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

  1. #6321
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    Quote Originally Posted by Prothescar View Post
    i dont see why it would, it's ammo. unless shurikens act differently than other ammos.
    Normally it's Ranged weapons that reset TP, but I got told (never tested myself) that Ammos which you can really throw (like Shurikens, Pebbles etc) do reset TP when you equip them, just like ranged weapons. Whereas Ammos which you cannot throw do not.
    The way I got it when I read this was that Throwing ammos worked differently from real ammos for weapons (like bullets, bolts, arrows etc), since I assume swapping those do not reset TP?


    @Tarage
    They mentioned they wanted to make SMN skill more useful and change how the conversion (Macc/Acc) works, and through this hinted making old BPs useful again (Earthen Ward, Noctoshield etc)
    That's what I meant with "smn skill thing".


    Quote Originally Posted by Kincard View Post
    But yeah, Sange is going to be a crazy gil sink. 1 minute of Ninja attacking is like 50 rounds or something. I really hope whatever new shurikens they add are laughably cheap to make because otherwise whatever good intentions they had with Sange won't matter. Even plasm or eminence shurikens wouldn't really help that much because of how fast you'd burn through them.
    Which is exactely why I said it was finally time for them to completely rehaul how Shurikens work and make them non-consumable like throwing weapons (boomerangs).

  2. #6322
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    Quote Originally Posted by Byrthnoth View Post
    The CHR bonus to Flourishes III will either be good (CHR being added to base damage for the entire WS, essentially a WS mod) or just a minor damage boost that's not worth gearing for (CHR added as extra base damage to the first hit like with SA/TA).
    You're assuming they will need to be equipped the moment the attack/WS goes off (like SA/TA). I had assumed something that gets calculated the moment the buff is gained.
    Is it so unlikely to hope it's going to be done that way? In such a scenario you would only need to gear up for CHR in your JA precast.

    * BLU buff duration increase is great and should have been done a long time ago.
    Too bad I don't see Cocoon in that list though

    * Entrust is the clear winner of the update, imop.
    Because clearly GEO needed something more!
    Let's keep whining GEO suck so next patch they're gonna give "Indi-Fudo". A JA that makes every DD able to use Tachi-Fudo in place of their normal melee attacks, and increase the damage of Fudo by 200%!

    * I'd demerit Sange right now because it looks totally not viable.
    Why?
    It looks awesome. The only issue I see is with the fact you're gonna go around with 2000000 stacks of Shurikens which is expensive and not practical, but aside from these reasons the JA in itself looks awesome.
    Also, not like there are better options in Group#2 for Ninja after you've gone 5/5 in NTE. I mean, San spells are cool but they're too much of a niche thing compared to a 3mins powerful JA which you can decide to use only in very specific situations if you want but, when you do, creates a noticeable DPS increase.

  3. #6323
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    Wow oh wow at all the job changes. My PUP is very excited :D

    It is interesting they did not go with the 'only under 2 hr' for Atomos. This may make him slightly more useful.

  4. #6324
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    Oh wait you can use it without 2hr?

  5. #6325
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    Quote Originally Posted by Sechs View Post
    You're assuming they will need to be equipped the moment the attack/WS goes off (like SA/TA). I had assumed something that gets calculated the moment the buff is gained.
    Is it so unlikely to hope it's going to be done that way? In such a scenario you would only need to gear up for CHR in your JA precast.
    Yeah, it's unreasonable. If it worked that way, it would be the first JA of its kind to do so.

    Quote Originally Posted by Sechs View Post
    Because clearly GEO needed something more!
    Let's keep whining GEO suck so next patch they're gonna give "Indi-Fudo". A JA that makes every DD able to use Tachi-Fudo in place of their normal melee attacks, and increase the damage of Fudo by 200%!
    This is pretty much how it feels.

    Quote Originally Posted by Sechs View Post
    Why?
    It looks awesome. The only issue I see is with the fact you're gonna go around with 2000000 stacks of Shurikens which is expensive and not practical, but aside from these reasons the JA in itself looks awesome.
    Also, not like there are better options in Group#2 for Ninja after you've gone 5/5 in NTE. I mean, San spells are cool but they're too much of a niche thing compared to a 3mins powerful JA which you can decide to use only in very specific situations if you want but, when you do, creates a noticeable DPS increase.
    Because 50 Shurikens every 3 minutes isn't viable unless they introduce some pretty cheap shurikens.

  6. #6326
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    Quote Originally Posted by Draylo View Post
    Oh wait you can use it without 2hr?
    That's what it sounds like, it's castable once every 60 seconds, but it has no Astral Flow ability.

    Quote Originally Posted by Byrthnoth View Post
    Because 50 Shurikens every 3 minutes isn't viable unless they introduce some pretty cheap shurikens.
    Honestly even if it ends up being unfeasible to use it regularly I'm sure it's still better to have Sange merited as an oh-shit-I-need-damage button instead of getting Katon: San or whatever so I can do like 5 damage per cast

  7. #6327
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    Quote Originally Posted by Draylo View Post
    Oh wait you can use it without 2hr?
    I believe so:

    A new spell will be added.

    Atomos (Lv. 75, Recast time: 60 sec.)
    Removes one magic effect from an enemy and grants it to friendly players within area of effect.
    * Atomos has no additional blood pacts usable during Astral Flow.
    It does not say anything about being usable under Astral Flow only, just that it does not gain any new BPs under the effect.

  8. #6328
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    Yup, seems like atomos is just a magic or ja with a one minute recast.

  9. #6329
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    Oh Neat, that's not bad then I suppose.

  10. #6330
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    Quote Originally Posted by Byrthnoth View Post
    Yeah, it's unreasonable. If it worked that way, it would be the first JA of its kind to do so.
    Well... I was thinking about Vallation/Valiance.
    It's a buff that gives you a certain amount of magic damage reduction based on the amount of runes you have up. This calculation gets done the second you activate the JA, you can remove or change runes and the bonus granted by Vallation/Valiance won't change. It's pretty much the same with all Ward abilities on RUN.
    It's true this DNC thing is something different, but I don't see why it would be so complicated for them to perform a quick formula the second you activate it and imbue the result of that formula as +Damage in the DA/TA buff for the next attack.
    One man can hope! Let's try to see the glass half full!
    Even if it ends up being like SA/TA, given the amount of stats vomit we get in this era compard to the pre-SoA FFXI, it would still be an additional bonus, as small as it is, no?


    Quote Originally Posted by Kincard View Post
    Honestly even if it ends up being unfeasible to use it regularly I'm sure it's still better to have Sange merited as an oh-shit-I-need-damage button instead of getting Katon: San or whatever so I can do like 5 damage per cast
    Yeah Byrth, Kincard got what I meant.
    Even if we end up using it only once in a while (because of the practical impossibility of bringing 9000000 stacks of Shurikens always with you) it would still be better, damage-wise, than any other group#2 option.
    So it's not like we would be missing something cool to go 5/5 Sange.


    Quote Originally Posted by Draylo View Post
    Oh Neat, that's not bad then I suppose.
    Yeah I had assumed it to be a 1hr as well.
    In before it never fucking sticks on targets where it would matter! xD

  11. #6331
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    So basically Atomos which took years to develop is the BLU spell Osmosis.

    God dammit SE, you're hilarious.

  12. #6332
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    Quote Originally Posted by Priran View Post
    if entrust actually allows 1 GEO to have 3 bubbles out? 10/10 best job adjustment
    holy shit didnt think about this, it would catapult GEO into a whole other dimension as a buffer o.O. I think tough its just 2 buffs allowing GEO to stand out of range every 10 min, i really doubt SE would be so dumb to OP GEO as a buffer that much ¬.¬.

  13. #6333
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    Quote Originally Posted by Treize Kordero View Post
    Wow!!! Dancer and Thief getting A+ dagger and PUP getting A+ H2H... my jaw dropped... Didn't think such an increase was going to happen. This has me excited. The lower recast on steps and presto is nice.. or flourishes to use while waiting for Reverse Flourish cooldown.
    An extra 7 skill levels, everyones gonna invite thf now

  14. #6334
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    I'm hoping for about +100 accuracy or so for pets at 119, so about 5acc per level. Wyverns at 119 with parameter boost only have about 860 acc i think( have to check) which isn't enough to hit in Incursion much. This may change if they ever release empy body reforged since that allows us to share food, or if they ever release high tier mochi that has comparable acc to sushi for players but gives similar acc to pets. Pets should naturally be more accurate than players since players receive buffs and food and pets cannot. 1050-1100~ is a good acc value that all pets should have at 119 but right now most pets are hovering around 780-850. The skill increases for 1h jobs comes as a nice boon. The +skill will also help blu phys spell acc somewhat.

    Kinda wish they gave RDM A sword skill and EX weapon skills(so we can Sanguine).

  15. #6335
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    Also loldynamis, but /DNC procing just became a lot easier. Also, is DNC getting their own Sneak Attack? Climactic Flourish forces crits but this CHR bonus might increase base damage by a 1:1 like how sneak attack increases base damage by 1:1 according to DEX. Gonna be sweet on Rudras. If there's an empy piece that enhances climactic it may now also add a chr bonus like how thf hands increase dex/agi bonuses to sata.

  16. #6336
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    More ACC/M.ACC!? Flaming Crush all the things! \o/

    In my high acc set with shiromochi I believe I just barely break 1.1k ACC. If they give +100 ACC that means I can start using Kusamochi on nearly everything. I use Akamochi on most things atm.

    Apogee should be useful, though I think what would have been nicer is a JA that lets us heal our avatars every 30-60sec to go along with the Avatar's Favor change that way we can actually keep buffs at full power.

    If Atomos is 1hr then lol. Else cool, something else to do on SMN \o/.

  17. #6337
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    Ok, let me elaborate more instead of just whining about an extra 7 combat skill:

    Whens the last time thf got a DD adjustment? Mug recast, no. Steal/Despoil timer sharing, no. I looked at all the job change posts here, so if something snuck in as a last minute change on update notes, I missed it, but I cant remember anything. Even Larceny is mostly used as a defensive tool (remove chainspell if the mob favors shitty spells like death) or time saving tool (to drop invincible or PD). Why the lack of DD adjustments? Because "you have TH, its VERY VERY VERY VERY POWERFUL". This combat skill change is just "we've given every job's main weapon an A+ skill.

  18. #6338
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    Quote Originally Posted by Sechs View Post
    Normally it's Ranged weapons that reset TP, but I got told (never tested myself) that Ammos which you can really throw (like Shurikens, Pebbles etc) do reset TP when you equip them, just like ranged weapons. Whereas Ammos which you cannot throw do not.
    The way I got it when I read this was that Throwing ammos worked differently from real ammos for weapons (like bullets, bolts, arrows etc), since I assume swapping those do not reset TP).
    I haven't done it in a long time but it never did back when everything was shoot or throwable

    Also wonder will sange still consume shadows? If so full merits or useless. If not what will merits do?

  19. #6339
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    Ammo slot doesn't remove tp.

  20. #6340
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    Quote Originally Posted by dasva View Post
    Also wonder will sange still consume shadows? If so full merits or useless. If not what will merits do?
    Increase chance of not consuming Shuriken by 20%.

    :D

    Quote Originally Posted by Damane View Post
    holy shit didnt think about this, it would catapult GEO into a whole other dimension as a buffer o.O. I think tough its just 2 buffs allowing GEO to stand out of range every 10 min, i really doubt SE would be so dumb to OP GEO as a buffer that much ¬.¬.
    Not many uses I can think of for Entrust if it doesn't allow a 2nd Indi. Literally no content comes to mind where I'm not in range of a mob anymore. If I'm not, I'm doing a self Indi that I/others need, like +Att for Rng party, +MAcc for high lvl Incursion, haste for stun party, etc. Tossing an Indi on another party member was requested a lot in the past, but that was when haste wasn't a thing, MAcc wasn't needed, and Geo didn't have access to as much gear as it does now to be tough. Just don't see it as an issue anymore.

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