The Tutewehiwehi ones don't even belong on there, he takes multiplied damage at some stages. I've hit up to 10k Requiescats on him before.
The Tutewehiwehi ones don't even belong on there, he takes multiplied damage at some stages. I've hit up to 10k Requiescats on him before.
Same goes for Dakuwaka and Tojil.
I don't think I could type out an "average" in this game that ranges from one value to over double that value with a straight face
Well, it makes perfect sense in a game where you can beat ADL 50% of the time 100% of the time.
60% of the Time, It Works Every Time
closeenough.jpg
I never said the word average or implied that they hit 11k regularly. I said with a 4 hit build and haste cap, a sam will do 5-11k+ shohas every 2-3 seconds as if its an autoattack.
But they won't, you're greatly exaggerating. Also implying that 11k is anything even remotely common.
drg can get those same TP return on jumps by stacking TA/QA gear, the same way sam gets those epeen shots. The only difference is no one screencaps their 70%TP return jump.
I wouldn't ss a 70 tp return jump either. Can save that for the 240 tp jumps. lol
But in all seriousness, the whole point of having that much jump TP bonus, would have been the reliability. You'd have got the 100+ tp per jump Every jump, barring a missed first hit. Rather than it being a lucky multi-hit.
Three posts from Matsui today.
Maybe some of the other's can get into the nitty gritty of it with better translations than bastardized GoogJP, but it looks like they're thinking of adding an instrument that gives +1 songs, holding strong to their stance of Ochain > other shields, but working upwards towards it with new shields, adding an additional way to store items (mentioned a survey done back in September, I think I remember Slycer translating it as some sort of MH only massive bank that you can't view outside of your MH, but I forget), some ramblings concerning Rng and how they want enmity to matter for them (though there is a line ((bad translation?)) that says "The Hunter is about to end" lol), and some info concerning AA BC congestion, though I can't make out what he means. Confirms that at least 1 new BC is coming in January, and talks about wanting to make it desirable or something.
Just for future reference when reading these translations, what does Uchinaoshi and Sukamu mean in the context of his post concerning inventory space? Mentions something about gear being made to last to a certain point than be upgraded or thrown away, or something. Hard to tell.
After rereading it, is Sukamu Skirmish? He mentioned Skirmish going all the way to ilvl 119 if so. He also goes on to say that they're preparing entirely new rewards for it, since requiring all of the old rewards would clog up too much inventory space, at least I think that's what he's getting at. Assuming of course that Sukamu is Skirmish.
1st post apologizes for congestion in La'Loff and again restating that it's hard to go back and adjust that battlefield, but in January there will be new battlefields so they are hoping that will indirectly alleviate the congestion.
2nd post about difficulty still playing PLD/BRD/RNG without RME (since this has basically been removed with other jobs): In response, Matsui says they want Ochain's strength to be block rate whereas if you use Killedar Shield you will block for more damage, furthermore 119 shields will be added so please look forward to it. As Malithar mentioned BRD might get a +1 song instrument so you don't have to slave away in Abyssea anymore unless you really want to. As for RNG, he says use Decoy Shot and Camouflage and git guud (also they might adjust these). They also think tanks have some trouble with enmity so they're still looking at big enmity changes.
3rd post: In the next update for Skirmish, the items from Skirmish I and II will be upgradeable to i119. There are no plans to allow upgrades to other equipment, and new Skirmish after this will give completely new awards. In order to avoid inventory stress in the future, they'll probably avoid systems where you have to upgrade previous equipment, and new events will just give new gear instead. If in the off chance they do add more reforging systems in the game, they will make it easier to get the previous forms of the item at the same time to save players from having to go back and get them (I'm assuming he's referring to things like relic/empyrean armor).
As for actual expansion of inventory, that's going to have to wait, as back in September they already told us how difficult it would be to implement it. If you get new ilevel stuff, their recommendation is to not worry too much about just tossing you old stuff.
Uchinaoshi is reforging. Sukamu is Skirmish as you figured.Just for future reference when reading these translations, what does Uchinaoshi and Sukamu mean in the context of his post concerning inventory space? Mentions something about gear being made to last to a certain point than be upgraded or thrown away, or something. Hard to tell.
So ummm.... 119 is the new perle gear then. So next "big" update (whenever it will be) will go to ilevel 129 max or something ? Just speculating
Naw skirmish actually takes some work to make. I bet 119 will still be the max
117 is the new perle gear, 119 Skirmish gear are probably more like Empyrean+1 or something since it actually requires you to do stuff.
I guess it would make sense that it's about time to raise the ilevel, but I hope they're smarter about it this time and only add a few levels at a time rather than making a huge jump and then fill in the middle, which doesn't make a whole lot of sense. hell, even their 99-119 progression doesn't make a lot of sense anyway, at first it seemed like it was a progression like AH100s -> Peacekeeper Armor -> Skirmish I/WKRI -> Skirmish II/WKRII -> Delve, but then they added stuff like Peacekeeper's +1 that barely cost anything more than the NQ, and now the freebie i117 gear. Isn't there still a bunch of gaps in 99-119 that haven't been filled, too?
Well the ffxi ilvl system doesn't really make much sense compared to say WoWs, where the item level determines the entire stat budget of an item. In ffxi, it seems to only determine the base stats/armor and some baseline amount of evasion/meva/mdb, where every other stat is seemingly unrelated (atk/acc/multi-attack/mab/macc/mdmg/stp/every specialty stat, as well as bonus eva/mdb). If you compare the 117 spark armor (EDIT: much of the 119 AF as well), to skirmish/delve stuff, the spark armor is significantly underbudget for its level (missing vast amounts of secondary stats) and fairly terrible because of that.
Raising ilvl because of the 117 spark armor would be pretty silly... but so is the spark armor being 117. SE still really doesn't know what they're doing.
I think they had an idea at first, but quickly realized it wouldnt work.
I think their original idea was a long grind of farming T1-3 Delve mobs till you cap out and upgrade all the gear, then a long grind of farming T4-5 Delve mobs till you cap out and R15 that gear, THEN the long grind of farming Delve bosses. Except, you had people who could clear Delve bosses without the T1-3 and hit the 119 plateau rather fast, and then there were people who couldnt clear the Delve bosses at all, even with all the gear. So ever since then, SE has been playing catch up, to try to get people to the 119 plateau without really surpassing the 119 plateau. Except for the people who've already hit that point, there was no point in playing. Why vie for something thats inferior to what you have? At the same time, even before SE added skirm 2 and what not, why spend a month grinding away on airlixirs for one piece of gear when theres already something better out there that wont take a month to get? Introducing such a system also included fear into the players, fear of "will all my time be wasted next month when SE adds something new"?
And then there are some gear adjustments that make no fucking sense (last patch that introduced a bunch of lv106/109 weapons/armor, vastly inferior to anything thats already out there, other than a couple AF macro pieces)
last i remembered ilvl is going to stay at 119 for the rest of the expansion.
here's what i think..
unlike the way other mmos deal with ilvl, i believe it's really meant to function as though you gained levels in FFXI.. which is why it stops at 119, its meant to be the equivalent of raising the level by 20... and like with previous level caps, they introduce multiple 'sidegrades' at the existing level cap.. and so they're filling in 119 with various options. the eminence sets are examples of ilvl gear that is high level but not necessarily impressive. i believe that this decision was probably made further down at some point, because initially all you really had to do was go with the higher ilvl option, which would almost certainly be better.
i think the 106/109 SKC weapons were really meant to cater to players who don't have Adoulin (i always wonder why such players exist, but they do), and were essentially the best ilvl equipment available to them until eminence gear came along. i agree that it doesnt make sense if you take the game in totality tho. then again, a lot of things never do.. like that Moepapa Stone -1