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

  1. #681
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    I'd just like to see elemental WS be ranged for staves and SMN BLM at the very least get more options like GEO and WHM have. I'm sure other weapon classes would enjoy the perks as well, but I can't speak from experience on it. With that being said, I quite enjoy my 5k AM2 Vidohunir. I'd be beyond psyched if it did the same as a high tier spell 9k~12k though.

  2. #682
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    Quote Originally Posted by dasva View Post
    There needs to be a sweeping change to elemental ws in general lol. All this rediculous boosting to physical has done next to nothing for magical.
    all weapons get Magic Damage+ next!!!!!!

  3. #683
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    Quote Originally Posted by Spira View Post
    i seem to remember that historically, in the early days of FFXI (pre Zilart),the opposite was actually true. Elemental WS were far superior to physical
    Not sure. I didn't start till NA release which came with zilart. I'd imagine part of that might have been due horrible pdif from not understanding or having as much +att/-def

  4. #684
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    Quote Originally Posted by NynJa View Post
    all weapons get Magic Damage+ next!!!!!!
    Actually not a bad idea. They are gaining huge amounts of physical dmg that could help. Though how much would kinda depend on where in the equation it goes which I don't think has been tested...

    Edit: all right just checked and it's added after ftp. So would need some crazy mdmg values to do much

  5. #685
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    Quote Originally Posted by dasva View Post
    Not sure. I didn't start till NA release which came with zilart. I'd imagine part of that might have been due horrible pdif from not understanding or having as much +att/-def
    I remember when we were in a lot of statless gear (Zilart Era all the shit with stats was expensive as fuck anyway, SH Hauby etc) elemental WSs had the benefit of never missing so it was a lot more reliable (especially if you were dumb and thought fighting ITs 10 levels above you was better exp than chaining T/VTs). Then of course you had people building TP for Spirits, though admittedly in retrospect that was probably way less efficient than a lot of people thought it was.

  6. #686
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    No, I'm pretty sure they actually were more powerful pre-NA release. Unfortunately the NA update history doesn't go back that far though and we no longer have Elmer's website.

    On a side note, there appears to be a play style survey on the JP side today. I wonder if they'll bother polling us.

  7. #687
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    Dev Tracker: Discussion

    Quote Originally Posted by Kincard View Post
    I remember when we were in a lot of statless gear (Zilart Era all the shit with stats was expensive as fuck anyway, SH Hauby etc) elemental WSs had the benefit of never missing so it was a lot more reliable (especially if you were dumb and thought fighting ITs 10 levels above you was better exp than chaining T/VTs). Then of course you had people building TP for Spirits, though admittedly in retrospect that was probably way less efficient than a lot of people thought it was.
    one of the main problems was also that there was no accuracy food back then around like sushi. melee burns started to apear after sushi was introduces and some devent melee gear. without a bard melees were whiffing to no end and even if they had a bard they were hiting IT mobs for shit dmg

  8. #688
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    Quote Originally Posted by Damane View Post
    one of the main problems was also that there was no accuracy food back then around like sushi. melee burns started to apear after sushi was introduces and some devent melee gear. without a bard melees were whiffing to no end and even if they had a bard they were hiting IT mobs for shit dmg
    I think thats more just game progression, having multiple mobs with short repop. Outdoor had mobs spaced out (if I'm not mistaken, valkurm beaches span something like 3x2 grids, and theres maybe 8 snippers each beach, couldnt do pugils or 3rd tier gobs, and everyone was scared of flies). Dungeons had mobs more compressed together, quicker pulls, but you were subject to the 16 min repop, which means downtime.

  9. #689
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    Quote Originally Posted by Damane View Post
    one of the main problems was also that there was no accuracy food back then around like sushi. melee burns started to apear after sushi was introduces and some devent melee gear. without a bard melees were whiffing to no end and even if they had a bard they were hiting IT mobs for shit dmg
    Melee burns were being done LONG before sushi was introduced. Decorative Weapon parties and KRT MNK burns were common even back in the Zilart only era.

  10. #690
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    Quote Originally Posted by Kyte View Post
    No, I'm pretty sure they actually were more powerful pre-NA release. Unfortunately the NA update history doesn't go back that far though and we no longer have Elmer's website.
    Well even these days you can get red lotus to outdamage your fast blades at the appropriate levels, the "not missing" part was just especially nice when nobody had accuracy for shit. Pretty much the same reason black magic has largely fallen out of use, melee damage just tends to scale a lot better.

  11. #691
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    New OP strat:

    Crab (Save TP) > Pugil > Crab > Pugil > Crab > Pugil

    Fastblade > Redlotus > SA Combo > MB Fire I / Banish


    Heard it here first !

  12. #692
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    You can really only do the crab > pugil strat if your whm/blm and blm/whm have aspir. Good idea but let's keep things realistic. Not everyone can expect to afford expensive gear and spells.

  13. #693
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    Nah blm needs to be saving mp to cure the drk/war tank, no whms seeking within 3 levels of us

  14. #694
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    EXCITE.
    Base movement speed will be increased by 25%.
    Existing movement speed bonuses/gear will be calculated according to the new base movement speed.

    the upper limit on movement speed isn't going to change tho.


    ..and theres another update blurb about new stuff for high lv crafting coming soon, or something

  15. #695
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    Quote Originally Posted by Spira View Post
    EXCITE.
    Base movement speed will be increased by 25%.
    Existing movement speed bonuses/gear will be calculated according to the new base movement speed.
    This is going to be great.. I can't wait for the update. ~9 days to go.

  16. #696
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    Oh wow wasn't expecting 25%, thought 10 at best! Nice!

  17. #697
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    Quote Originally Posted by Spira View Post
    EXCITE.
    Base movement speed will be increased by 25%.
    Existing movement speed bonuses/gear will be calculated according to the new base movement speed.

    the upper limit on movement speed isn't going to change tho.


    ..and theres another update blurb about new stuff for high lv crafting coming soon, or something
    Wait... so currently, movement speed is X. Cap is 2X. The change will make movement X*1.25 = Y. Will new cap be 2Y, or will it still be 2X?

  18. #698
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    Quote Originally Posted by Marootsoobutsu View Post
    Wait... so currently, movement speed is X. Cap is 2X. The change will make movement X*1.25 = Y. Will new cap be 2Y, or will it still be 2X?
    as far as I read the current upper speed limit isnt gonna change so 2X? (unless I am misunderstanding here something)

  19. #699
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    Think we'd also need to know what they considered max before. Flee speed or base+gear+sprinters+songs? But since it generally sounds like a nerf to those, I'd put about an 8% cut on each added source.

  20. #700
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    It's reasonable to assume that flee speed was the max before because every other movement speed buffs stacks with equipment boosts but not that.

    With that, the upper limit's staying at 200% while the base rate will be 125% with increases being based on the latter. (So Bard AF3 Boots make you run at 140% speed, Mazurka makes you run at 156% etc) They said they don't want to increase the max because they're afraid people will clip through terrain- I don't have a lot of experience screwing around with ridiculous settings on clipper though so I don't know how true that is- I ran through an empty Pashhow at like 800% speed one time for luls, the most hilarious thing was that it glitched the game so that monsters almost don't show up before you run past visibility on your screen and it won't let you zone because the server goes "wtf?"

    The biggest downside I can think of for this patch though, is that since the monster movement speed is also being increased it'll probably screw up how you hit a moving target. Before now you already had to run pretty far ahead of an enemy on your screen to hit it, probably going to need to run even farther ahead now because I doubt they'll change how often the server updates position info. Not that chasing targets is something done very often nowadays but I imagine it'll be annoying if you need to.

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