I'd be happy if they ever gave us a way to find out mobs current HP / max HP
I'd be happy if they ever gave us a way to find out mobs current HP / max HP
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.
Bingo
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
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
Some interesting looking dev notes today
Something about nin too
Are you guys talking about some JP Dev Tracker post which hasn't been posted on the ENG forums yet?
Yeah. Seems the slycer signal is broken
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.
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".
I absolutely hate doors in this game lol.
Some doors, like the tenshodo in lower jeuno, make it a huge pain in the ass for multiboxing.
Here's the english tank/dd post:
http://forum.square-enix.com/ffxi/th...069#post488069
And the door one:
http://forum.square-enix.com/ffxi/th...070#post488070