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

  1. #4181
    Old Odin
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    Quote Originally Posted by Malithar View Post
    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 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.
    the more bayld adjustments to reives will most likely have no effect on gained bayld, dont forget they are reducing the HP of the obstacle, so it will go down quicker so you will get less momentum bonus etc.

  2. #4182
    Nidhogg
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    I'm not even sure what brought this up. They are increasing damage of elemental ws. I doubt it will be as high as T5 nukes but that would be pretty insane,
    I said without mdmg gear(since most melee dont get 200mdmg from weapons like mages do. A tier 5 nuke without mdmg and mab traits/gear that a sch or blm have would not be "insane" as you say, it would be like 2.5-3k. Nowhere near the 6-7k+ that blms and schs reach with their 250+ mdmg gear and MAB from hagondes. And a melee doing 2-3k magic damage for 100% tp vs 4-6k with a physical ws is not so bad. Theyd still have to overcome high m.eva and shit but at least gives melees that arent mnks, a way to deliver non-physical damage during invincible or perfect dodge or physical immunity(when sitting on tp).

  3. #4183
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    So you want to remove blm and sch more than they are already from the game ? ok!

  4. #4184
    Nidhogg
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    Quote Originally Posted by Damane View Post
    the more bayld adjustments to reives will most likely have no effect on gained bayld, dont forget they are reducing the HP of the obstacle, so it will go down quicker so you will get less momentum bonus etc.
    The notes are mentioned separately though. The HP reduction is mentioned for each zone that is being changed, followed by another note saying "Increase the amount of experience points and bayld obtained" which is present for both Colonization and Lair Reives. Makes me believe it's being bumped up all over. Personally, my farm zone is Foret, can hit 15 reives in under an hour with no competition. The ease, quickness, lack of risk of death, and more chances at a direct HPB drop make it the best, IMO.

  5. #4185
    Old Odin
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    Quote Originally Posted by Malithar View Post
    The notes are mentioned separately though. The HP reduction is mentioned for each zone that is being changed, followed by another note saying "Increase the amount of experience points and bayld obtained" which is present for both Colonization and Lair Reives. Makes me believe it's being bumped up all over. Personally, my farm zone is Foret, can hit 15 reives in under an hour with no competition. The ease, quickness, lack of risk of death, and more chances at a direct HPB drop make it the best, IMO.
    i farm foret too, but the increase in bayld is done because the HP is reduced on all lair and colo reives across the board. You get less evaluations. doesnt make sense to only increase bayld gained from normal reives and leave WKR bayld untouched.

  6. #4186
    Nidhogg
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    Not sure what you mean. The HP reduction is only for Colonization Reives in Yorcia, Marjami, Kamihr, Doh, Woh, and Ra'kaznar, at least according to the notes.

    Actually all Lair Reives are having their HP reduced too it seems, but only the listed Colonization Reives. At least by the notes.

  7. #4187
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    Quote Originally Posted by Damane View Post
    the adjustments on melees TP gain and WS has me worried, us nukers just started to catch up slowly to melees and then they bomb us back again. . .
    It's what I said a couple pages ago.
    Pet jobs and Mages were finally, slowly, starting to catch up (while still being behind) and now this happens >.>

    But what I got replied is indeed true. SE does these changes in "steps" to see how things turn out. It's not that unlikely that they will do another change, this time just for mage jobs and pet jobs.
    (altough it's stupid on their side not to mention such possibility already...)

  8. #4188
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    I mean bst drg pup still benefit from these changes a great deal. Maybe they'll enhance Rages soon :/

  9. #4189
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    One way they can balance pet jobs is to make Pet Haste a standard ilvl stat. That is, every new piece of gear that has ilvl that bst pup smn drg can wear, has an equal value of Pet Haste as the Haste value present on it. Make it retroactive too. 8% Pet Haste on Otomi Helm and pet haste all up on reforged. Such an underutilized stat.

  10. #4190
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    meh, edit, not even worth making the discussion on this thing going on further.

  11. #4191
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    Quote Originally Posted by Ophannus View Post
    I mean bst drg pup still benefit from these changes a great deal. Maybe they'll enhance Rages soon :/
    The amount of damage you have to do per BP to make up for only being able to do 1 attack every 36sec, even to just be ok DMG, is a lot higher than anything SE will ever allows to do on anything other than content 5-10 levels below the cap.

  12. #4192
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    The amount of damage you have to do per BP to make up for only being able to do 1 attack every 36sec, even to just be ok DMG, is a lot higher than anything SE will ever allows to do on anything other than content 5-10 levels below the cap.
    I mean did you expect SMN to be dealing as much dps as a dedicated melee class when SMN can also buff pretty decently, AoE haste, aoe cure etc? Out of the pet classes theyre the most hybridish and versatile. Indont think they were ever intended to be a strictly dd only job. They could narrow the gap slightly but to say that smn dps should be on par with mnks and 2handed dds is a little idealistic considering the other tools they bring to the table. Smn dmg could be slightly higher but rhe rationale for their dps is the fact that its hateless damage that can be done from a safe distance respective of the player(outside aoe) and that they can do said damage while also tossing out a cure iv or raising a DD or changing the flow of battle with arisega etc. hard to justify bringing smn dmg up even if theyre limited by 36 seconds i think considering that some wards are also pretty awesome and that the damage is hateless.

  13. #4193
    Bitchfist
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    At this point, I currently don't run out of mp unless I actively try too. I would be happy with just a global change of BP timer from 60 to 50-45 seconds and would probably just fine with that. If I want to burn through my massive MP pool in 4 min, let me. My damage is decently good considering it can be physical, magical or a hybrid of both; I can aoe buff for much longer duration than standard; depending on sj, I can heal fairly decently on anything that isn't face-rape damage.

    This all comes with the qualifier of having a very rare piece of equipment, so SE might want to look into the fact that it takes a mythic to be even within spitting distance of anyone with delve drops.

  14. #4194
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    Nirvana really doesn't make that much of a difference, it's not needed for SMN to perform adequately at all with equal gear and rank 15 Tumafyrig. I've known a couple of Nirvana SMN and I always outdamage them

  15. #4195
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    Quote Originally Posted by Ophannus View Post
    I mean did you expect SMN to be dealing as much dps as a dedicated melee class when SMN can also buff pretty decently, AoE haste, aoe cure etc? Out of the pet classes theyre the most hybridish and versatile. Indont think they were ever intended to be a strictly dd only job. They could narrow the gap slightly but to say that smn dps should be on par with mnks and 2handed dds is a little idealistic considering the other tools they bring to the table. Smn dmg could be slightly higher but rhe rationale for their dps is the fact that its hateless damage that can be done from a safe distance respective of the player(outside aoe) and that they can do said damage while also tossing out a cure iv or raising a DD or changing the flow of battle with arisega etc. hard to justify bringing smn dmg up even if theyre limited by 36 seconds i think considering that some wards are also pretty awesome and that the damage is hateless.
    How about you read what I type.

    I said for it to be even just ok. MNK or 2h DD are NOT "just ok"

    We don't even compare to a dancer and that's a healer job. Fuck it I bet a real dedicated WHM DD could beat us too.

  16. #4196
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    Quote Originally Posted by CoreyX View Post
    Nirvana really doesn't make that much of a difference, it's not needed for SMN to perform adequately at all with equal gear and rank 15 Tumafyrig. I've known a couple of Nirvana SMN and I always outdamage them
    Nirvana isn't needed, but the massive ACC and M.ACC boost sure do help.

  17. #4197
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    Quote Originally Posted by geno3302 View Post
    How about you read what I type.

    I said for it to be even just ok. MNK or 2h DD are NOT "just ok"

    We don't even compare to a dancer and that's a healer job. Fuck it I bet a real dedicated WHM DD could beat us too.
    i think pet dmg needs some upping, but honestly if buffs would be applied to pets (brd/geo/cor haste etc etc etc) it would allready fix alot. this is the main problem with pets. the more buffs other Jobs get the bigger the gap.

  18. #4198
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    I think that would be a little dangerous and encourage pet only kills for stuff. I think that is why SE never allowed that, because of people using SMNx5 BRD for anything. Although at this point in the game where everyone just solos and plays with trust NPC, I guess it wouldn't really matter anymore.

  19. #4199
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    Quote Originally Posted by geno3302 View Post
    Nirvana isn't needed, but the massive ACC and M.ACC boost sure do help.
    Yeah but with proper gear you'll have capped magic hit rate on pretty much anything except VD AA's and on non-lower level stuff where you aren't going to be capped on acc, magical bloodpacts are better and I think Nirvana actually does less damage due to not having any pet MAB. It's a good weapon but not the end-all-be-all where the job can't perform at all without it

  20. #4200
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    Quote Originally Posted by Draylo View Post
    I think that would be a little dangerous and encourage pet only kills for stuff. I think that is why SE never allowed that, because of people using SMNx5 BRD for anything. Although at this point in the game where everyone just solos and plays with trust NPC, I guess it wouldn't really matter anymore.
    Yeah I'm pretty sure they'll never allow pets to get buffs outside of the workarounds like pet foods. They would have by now if they were going to or at least say they'd consider it. Don't see how double march + madrigal or w/e would suddenly allow avatars to kill things they can't already. Yeah DPS would go up but that means very little when they're only alive for 10-30 seconds at a time on anything remotely high lvl. Maybe 5 bst pets since they have high HP and decent melee damage if awful TP moves. But beast pets and puppets can't be resummoned as quickly as avatars so you'd need some way to keep them alive too. Don't really see anyone throwing pets at stuff simple because of buffs especially if it's timed content.

    Also what are people soloing outside of fodder mobs for CAP with trusts? Yeah you'll be able to use them in some BCs and in Skirmish next update, but that doesn't mean some scrub can go in 555 ra'kaznar skirmish with trusts and be able to win. 6 man pts of real players are capable of failing 111 runs. I'm sorry you're sad about there not being more alliance content but please don't cry that everyone "just solos and plays with trust NPC" because there's low man content in this game.

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