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

  1. #4081
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    Quote Originally Posted by dasva View Post
    Wondering how exactly "'The potency of the following weapons skills will now increase depending on players' levels and main hand weapon item levels" will work... also I hope ranged ones are going to be based on the gun...
    Yeah hopefully that was an oversight for ranged weapons, or else RNG is going to have reason to grumble (byebye Mekki Shakki, Prester, etc...) COR maybe less so, I always just use 119 daggers anyway.

    Quote Originally Posted by Ranth View Post
    So Rune Fencer's ergon weaponskill is going to be 80% DEX and it seems to be getting a TP bonus. This is.. really really odd for Greatsword.
    Well, RUN is really odd for a GS user to begin with, all the light DD gear. Kinda feels OK to me that the JSE weaponskill is similarly an oddball DEX mod.

  2. #4082
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    Quote Originally Posted by EjinCaitsith View Post
    So from this, it sounds like 2H have nothing to fear from the TP gain adjustment; can only go up from what it is now. While MNK and probably 1H jobs will get little to 0 increase.
    At least Stringing Pummel is getting a damage increase!

  3. #4083
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    Quote Originally Posted by Toth View Post
    At least Stringing Pummel is getting a damage increase!
    Not enough to match the 20% extra str on victory smite I'd wager.

    Quote Originally Posted by Ranth View Post
    So Rune Fencer's ergon weaponskill is going to be 80% DEX and it seems to be getting a TP bonus. This is.. really really odd for Greatsword.
    Does str vs dex mod really matter post stat vomit? The only thing that I could imagine would change is a single ring slot.

  4. #4084
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    DEX as a stat is pretty rare on the legs slot, only very few items have DEX on them.
    And STR is obviously the best mod you could ask for, in a WS, since it gives Att, fSTR and blahblahblah.

    So yeah, if you could pick a mod with the same%, in the majority of situations I bet you would take STR.

  5. #4085
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    Hmmm now that I look at it primal rend seems interesting...raising the stat mod raising the tp bonus of 200%+ and "The magic accuracy and attack power of the weapon skill itself will also be raised"... wonder what the attack part means. Like are they raising the dstat multiplier to 2.0 like most magical ws? Or some kinda innate MAB on it? Also cloudsplitter one kinda confuses me... they are keeping it's stat mods the same but raising it's ftp... but it's 200% ftp was one of the only things the move had going for it. What really hurt it unless you were brewing was lack of dstat factor... well that and lolmagical ws on a job doesn't get much MAB

  6. #4086
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    Well geirskogul gets an instant 40% boost which might pull it ahead of camlann. My current geirskogul does upwards of 3.6-4k and camlanns is doing like half 2-2.5k. Btw I wonder if ogier breeches and phorcys korazin are still best in slot for 1 hit ws after these changes. Even with stat vomit, the wsd% was ahead of ill gear by an enormous margin

  7. #4087
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    Quote Originally Posted by fantasticdan View Post
    Does str vs dex mod really matter post stat vomit? The only thing that I could imagine would change is a single ring slot.
    Yes kinda though somewhat depends on the job and not the same way as before. Sure while all jobs are getting tons of stats on all their armor some jobs or types of jobs tend to get more of certain stats on theirs so certain you will still be able to get certain stats higher than... most of the time while still having decent amounts of str. So theoretically dex might actually be a better stat for some light DD guys

    That said I think RUN actually has a decent amount of str options too and doing a quick check of going for max str vs going for max dex (obviously not optimal so take with a grain of salt just a kinda example to show you how you can still gear for a stat) 170 str and 51 dex vs 189 dex and 71 str... that said thanks to fstr the str build comes out slightly ahead (like 3%ish if you factor in weapon in there too) in terms of base dmg. Fairly close by base dmg so what might be more important is the ~50 more att vs ~ 69 more acc from stats. Or secondary traits on those armors like the dex build has more acc and att on it though neither have much... so might want to look at pieces that have decent att/acc and stats as well

  8. #4088
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    Quote Originally Posted by Sechs View Post
    DEX as a stat is pretty rare on the legs slot, only very few items have DEX on them.
    And STR is obviously the best mod you could ask for, in a WS, since it gives Att, fSTR and blahblahblah.

    So yeah, if you could pick a mod with the same%, in the majority of situations I bet you would take STR.
    hands are loaded on dex and marginal str for the most part (though not marginal the same way legs got fucked over on dex)

  9. #4089
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    Might be crit too, we don't know much other than the modifier, the animation and some jp guy saying it's as good as Reso lol.

  10. #4090
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    RUN - fTP mod - "Delivers a twofold attack. Damage varies with TP. Epeolatry: Aftermath effect varies with TP."

    GEO - Attack mod - "Attack varies with TP. Idris: Aftermath effect varies with TP."

  11. #4091
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    Nvm then.

  12. #4092
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    Some standout notes that haven't been mentioned yet.

    Runs no longer gain enmity from Rune Enchantment, but they, as well as Pld and Nin, are gaining an enmity boosting spell, and Nin is also getting an enmity suppressing spell.

    Reduce the vendoring price of hakuryu, sekiryu, soryu, and kokuryu. lol

    Addition of a synthesis button to the main menu. Move the "Playtime" button to the "Status" section. This feature will only be for regular crystal synthesis, but in the future we will be expanding this to include a feature that will allow you to synthesize items by selecting recipes from a list of previously synthesized recipes.
    Addition of new exchange items for RoE. Wonder what we're getting now.

    Atoyac getting a job or more added to it, I'm guessing they finally decided to give Cor a melee 119 Delve drop.

    Actually getting 4 lore quests for Adoulin. 4 still ain't shit, but every other time they've said they're adding quests, we've gotten 1-2. XD

    Reives give more bayld. Yay, can farm 131 million 2% faster.. ._.

    That's all that stood out. Nice to see it all laid out, pretty damn good QoL update, but seems to be lacking in any real content. Maybe July will prove more suited for that, as we know we're getting WotG BCs, Atamos, and very possibly the continuation of the missions.

  13. #4093
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    June Addition of a command to display ranged attack motion Add a text comand to display the ranged attack motion only This command will enable players to see their ranged weapons in town.
    Oh my god! Might be the silliest thing in the update but it makes me so happy!

  14. #4094
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    Wards becoming undispellable with three runes up is pretty huge

  15. #4095
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    This is amaaaaazing.
    Related to weapon skills, we’ll also be revamping the calculations for TP and will be increasing the amount of TP gained for every type of weapon. Especially when it comes to weapons with shorter delays, we'll be making it so they can gain larger amounts of TP. We'll also be making adjustments so that one-handed weapons are able to deal more damage over time.

    As these adjustments will be boosting the attack capabilities of attacker jobs, we’ll also be adding spells and ninjutsu that will boost enmity for paladin, rune fencer, and ninja. Be sure to check out the party dynamics after the version update!
    I give you good odds that those spells they're talking about boost the enmity cap rather than just give VE or something.

  16. #4096
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    In case you guys are wondering, the duplicated Beastmaster should be something about merit adjustments:
    Adding a new item to the June merit point HP / MP category:
    And raising the upper limit of the strengthening of the HP / MP category
    And raising the upper limit of the strengthening of the status categories
    And raising the upper limit of the strengthening of combat skill category
    And raising the upper limit of the strengthening of magic skill category
    And raising the upper limit of the strengthening of some items -

  17. #4097
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    Quote Originally Posted by Malithar View Post
    That's all that stood out.
    A potentially very important part is that about RUN getting immunity to dispel on Wards as long as you have 3 runs up.
    Unless I misread something, this is a huge change for RUN.

    And while it was worded in a confusing way, it seems ninja is getting a spell that increases/reduces enmity gain. So either 2 spells or something that changes with Yonin/Innin?
    I still don't see Ninja tanking until they provide some MAJOR rehaul to Yonin (and make it undispellable)
    Also enmity generation totally wasn't an issue for PLD and especially for RUN, maybe for NIN... the problem here is rather the preposterous enmity cap and the damage>enmity conversion ratios.
    Cutting this conversion for all jobs except PLD, RUN (and NIN when a certain spell/JA is up) could be a good solution... but they don't seem to be getting it.

  18. #4098
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    Lol wonder how bad the hak nerf is gonna be.

  19. #4099
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    After the success of the previous 2 pet foods, I was expecting/hoping a macc/mab food, but alas it's not happening it seems =/

  20. #4100
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    rest in pepperoni hakuryus. blinkers part 2 inc

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