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  1. #11321
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    Quote Originally Posted by Alkar View Post
    Unless it's a free copy of the PC version I don't see what they'd give PS2/Xbox players one month before their services are permanently shut down.
    The PC client has already been free to download for a while, in part to help console players swap over. So I wouldn't be sure either, since it's not like FFXI accounts are tied to a particular platform in the first place. I'm sure plenty of people have logged in on one of the console versions or the other at some point, and it'd seem preferable for people to swap to PC sooner rather than later.

    Were they still putting in new data, I could see something like commemorative Login Point gear or furniture that month. Maybe it wouldn't be hard to recolor some items to black/blue and white/green or something. Not as much a reward for those players as some in-game recognition.

  2. #11322
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    It might be difficult for us to see whats going on, but theres definitely some drastic change thats happening/happened on the developer end. I'm guessing no more new graphical assets like mobs, equipment, weapons, etc. and no new music (no reason for it anyway). some parts of the dev teams may have officially been dissolved so they wont ever get back on XI.

    Quote Originally Posted by dejet View Post
    And will get "ffxi is celebrating its15th year, and with this we bring to you another expansion pack!"

    So could see SE pulling some shit like that 2 years from now...

    I really think SE Hopped people to jump ship and just do not understand the player base of 11 is not looking for the same thing.

    Iv played 14 and HW did all end game and lost interest right away after winning. I like to repeat fights but ff11 just does it so much better.(how more fights are somewhat relevant)
    i don't think 14 is anywhere in the equation of why they're doing this.

    if anything they were probably hoping the XI mobile client would be up by the time console support would be dropped, but based on the info we have (or lackthereof) i'd say that the mobile app is quite far off.


    Quote Originally Posted by Damane View Post
    so basicly they could cycle through old stuff again and again and again

    Inc: Salvage III
    Inc: Neo-hyper-super-nyzul isle

    Repeat the cycle with delve hardmode!
    I think they mentioned before that complicated systems might be difficult to implement.. so no Dynamis II or whatnot. but it seems like Wanted and High Tier aren't that hard - they're just fights after all - so those work. So just simple new battles, which is cool, since they've got a lot more of those that they could implement.

  3. #11323
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    Quote Originally Posted by InsaniacTHF View Post
    Not playing so idk why I care but why would they say this?

    "The aftermath will wear off after executing the ultimate skillchain, so it’s effective to wait until it’s about to wear off before doing this."

    Unless there is some hidden effect to the aftermath they aren't telling us about wouldn't it be way better to make the level 4 asap so you can re-up the aftermath and make another level 4 right away?
    Because SE has no concept on how the game is really played and how to optimize dmg. I mean why would you save up 3k tp for what is in a lot of cases a subpar ws just to enable you the ability to do 1 slightly better skillchain instead of ya know do 2-3 regular skillchains with better ws in that time?

  4. #11324
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    That's not even the full extent of the issue.
    I mean in theory this SC could be sooooo awesome that the damage from MB compensates it, right?
    But then there's the problem of the 99k damage cap. So unless these new L4 SCs allow for multiple full-damage-no-reduction 99k MBs, then I'm afraid it won't be worth it lol.
    But hey, there could be more behind, who knows, let us not be hasty.

  5. #11325
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    Because SE has no concept on how the game is really played and how to optimize dmg. I mean why would you save up 3k tp for what is in a lot of cases a subpar ws just to enable you the ability to do 1 slightly better skillchain instead of ya know do 2-3 regular skillchains with better ws in that time?
    I'm guessing they maybe mean that it's worth it to multi-step Radiance/Umbra rather than just use up your aftermath right away, but the potential issue I'm seeing is that it's already possible to hit the MB damage cap without the use of an improved SC and presumably increased MB multiplier, reducing its usefulness.

    EDIT: Nevermind, Sechs already said it.

  6. #11326
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    Maybe the ultimate skillchain and by extension ultimate magic bursts have "Break Damage Limit" on them?

  7. #11327
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    I don't understand the QQing about Aeonic, they seem right on the mark to me. It's not easy to hit the damage cap when you're incurring the magic damage penalty unless you're using death on something weak. The penalty serious eats like half the magic burst damage on hard mobs, so much to the point that strategies excluding more people are favorable. Having the option to mitigate that effect (via increased burst damage or removing the penalty) is valuable and exactly what these weapons should be doing. Now melee can possibly participate in such events and actually pull their weight. They're buffing RME, pending they don't mess that up, why would you want another version of RME weapons?

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    We don't have evidence that it removes the cap (which seems to be applied before the NM magic damage penalty), and it seems unlikely that they'd implement it in a separate step from the rest of the MB stuff, so it's probably not useful for that.

  9. #11329
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    What leads you to think the cap is applied before the reduction? Last night two death magic bursts were 100k then 80k (with cap, one should have been like 60k). Could have just been slow timing though.

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    Could have been timing. I think the second part of this post is relevant:
    Quote Originally Posted by EjinCaitsith View Post
    You can actually get 2 full damage nukes off per skillchain if you time them right or just have 1 person nuking(evident when a solo nuking BLM does aja>tier6). The resist-wall has a fairly short duration(4-5~ seconds).

    ...

    Tachi and myself have already tested this and it's very likely to be a straight -60% to damage on successive spells and -30% with rayke up. A great example of this is our 2 BLM Kirin video: It's very easy to see the resist wall's effect on the BLM nuking second even though their gear is absurdly better. I've never seen a 2nd nuke done in the same general time do only 10K less than the 1st unless there's a massive difference in spell tier or gear.
    The easiest test is probably to skillchain a 7-TP move Matamata and double MB within the resist window.

  11. #11331
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    Quote Originally Posted by Spira View Post
    It might be difficult for us to see whats going on, but theres definitely some drastic change thats happening/happened on the developer end. I'm guessing no more new graphical assets like mobs, equipment, weapons, etc. and no new music (no reason for it anyway). some parts of the dev teams may have officially been dissolved so they wont ever get back on XI.



    i don't think 14 is anywhere in the equation of why they're doing this.

    if anything they were probably hoping the XI mobile client would be up by the time console support would be dropped, but based on the info we have (or lackthereof) i'd say that the mobile app is quite far off.




    I think they mentioned before that complicated systems might be difficult to implement.. so no Dynamis II or whatnot. but it seems like Wanted and High Tier aren't that hard - they're just fights after all - so those work. So just simple new battles, which is cool, since they've got a lot more of those that they could implement.
    Yeah agree with all this. Damn them for not being more open about it, even referring to a "major update" coming which is really wtf?? But it's easy enough to see the mobile app is behind and they're trying to keep player interest thru piecemeal additions going forward. What blows my mind is they can't understand that's a totally separate market. The motive to log onto a PC mmo is so diff from a cartoonish android game. It's like they think FF11 is tetris or smash brothers

  12. #11332
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    Quote Originally Posted by Mojo View Post
    I don't understand the QQing about Aeonic, they seem right on the mark to me. It's not easy to hit the damage cap when you're incurring the magic damage penalty unless you're using death on something weak. The penalty serious eats like half the magic burst damage on hard mobs, so much to the point that strategies excluding more people are favorable. Having the option to mitigate that effect (via increased burst damage or removing the penalty) is valuable and exactly what these weapons should be doing. Now melee can possibly participate in such events and actually pull their weight. They're buffing RME, pending they don't mess that up, why would you want another version of RME weapons?
    Yeah they're unique, but i think some were deluded into thinking these would be "ultimate weapons" that just makes everyone toss their RME, alexandrite etc, even though SE said off the bat they're comparable

    I do understand the complaints about the final gifts and rhapsody KIs though

  13. #11333
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    Dev Tracker: Discussion

    Quote Originally Posted by dasva View Post
    Because SE has no concept on how the game is really played and how to optimize dmg. I mean why would you save up 3k tp for what is in a lot of cases a subpar ws just to enable you the ability to do 1 slightly better skillchain instead of ya know do 2-3 regular skillchains with better ws in that time?
    How about the fact that in order to use the effect you need to have 3k to and then the extra +500 tp becomes worthless... Haha so epic.

  14. #11334
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    It could potentially exceed 3000, making it unique in that sense

  15. #11335
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    Would probably require them to make 3500TP points for a large amount of weaponskills since I doubt they already exist. Considering how lazy the rest of the facets of each weapon is, I doubt they'd go to such lengths.

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    How much extra work could something like that be really?

  17. #11337
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    Could be a lot if the game isn't setup to handle tp over 300(0), and what are the chances they have the original programmers that coded that shit?

    WS dmg+ would have made far more sense if they wanted to buff WS at all TP ranges, especially considering how poorly most of the merit WS scale.

  18. #11338
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    WS damage applies only to the first hit though. Well... the boost on Relic and Mythic applies to all hits I guess, but that's something different, not WSDMG+x%.

    The even more ironic part is that some of the merit WSs do not get "Damage increases by TP" effect. So having +500TP is basically going to be worthless wether or not you're at 3000 lol

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    Quote Originally Posted by NynJa View Post
    How much extra work could something like that be really?
    Would you like to go in and not only add a 3500 TP anchor to each and every weaponskill that has a "varies with TP" value and then individually balance each and every one? Even I can't fault SE for not doing this, it would be way too much effort and in the end wouldn't even be useful to begin with for a lot of these weapons. And if they were to do it only to merit WSs to decrease workload it would be even worse considering how shit most of those are and how even shittier their TP bonuses are.

    And before someone brings it up, Azure Lore isn't a good reason why this may already be in the game. Blue magic's fTP anchor points are already dissimilar from weaponskills (0, 150, 300, 350 instead of 100, 200, 300), they're already designed to function separately. There is no evidence to suggest that weaponskills are the same way. If anything it only proves that separate types of abilities are specifically designed to act in specific ways.

    A much more sensible and logical approach to this would have been adding a straight +fTP modifier to the weapon instead of a TP Bonus; it would have affected every weaponskill, even ones with shit "varies by TP" bonuses, and wouldn't have hinged on you being at or below 2500TP, so clearly this sort of thing isn't what they were looking for.


    Quote Originally Posted by Sechs View Post
    WS damage applies only to the first hit though. Well... the boost on Relic and Mythic applies to all hits I guess, but that's something different, not WSDMG+x%.

    The even more ironic part is that some of the merit WSs do not get "Damage increases by TP" effect. So having +500TP is basically going to be worthless wether or not you're at 3000 lol
    iirc there was at least one weapon or something that had wsdmg transfer over to each hit, but I don't remember what it was. The primary saving grace to these Aeonic weapons would be if the TP Bonus transfers over to the main hand like it did with Magian weapons (I didn't even remember this, myself). Wouldn't make them worthwhile for some jobs, but others would get a boon from them over other OH options. Honestly just glad they didn't make the weapons and their AM underwhelming and then tack on a RME style list of requirements.

  20. #11340
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    They dont have to let it handle going over 3000. Just scale the WS mods to add FTP values for 3001-3500 TP

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