
    ilvl pets!!!
    pets are determened by your main hand weapon ilvl no? ¬.¬ not by the average ilvl gear you are wearing

  18. #3598
    Ridill
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    Quote Originally Posted by Damane View Post
    pets are determened by your main hand weapon ilvl no? ¬.¬ not by the average ilvl gear you are wearing
    That would be why I originally quoted only weapons when taking about side benefits. That and at the time they said no armor. Just saying I don't doubt they aren't taking ilvl into account as a stat itself. I think they even said so with eminent gear. It is more solo casual gear so while it has the stats of more like 113-115 gear it helps your solo play more because of trusts. Plus the animator and sachet were interestingly 115... so why not do the opposite? Something that is stronger for group play than it is solo play?

  19. #3599
    PUP Power!
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    Quote Originally Posted by dasva View Post
    ilvl pets!!!
    Automatons and Avatars' levels are determined by your ammo though (well, post 109).

  20. #3600
    Nidhogg
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    Hopefully reforged empyrean armor will use HP-Bayld. That would stimulate the economy and give people who farmed Bayld a good cash source. Would also stimulate people to do Reives and coalition assignments more. Right now there's nothing to dump Bayld in, gear is <20k, HP-Bayld only selling for 10-20k cuz lolgeo/run and tinctures are worthless. Maybe they don't wanna create another chocobo blinkers

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