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

  1. #1081
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    I'd be happy if they ever gave us a way to find out mobs current HP / max HP

  2. #1082
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    Quote Originally Posted by Spira View Post
    I'd be happy if they ever gave us a way to find out mobs current HP / max HP
    They should let libra do that honestly.

  3. #1083
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    Quote Originally Posted by Fwahm View Post
    According to how Magic Accuracy is defined on BGwiki, how much Magic Accuracy INT/MND/CHR gives you depends on how much INT/MND/CHR your target has. It's not the same as attack, accuracy, and MAB.

    If you have 500 magic skill, 200 magic accuracy in gear, and 200 INT, your INT based Magic Accuracy (that's another wrinkle to add; stat specific Magic Accuracy), your total Magic Accuracy varies between 800 and 900 depending on your foe's INT.
    I think this conclusion is a result of our limited understanding of how magic accuracy worked/works. Personally I'm still going with the INT/etc conclusions that our magic accuracy varies on enemies is a result of us not knowing the existence of stats like magic evasion for so long, and that we've had to guess work our real magic accuracy totals since the dawn of the game, and it being a relatively hard stat to determine.

    I just think magic accuracy goes through more checks than accuracy making it harder to nail down a perfect formula, which is where our current understanding came from. I mean, theres half resists on Nuking, Quarter resists, so forth... Checking Elemental resistance, resistance to certain status effects, so on. Magic accuracy is just a pain to test, which is why many latent effect: Bonus to magic accuracy items are difficult to test as well.

    But i could be wrong, and i accept this, regardless I'm still willing to bet the INT/MND/CHR thing falls into the realm of us attempting to make sense out of insanity, and basically we have 1 static magic accuracy number, but it goes through more checks than your typical acc/eva formula.

  4. #1084
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    Bingo

  5. #1085
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    Quote Originally Posted by Fwahm View Post
    According to how Magic Accuracy is defined on BGwiki, how much Magic Accuracy INT/MND/CHR gives you depends on how much INT/MND/CHR your target has. It's not the same as attack, accuracy, and MAB.

    If you have 500 magic skill, 200 magic accuracy in gear, and 200 INT, your INT based Magic Accuracy (that's another wrinkle to add; stat specific Magic Accuracy), your total Magic Accuracy varies between 800 and 900 depending on your foe's INT.
    This more is a terminology thing based on all we can really determine based on testing. It was a lot easier just to add up all the factors on side to compare them to the unknown meva on mob side since we have no way of knowing basic without extensive parsing. And there is very little info on meva of mobs. Like only a couple mobs at certain levels with us at 75 have ones that have been quantified and even that was often just to a single spell iirc. Hopefully if they give us some of the stat on this though it should make the horribly painful testing required to figure things out easier. I might actually get off my butt and do some lol. Monstrosity can help with a bit too. At least on basic modeling and comparing etc more so when they finally add a 99 cap region

    In all reality math wise there is no difference from saying a increasing dint increases the players macc or decreases the mobs meva. Similarly math wise there is no difference from saying a stat comparison increases evasion or decreases accuracy. And I can't remember if evasion was completely modeled really but maybe that's how dex/agi work sorta? Regardless it's the difference between meva and macc as we understand it that gets base hit rates which is all anyone really cares about

  6. #1086
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    Quote Originally Posted by NynJa View Post
    Really?

    https://www.bg-wiki.com/bg/Fatality_Belt
    Latent Effect is suspected to be activated with any 2-hour ability.
    Critical Damange enhancement is +2%

    I didnt know "suspected" was a term used for certainty.


    More unknown latents, some from gear older than Jesus.
    https://www.bg-wiki.com/bg/Ace%27s_Locket -6 years old
    https://www.bg-wiki.com/bg/Foolkiller -6 years old
    https://www.bg-wiki.com/bg/Aizenkunitoshi -3 yrs old

    https://www.bg-wiki.com/bg/Mindmeld_Kris
    https://www.bg-wiki.com/bg/Magorokuhocho
    https://www.bg-wiki.com/bg/Savior_Mantle <- may have been figured, but a ffxiah post isnt much to hinge on.

    http://www.ffxiah.com/item/11576/bond-cape - 2 1/2 yrs

    http://www.ffxiah.com/item/11676/flock-ring
    http://www.ffxiah.com/item/11727/flock-earring
    Above 2 are suspected, but with hidden stats, it'll almost never be known with certainty.

    https://www.bg-wiki.com/bg/Tonatiuh_Axe
    ffxiah posts say one thing, bgwiki says another thing, and neither are certain.
    fatality belt: mighty strikes only (famitsu/jpwiki)
    bond cape: 3 person party +1, 4 person party +2, 5 person +3, 6 person +4 (famitsu)
    tonatiuh axe: latent active on auto-attacks (famitsu/jpwiki)
    flock ring/earring: 3 person party +2, 4 person +4, 5 person +6, 6 person +8 (famitsu/jpwiki)
    aizennokunitoshi: according to JP wiki, latent is active when equipped as sub weapon
    ace's locket: according to JP wiki, latent is active when HP < 25%??


    when in doubt, check the strategy guide!
    http://www.amazon.co.jp/exec/obidos/...p-22/ref=nosim

  7. #1087
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    Some interesting looking dev notes today

  8. #1088
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    Quote Originally Posted by dasva View Post
    Some interesting looking dev notes today
    Looks like they are taking away the TOAU bazaar tax and messing with enmity again based on ilevel.

  9. #1089
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    Something about nin too

  10. #1090
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    Quote Originally Posted by dasva View Post
    Something about nin too
    I think the nin bit was also in relation to enmity management.

  11. #1091
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    Are you guys talking about some JP Dev Tracker post which hasn't been posted on the ENG forums yet?

  12. #1092
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    Yeah. Seems the slycer signal is broken

  13. #1093
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    Quote Originally Posted by dasva View Post
    Yeah. Seems the slycer signal is broken
    It's not broken, it was stolen by the XIV people :/

  14. #1094
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    http://forum.square-enix.com/ffxi/th...948#post487948

    This one is about the TOAU Bazaar, Some kind of NOPE about doors opening automatically, and another about spell interruption while moving.

    http://forum.square-enix.com/ffxi/th...949#post487949

    This one is the enmity adjustment discussion. The 2 sections are Tank jobs and DD jobs.

  15. #1095
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    The enmity fix they did some time ago was nice (despite breaking some pet jobs). It's just that soon after they added weapons/gear capable of letting us generate waaaaay more damage, and hence more enmity, and we were kinda back to square one.
    I have no clue how they could possibly make NIN a decent tank again.
    I don't think it's just a matter of enmity, altough yes of course that's one of the issues.

    Fixing Yonin/Innin could be a good start, but those JAs would need some serious overhauls... starting from making them undispellable for example.
    Actually going the Yonin/Innin approach is the only possible thing they could do to retain NIN's ability to be either a DD or a Tank. It would be similar to what in other games are called "stances".

  16. #1096
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    Quote Originally Posted by pancakesandsex View Post
    Some kind of NOPE about doors opening automatically
    Would people really love it that much?
    Personally I always found it ugly and annoying in FFXIV.
    I mean, doing it for some doors can be nice, but for all? Why even put a door there then? It just looks silly in XIV but I guess that's just me.

  17. #1097
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    Quote Originally Posted by Sechs View Post
    Would people really love it that much?
    Personally I always found it ugly and annoying in FFXIV.
    I mean, doing it for some doors can be nice, but for all? Why even put a door there then? It just looks silly in XIV but I guess that's just me.
    Doesn't bother me personally. I like actually having to interact with things. Someone cares apparently though.

  18. #1098
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    I absolutely hate doors in this game lol.

  19. #1099
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    Some doors, like the tenshodo in lower jeuno, make it a huge pain in the ass for multiboxing.

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