Go fuck yourself. Even after all of this Thf is supposedly barely better than Sam in a situation with an unmoving mob and perfect JA usage Aka this does not exist in real life. After my thf being passed over in many situations for a flavor of the month DD (Not that I couldn't/didn't job change but finding brd that didn't leave on sight of anything not mnk sam nin or war was a bitch back in the day) that couldn't even outdamage me it feels nice to do something other than solo all the time.
And fuck your subtle blow. Thf generates so much tp for mobs that even capped subtle blow wouldn't make it remotely comparable to 2h DD let alone a halfassed mnk as far as tp given to a mob goes.
TP given to mobs doesn't matter when everything dies in a skillchain or two.
So looks like from that jp post a couple pages back unity rank stats wont be dependent on situations like time of day or weather etc. thf ability googled to "Effect up to grab". Better aura steal/despoil rates? Better odds of actually stealing items? Something about alluvion yorcia where you defeat foes for points then using those points to summon/strength monsters.
My guess would be steal/despoil rate. They'll probably avoid categories that enhance merit-only abilities like aura steal/dia III/etc unless it's a more general effect. e.g. "Dia" effect or Enfeebling Magic Potency
Currently capes only are given three augments. There is still an unused spot.
I like to claim SAM is about as good as thief to avoid Rudra nerfs, but to be realistic for a moment the only reason SAM parses competitively at the moment is because they fuck up everyone else's skillchains. Dagger jobs are where it is at right now.
My RUN and DNC cape have 4 augments, and no primary stat.
Not sure what you guys are on, or maybe I'm just misunderstanding what you're saying...
They need some design tips for their (XI) promo videos >_>; I feel like I'm looking at a geocities site whenever I watch them.
Was that sword in the JP article augmented with anything good / more powerful than what we have currently?
Really don't think that'll be the case. The spells shown didn't follow any rhyme or reason like the elemental chart or elemental strengths. If getting one was the case, I'd expect to see Stone VI. Never mind that the other jobs shown are seemingly just as random with Sch shown with Hailstorm II and Brd with Light Threnody II. I think it'll all just be a single gift that grants "Tier II Threnodies," "Tier VI single target elemental magic," etc.
I sure hope so because it would be very lame otherwise.
Ah, there are actually 5 augment slots, sorry. The last one has just never been used.
Based on Lyra's translation of the chausable (they had similar augments) it looks like D+15, +14 macc and 2 DA. Base stats on the weapon were same as current version. The macc/da are already possible and in fact look low end which kind of makes sense since I think they said they were just adding a augment slot.
So looks like melee weapons will gain some base dmg augments woohooo. Staff/club will probably get some magic dmg/pet mab instead (or not it's not like SE hasn't done blanket weapon buffs that were just dmg even for mages). Not sure what shield would get... the closest comparison to base dmg on weapons would be def for shields but we can already get def. Successful block would also kind of make sense but again that's already there. Maybe something real specific like +phalanx? And for Linos... I predict +song duration
Rdm Tier III enspells. Anyways it could be something inbetween. I mean we are getting 7 gifts this update so it's quite possible that the first one for blm is stone VI, 2nd is water VI, etc with last being idk cp gain rate. I understand that doesn't quite work for storm/threnodies but I could see them holding off a single element or possibly both light and dark till later. Though I hope not my trueflight needs some Aurora storm II!
That enfeebling duration job point might be one of the most significant at 10/10 or 30/30. An additional 30 seconds increases Sleep I's duration by 50%, basically adds another merit to Dia III, would probably almost double gravity/bind/break's average unresisted duration, etc.
If it is calculated before Saboteur, a RDM could put NMs to sleep for over 3 minutes, and non NMs for almost 5.
I think the idea to increase max JP per category was dropped long ago.
You guys are gonna rage and throw your keyboards, but the new dev post about the augmenting of Incursion capes?
Yeah, they're adding new items to Incursion that allows you to augment them.
Sorta helps Incursion, but at the same time, would've been nicer if it was just wailing stones or something, but eh....