Sp gobbie keys
Sp gobbie keys
10,000 plutons it is...
Confirmed 10,000 pluton/beitetsu/riftborn for upgrade, lol
Congrats to those of you who stockpiled a ton
Edit I can't do math.
Also dmg varies by weapon type. Far as the melee adjustment.
This is going to take some testing to figure out what they mean. It's possible that there's a pDIF cap that scales with delay now, but it's also possible that SE's translations are just not that accurate and they meant something along the lines of "weapons with higher base damage will do more damage than those with lower base damage"
I'm curious what the base dmg will be after reforge.
seems like our update notes translator is even worse tonight.
Damage 153 Colada (1h Sword) on level 1 rabbits: regular hits high 580s to low 600s, crits high 790s to low 820s.
In hindsight it looks like some people in here were right.
The whole "omg we need to unify paths because of spaghetti code blahblah future stuff" about AG and non-AG was just crap.
A silly excuse to justify their actions (i.e. the 10k/1 trial).
They just wanted to keep players busy mid/long term in a way that would also help to revitalize old content, which is actually a healthy thing for old players and returning ones.
Per se it's not a bad thing, I actually like it, I just hate feeling like SE is trying to make fun of me by pretending me to believe those silly excuses, really irritates me. Could've said things straight at this point and I would've apreciated the sincerity (and I agree with their goal regardless)
It does sound pretty preposterous for Ergon owners though. They don't have double paths that needed to be unified, they are the hardest weapons to obtain, yet they get the same exact trial and not even a glow or Afterglow effect at the end.
Speaking of which, I seriously hope they're gonna add an option to turn it off because in a few months it's gonna feel irritating to see everyone and their grandmothers running around with AG auras.
I seriously doubt that slicing the QC work or whatever by 50% didn't factor into their thinking at all. Wondering if they're going to follow up on that promise to use the augment space freed up by the lack of needing Trials of the Magian in the future though.
Summoning magic skill does not increase blood pact accuracy . . . MYTH BUSTED
Interesting that the WS Accuracy stat only applies to the entire WS in the case of fTP replicating WSs. I guess the original fast blade testing was flawed. Also nice to get official confirmation of the +100 Accuracy number.
It was never about "spaghetti code" that was just something the playerbase autocorrected it to.
Because once ANYTHING even remotely technical is brought up, 99.99999999999999999999999999999999999% of the playerbase's eyes glaze over and all they hear is "spaghetti code".
It was simply that they were running out of space for magian trials. (though I DO think they're overestimating the need for that space, because I'm fairly sure these are the final forms of them. Though I honestly can't say if they don't have the table space to allot for another set of AG variants... they could have noticed that they only had X "lines" left, and so they decided this. If anything is to be blamed, it's not the software: it's the shitty hardware that the game is stored on. eg: the servers.)
Also: Um.......
Um................ What happened to..... the past 8 years? Where summoning magic skill increases acc and Macc.... but only for BPs.Blood Pacts (2016/2/10)
There is an accuracy boost for Blood Pacts, and it is the same +100 as Weapon Skills receive. Summoning Magic Skill does not increase Blood Pact Accuracy. Avatar: Accuracy and Pet: Accuracy can fill this function instead.
Did they forget about that again? (they've forgotten about a couple things like that before)
Need to find that update where they "made summoning skill matter"....
EDIT: Holy shit it was 10 years ago: October 19, 2006 version update
Relevant from the update notes:
So... Um.... yeah.The summoner job has undergone the following adjustments:
[...]
-Blood Pact will now receive different effects when the value added by equipment or merit points exceeds the skill cap for that level.
*Players can experience increased accuracy when using Blood Pact: Rage or lengthened effect durations when using Blood Pact: Ward. The length of the duration increased varies depending on which Blood Pact is used, but will not exceed 180 seconds.
*A player whose summoning magic skill is lower than the skill cap will not experience any penalties, such as a decrease in accuracy or shortened effect durations.
-Players will now also experience increases in skill when using the Blood Pact: Rage and Blood Pact: Ward pet commands.
It was also recently tested by someone (Papesse? Tarage?), no longer than 2 years ago. I actually asked for that test by starting a discussion, and demonstrated that it did convert into acc/macc, altough at an unknown rate, it was assumed to be 1:1 but it could've been worse.
I'm not sure we can lump all of those things he asked for into "doesn't affect 2nd+ hits unless fTP transfers", since the person asking talked about a bunch of stats, and the response didn't distinguish between any of them.
True, that was pretty ambiguous.
Also, I'm pretty sure someone generated convincing evidence that the WS Acc did transfer using Guillotine or something with low WS Accuracy.
I'm less curious about whether or not the WS accuracy transfers (I saw the same convincing evidence back then) and more interested in whether or not it affects macc on elemental WS. That would be a real pain to test, though.
Haven't played since before RoV came out. Why did they buff melee/ranged DPS...? Before I quit, melee DPS was astronomically high, especially for THF/BLU/DNC dominating MNK DRG DRK WAR SAM with Rudra Storms and shit.
There was a MB buff a few months before RoV came out (plus an enmity buff which I'm told has made RNG useless, though I don't know enough about tanking or RNG to personally comment). After BST's range was nerfed midway through RoV, SCH SCs + BLM MBs became the most popular setup.