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

  1. #5201
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    Surely, but I admit the Composure one made chuckle too. Just so..random.

  2. #5202
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    Quote Originally Posted by Kyte View Post
    There's no defending it- spell learning chance is the most mind-blowingly dumb category to date.
    Yeah, I already learn new spells 1/1 but its not like we get them every update. Once you have all spells its completely useless.

  3. #5203
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    And once again, the random number generator is a testament of skill...
    Draylo really is the best BLU, he learns all spells 1/1.

  4. #5204
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    Quote Originally Posted by Draylo View Post
    Yeah, I already learn new spells 1/1
    Same, I think it took like 30m for me to get the entire last batch of spells. With af gloves and blue skill + gear/merits the learn chance is already very high.

  5. #5205
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    It's just so counterintuitive, by the time you capped those jp you could have learned hundreds of spells <.<

  6. #5206
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    Quote Originally Posted by Seha View Post
    Surely, but I admit the Composure one made chuckle too. Just so..random.
    At least that one consistently does something


    Quote Originally Posted by Seha View Post
    It's just so counterintuitive, by the time you capped those jp you could have learned hundreds of spells <.<
    Exactly, that's half of what makes it so absurd

  7. #5207
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    Only thing I can think of with the JP is that they are planning to add HNM spells from HNM that are difficult to encounter such that you'll want to make sure you maximize your chances to get a spell. I don't think this is meant for learning spells from normal mobs.

    Like what if a new delve comes out that has a unique delve only boss, and you can only attempt it once after obtaining all ki's from all prior delves, something with a relatively large timesink to even attempt, is what I'm trying to illustrate here. Since this one in particular seems like a very forward looking enhancement, I would not write it off just because it's not very useful right this second.

  8. #5208
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    Considering they're building content around a 6man model for the forseeable future,I doubt there will be rare delve NMs that takes KIs to build in the same fashion of Provenance/Mul. Then again, it would be a perfect time sink. Get all 6 delve boss KI, trade for a planchette to enter last fracture(or can buy KI's with Plasm). Just would be annoying to farm since each delve still takes 20-45min and you would need a solid group of 6 that can adapt their jobs(6 people that have an assortment of mnks,plds,rngs,brds,schs,whms,geos).

  9. #5209
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    Quote Originally Posted by Kyte View Post
    At least that one consistently does something
    Consistently does something that doesn't effect anything most the time lol. They are about as equally useful except maybe to the rare rdm that actually melees things he wants more acc on

  10. #5210
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    Quote Originally Posted by pancakesandsex View Post
    Only thing I can think of with the JP is that they are planning to add HNM spells from HNM that are difficult to encounter such that you'll want to make sure you maximize your chances to get a spell. I don't think this is meant for learning spells from normal mobs.

    Like what if a new delve comes out that has a unique delve only boss, and you can only attempt it once after obtaining all ki's from all prior delves, something with a relatively large timesink to even attempt, is what I'm trying to illustrate here. Since this one in particular seems like a very forward looking enhancement, I would not write it off just because it's not very useful right this second.
    People will stop considering it a joke when this post hoc rationalization actually occurs, and not a moment sooner.

    Isn't that COR JP just recycle? Am I missing something?

    (also my pup is level 25 and even i'm kind of angry they haven't released maneuver duration yet)

  11. #5211
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    Quote Originally Posted by Byrthnoth View Post
    You understand this is Waltz amount +20, right? Not +20%?

    WAR, SAM, MNK, and DRK did pretty well this time. RUN's enhancements are interesting.

    DRG and NIN got the D.
    I can't imagine Waltz is +2 to the final amount cured, but instead added somewhere in the base Waltz formula (i.e. before accounting for potency, the constant, CHR/VIT, etc.) Not that it will be worth it, but probably better than the worst possible interpretation from the info we have.

    MNK sucks. Who uses Counterstance any more on anything that remotely matters? As for Chakra, 10hp per JP is pretty minimal. And this is coming from someone who lugs around the gear to have a near optimal Chakra macro... Oh boy, another 100hp every 5min for my WHM to overcure and waste their Solace MP return when I hit Chakra 1sec before they heal me.

    RUN are fine, but also pretty minimal buffs. Not really worth grinding, and the existing Rune Enchantment (one of the stronger JP so far) and Valiance duration categories are surely higher priorities.

    I think NIN gets a really good one actually, Ninjutsu cast time -10% is pretty damn nice for Utsusemi. I actually plan on capping that one ASAP...

  12. #5212
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    You're probably wrong about Waltz. I strongly suspect it will be even applied after potency, similar to how WAR's extra Berserk attack is applied after all percentage based buffs, Bard's Clarion Call duration enhancement is applied after all multipliers, etc. They are probably going to just literally be adding 20 (or some day 60) HP per Waltz.

  13. #5213
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    Quote Originally Posted by Byrthnoth View Post
    You're probably wrong about Waltz. I strongly suspect it will be even applied after potency, similar to how WAR's extra Berserk attack is applied after all percentage based buffs, Bard's Clarion Call duration enhancement is applied after all multipliers, etc. They are probably going to just literally be adding 20 (or some day 60) HP per Waltz.
    In that case, yikes. That really would be awful. WHM Afflatus Solace (and Misery cause use those JP on Banish potency guys...) and COR Quick Draw damage might be worse than appears too depending on how they're calculated.

    Still pretty pleased with NIN cast time though, should be nice for Utsusemi and Migawari - NIN really lacks a lot of great fast cast gear.

  14. #5214
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    Magic Damage is a specific stat that already exists, so I bet COR and Banish are safe.

  15. #5215
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    Quote Originally Posted by dasva View Post
    Consistently does something that doesn't effect anything most the time lol. They are about as equally useful except maybe to the rare rdm that actually melees things he wants more acc on
    That's the point though- if you had to desire to put points into it (and someone doing this would be someone who does occasionally melee harder stuff, which isn't *that* absurd ), then you could count on always getting that benefit.


    On the other hand, once you get your spells, the enhancements are doing nothing until some vague point in the future. Furthermore, the time it takes to cap the stupid category would take longer than just retrying the monster a few times.

    Keep in mind that I'm not saying the Composure merits are great or anything- just that the Learning ones are on a whole different tier of absurd from anything else they've put out.

  16. #5216
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    100-120 hours for the average player to just get 10 into the learning category. I'd be shocked if learning every spell in the game took that long, let alone whatever future spells they decide to add. As I said, it's so enormously stupid that I honestly can't believe the idea is being used, and it pains me to know that someone is being paid to come up with this shit.

  17. #5217
    Old Odin
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    Quote Originally Posted by Prothescar View Post
    100-120 hours for the average player to just get 10 into the learning category. I'd be shocked if learning every spell in the game took that long, let alone whatever future spells they decide to add. As I said, it's so enormously stupid that I honestly can't believe the idea is being used, and it pains me to know that someone is being paid to come up with this shit.
    yeah this, they should have added additional spellslots, would have gone perfectly hand in hand with blue mage points +

  18. #5218
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    Quote Originally Posted by Byrthnoth View Post
    You're probably wrong about Waltz. I strongly suspect it will be even applied after potency, similar to how WAR's extra Berserk attack is applied after all percentage based buffs, Bard's Clarion Call duration enhancement is applied after all multipliers, etc. They are probably going to just literally be adding 20 (or some day 60) HP per Waltz.
    Hmmm... powerful!! (lol) Almighty even!
    I see potential in the Flourish I category and I'm excited about possible enhancements for the Flourish II and Flourish III categories.

  19. #5219
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    Even if the cure/waltz potency is applied before % potency from gear, 30 HP for ten ranks isn't any more useful. The idea was probably to make lower-rank heals a bit more attractive (if indeed that much thought went into it) and 90 HP might have some impact on Waltz III, but it's hardly worth getting excited over.

    More importantly, lol @ only doubling the +enmity cap

  20. #5220
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    Quote Originally Posted by scaevola View Post
    More importantly, lol @ only doubling the +enmity cap
    lately it feels like they are on a trial and error route when it comes to enmity adjustments, its like: "hey guys what do we want to try out next for enmity?" and then someone draws a random letter from a basket that has a word on it: "This months enmity topic will be the enmity cap!"

    fixing enmity in FFXI isnt easy withotu breaking the system totally. i really dont want to go down the FFXIV or other MMO route where tanks are allways needed, melee tanking should still be kept intact. With that in mind i would rather suggest they tweek AoE Abilitys/nukes of mobs to the way, that they deal significant less dmg to other targets, but normal dmg to the main target. From there on work with various main and/or subjob options/abilitys to lower DDs/Nuker Enmity (even if it means sacrificing dmg ZOMG)

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